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- #include <Windows.h>
- #include <array>
- #include <cstdint>
- #include <cstdio>
- #include <span>
- #include <string_view>
- #include "../../core/logging/log.h"
- #include "../../core/settings/settings.h"
- #include "../../core/ui/busy/busy.h"
- #include "../../core/ui/notice/ui_notice_overlay.h"
- #include "../content/activity/scriptable_catalog_worker.h"
- #include "../content/bootstrap/bootstrap_token_publish.h"
- #include "../content/investment/worker.h"
- #include "../diagnostics/entity_create_probe.h"
- #include "../diagnostics/image_dump.h"
- #include "../executable/image.h"
- #include "../hooks/assert_handler/assert_handler_lifecycle.h"
- #include "../hooks/async_io/async_io_lifetime_guard.h"
- #include "../hooks/bitmap/bitmap_hook_lifecycle.h"
- #include "../hooks/bootflow/bootflow_hook_lifecycle.h"
- #include "../hooks/cine_auth_probe/cine_auth_probe.h"
- #include "../hooks/cine_probe/cine_probe.h"
- #include "../hooks/config_getter/config_getter_lifecycle.h"
- #include "../hooks/cursor/runtime.h"
- #include "../hooks/graphics/graphics_hook_lifecycle.h"
- #include "../hooks/hitch_probe/hitch_probe.h"
- #include "../hooks/inactivity/inactivity_override.h"
- #include "../hooks/infinite_ammo/infinite_ammo.h"
- #include "../hooks/membership_probe/membership_probe.h"
- #include "../hooks/network/runtime.h"
- #include "../hooks/noclip/runtime.h"
- #include "../hooks/package_trust/package_trust_bypass.h"
- #include "../hooks/peer_relay/peer_relay_direct.h"
- #include "../hooks/polled_input/runtime.h"
- #include "../hooks/queuez/queuez_hook_lifecycle.h"
- #include "../hooks/retail_log/retail_log_lifecycle.h"
- #include "../hooks/sense_chain_guard/sense_chain_guard.h"
- #include "../hooks/stall_probe/stall_probe.h"
- #include "../hooks/teleport/runtime.h"
- #include "../hooks/vendor_banner/vendor_banner_retire.h"
- #include "../hooks/world_objects/world_object_registry.h"
- #include "../patterns/registry.h"
- #include "../targets/game.h"
- #include "internal.h"
- #include "runtime.h"
- namespace sunrise::client::runtime {
- SRWLOCK g_lock{SRWLOCK_INIT};
- StageState g_mainStage{StageState::pending};
- StageState g_graphicsStage{StageState::pending};
- StageState g_platformStage{StageState::pending};
- HMODULE g_platformModule{};
- void* g_sunriseModule{};
- namespace {
- /** Main-image executable ranges remain valid while the process is loaded. */
- struct GameImageRanges {
- executable::ExecutableImage executable;
- std::array<patterns::ImageRange, executable::kPeSectionLimit> ranges{};
- };
- /**
- * Inspects the main image and maps its executable sections to scanner ranges.
- * @param output Receives the inspected image and matching scanner ranges.
- * @return True when the main PE image has at least one valid executable range.
- */
- [[nodiscard]] bool inspect_game_image(GameImageRanges& output) noexcept {
- output = {};
- if (!executable::inspect_main_module(output.executable)) {
- return false;
- }
- for (std::size_t index = 0; index < output.executable.count; ++index) {
- output.ranges[index] = patterns::ImageRange{output.executable.sections[index]};
- }
- return true;
- }
- /** @param image Inspected main image. @return Populated executable scanner ranges. */
- [[nodiscard]] std::span<patterns::ImageRange> ranges(GameImageRanges& image) noexcept {
- return std::span(image.ranges.data(), image.executable.count);
- }
- /** Reports which resolve stage rejected the sweep, naming a missed signature. */
- void report_resolve_failure() noexcept {
- const auto failure = targets::game::resolution::last_failure();
- if (failure == targets::game::resolution::Failure::networkDerive) {
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=game_targets reason=network_derive result=fail");
- return;
- }
- if (failure == targets::game::resolution::Failure::contentDerive) {
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=game_targets reason=content_derive result=fail");
- return;
- }
- const std::string_view name = targets::game::resolution::last_failed_signature();
- std::array<char, 128> line{};
- const int written = std::snprintf(line.data(),
- line.size(),
- "ev=activate stage=game_targets reason=signature name=%.*s "
- "result=fail",
- static_cast<int>(name.size()),
- name.data());
- if (written <= 0) {
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=game_targets reason=signature result=fail");
- return;
- }
- const auto length = static_cast<std::size_t>(written) < line.size()
- ? static_cast<std::size_t>(written)
- : line.size() - 1;
- core::log::write(
- core::log::Channel::client, core::log::Level::error, std::string_view(line.data(), length));
- }
- /** Clears both main-image target groups while no game hook owns their entries. */
- void clear_game_targets() noexcept {
- targets::game::content::clear();
- targets::game::network::clear();
- }
- /**
- * Resolves both main-image target groups from one inspection, then installs game hooks.
- * @return True when every required main-image target and game hook is ready.
- */
- [[nodiscard]] bool activate_required_main_locked() noexcept {
- GameImageRanges gameImage;
- if (!inspect_game_image(gameImage)) {
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=game_image result=fail");
- clear_game_targets();
- return false;
- }
- // The inspection above proves the packer has finished: these spans are the decrypted code the
- // signatures match. That makes this the first point at which a dump is worth taking.
- if (core::settings::get().client.dumpGameImage) {
- (void)diagnostics::dump_game_image(g_sunriseModule);
- }
- const std::span<patterns::ImageRange> imageRanges = ranges(gameImage);
- if (!targets::game::resolution::resolve(imageRanges)) {
- report_resolve_failure();
- return false;
- }
- // Steam initialization installs package trust before base-package registration. Keep this
- // idempotent check beside the other main-image hooks so activation also verifies ownership.
- if (!hooks::package_trust::install()) {
- clear_game_targets();
- return false;
- }
- // The SignOn config blob carries this token. It must reach State before any hook owns the
- // resolved targets: extraction cannot recover from a missing bootstrap token.
- if (!content::bootstrap::publish_token()) {
- (void)hooks::package_trust::uninstall();
- clear_game_targets();
- return false;
- }
- if (!hooks::network::install_game()) {
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=game_network result=fail");
- if (!hooks::network::has_game_ownership()) {
- (void)hooks::package_trust::uninstall();
- clear_game_targets();
- }
- return false;
- }
- core::log::write(core::log::Channel::client,
- core::log::Level::info,
- "ev=activate stage=game_network result=ok");
- const bool packageKeys = targets::game::packages::is_resolved();
- core::log::write(core::log::Channel::client,
- packageKeys ? core::log::Level::info : core::log::Level::warn,
- packageKeys ? "ev=activate stage=package_keys result=ok"
- : "ev=activate stage=package_keys result=fail");
- // Diagnostic capture reports its own outcome and never demotes this stage.
- // The probe hooks only the index allocator, whose two-argument shape was read out of its own
- // body. The initialiser beside it is left alone: its fifth argument is passed on the stack,
- // and a four-argument replacement black-screened the load on 2026-08-25.
- (void)diagnostics::install_entity_create_probe(
- core::settings::get().client.stockEntityPool,
- core::settings::get().client.restockDrainedEntityPool);
- (void)hooks::retail_log::install();
- (void)hooks::vendor_banner::install();
- (void)hooks::assert_handler::install();
- // Read-only. At a hitch it dumps every in-flight job record from the watchdog snapshot,
- // which names the job and thread the in-world freeze blocks on.
- (void)hooks::hitch_probe::install();
- // Read-only. Some freezes silence the watchdog too; this watcher dumps every thread's rip
- // and stack from its own thread when the game stops calling the pump.
- (void)hooks::stall_probe::install();
- // A sense-record chain that stops terminating after a slice-set teardown holds the whole
- // frame graph. The guard logs the runaway chain and skips its walk for that tick.
- (void)hooks::sense_chain_guard::install();
- // The stock client always relays the gameplay peer channel, which cannot complete against a
- // loopback host. When enabled, this forces a direct connect. Off by default.
- (void)hooks::peer_relay::install();
- // The stock async-I/O wrapper reloads its singleton after pumping it and can observe the
- // legitimate teardown/recreate null window. This optional guard keeps the owner it pumped.
- (void)hooks::async_io::install();
- (void)hooks::config_getter::install();
- // Boot-step fixes scan for their own single-site targets; each reports its own outcome.
- (void)hooks::bootflow::install();
- // The teleport hooks attach whether or not the feature is on, so the interface can enable it
- // without a restart. Both replacements return immediately while nothing is requested.
- (void)hooks::teleport::install();
- // Noclip owns its Havok-step target, so a patch-specific miss cannot disable teleport.
- (void)hooks::noclip::install();
- // Attaches whether or not the feature is on, so the interface can enable it without a restart.
- (void)hooks::infinite_ammo::install();
- // Resolves the activity config getter here; the hold itself runs on the frame tick.
- (void)hooks::inactivity::install();
- (void)hooks::queuez::install();
- // The bitmap reference guard puts the none sentinel in place of a reference outside tag
- // space. Without it the widget's stored-reference reader faults.
- (void)hooks::bitmap::install();
- // Read-only. It reports the status word the activity msg 12 handler writes. That word is the
- // one thing separating "the client never saw our membership body" from "it saw it and the
- // world container still did not bind".
- (void)hooks::membership_probe::install();
- // Read-only. While the prologue-filler boot task runs, it logs once per second which
- // cinematic readiness stage is false, the thing the task's five-second timeout hides.
- (void)hooks::cine_probe::install();
- // Read-only. Logs the type-6 cinematic Auth chain: the armed gate, the body copy, each
- // silent start gate with the compared values, and the start outcome.
- (void)hooks::cine_auth_probe::install();
- // Retains the native handle for package placements without publishing unnamed map objects.
- (void)hooks::world_objects::install();
- content::investment::worker::activate();
- content::activity::scriptables::activate();
- return true;
- }
- } // namespace
- } // namespace sunrise::client::runtime
- namespace sunrise::client {
- /** Resolves main-image targets and installs required game hooks once. */
- bool activate_main_once() noexcept {
- AcquireSRWLockExclusive(&runtime::g_lock);
- if (runtime::g_mainStage != runtime::StageState::pending) {
- const bool active = runtime::g_mainStage == runtime::StageState::active;
- ReleaseSRWLockExclusive(&runtime::g_lock);
- return active;
- }
- // The image sweep dominates this call, so the pair of debug markers around it is what a
- // boot-time measurement reads. Both are diagnostic and stay off at the usual levels.
- core::log::write(
- core::log::Channel::client, core::log::Level::debug, "ev=activate stage=main phase=begin");
- // The sweep stalls whichever thread calls it, so the overlay says what is happening. It
- // only reaches the screen once the presentation hooks are installed.
- core::ui::busy::begin(core::ui::busy::Task::initialization);
- // Started after the overlay is up, because begin blocks for up to half a second waiting on
- // presents. That wait belongs to the overlay, not to the work being measured.
- const std::uint64_t startedTick = GetTickCount64();
- const bool active = runtime::activate_required_main_locked();
- core::log::write_elapsed(core::log::Channel::client,
- "ev=activate stage=main phase=complete",
- startedTick,
- active ? "ok" : "fail");
- core::ui::busy::end(core::ui::busy::Task::initialization);
- if (!active) {
- // A failed sweep latches too: repeating it stalls the frame loop for nothing.
- runtime::g_mainStage = runtime::StageState::failed;
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=main result=fail");
- // The boot cannot reach orbit after this, so the user is told rather than left waiting.
- core::ui::notice::raise("Sunrise could not attach to the game. The boot will not finish.");
- ReleaseSRWLockExclusive(&runtime::g_lock);
- return false;
- }
- runtime::g_mainStage = runtime::StageState::active;
- core::log::write(
- core::log::Channel::client, core::log::Level::info, "ev=activate stage=main result=ok");
- ReleaseSRWLockExclusive(&runtime::g_lock);
- return true;
- }
- /** Installs the presentation hooks once, independently of the game image sweep. */
- bool activate_graphics_once() noexcept {
- AcquireSRWLockExclusive(&runtime::g_lock);
- if (runtime::g_graphicsStage != runtime::StageState::pending) {
- const bool active = runtime::g_graphicsStage == runtime::StageState::active;
- ReleaseSRWLockExclusive(&runtime::g_lock);
- return active;
- }
- if (!hooks::graphics::install()) {
- runtime::g_graphicsStage = runtime::StageState::failed;
- core::log::write(core::log::Channel::client,
- core::log::Level::error,
- "ev=activate stage=graphics_hooks result=fail");
- ReleaseSRWLockExclusive(&runtime::g_lock);
- return false;
- }
- runtime::g_graphicsStage = runtime::StageState::active;
- // The cursor guards only matter once the interface can be shown. A miss must not demote
- // presentation readiness, so it is logged and not propagated.
- (void)hooks::cursor::install();
- // The game reads its action keys by scanning GetKeyState every frame, which no window
- // procedure sees, so the polled guards carry the same terms as the cursor guards.
- (void)hooks::polled_input::install();
- core::log::write(
- core::log::Channel::client, core::log::Level::info, "ev=activate stage=graphics result=ok");
- ReleaseSRWLockExclusive(&runtime::g_lock);
- return true;
- }
- } // namespace sunrise::client
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