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2 Commits

Author SHA1 Message Date
Mr_Goldberg bfa1e95f7b
Use the same interface for both enabled and disabled controller builds. 2021-02-07 19:09:48 -05:00
Mr_Goldberg 69d5facf4f
Cleanup steamclient loader a bit. 2021-02-07 19:05:22 -05:00
5 changed files with 61 additions and 467 deletions

View File

@ -8,7 +8,7 @@ call build_env_x86.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl dll/rtlgenrandom.c dll/rtlgenrandom.def
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll
"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Od /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe
copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\ copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\
call build_env_x64.bat call build_env_x64.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl dll/rtlgenrandom.c dll/rtlgenrandom.def

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@ -27,11 +27,7 @@
#include "steam_remote_storage.h" #include "steam_remote_storage.h"
#include "steam_screenshots.h" #include "steam_screenshots.h"
#include "steam_http.h" #include "steam_http.h"
#ifdef CONTROLLER_SUPPORT
#include "steam_controller.h" #include "steam_controller.h"
#else
#include "steam_controller_disabled.h"
#endif
#include "steam_ugc.h" #include "steam_ugc.h"
#include "steam_applist.h" #include "steam_applist.h"
#include "steam_music.h" #include "steam_music.h"

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@ -16,6 +16,18 @@
<http://www.gnu.org/licenses/>. */ <http://www.gnu.org/licenses/>. */
#include "base.h" #include "base.h"
#ifndef CONTROLLER_SUPPORT
inline void GamepadInit(void) {}
inline void GamepadShutdown(void) {}
inline void GamepadUpdate(void) {}
inline GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { return GAMEPAD_FALSE; }
inline GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { return GAMEPAD_FALSE; }
inline float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { return 0.0; }
inline GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return STICKDIR_CENTER; }
inline void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY) {}
inline float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return 0.0; }
inline void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms) {}
#endif
struct Controller_Map { struct Controller_Map {
std::map<ControllerDigitalActionHandle_t, std::set<int>> active_digital; std::map<ControllerDigitalActionHandle_t, std::set<int>> active_digital;
@ -756,7 +768,7 @@ int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
// Returns the associated controller handle for the specified emulated gamepad // Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
{ {
PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n"); PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex %i\n", nIndex);
ControllerHandle_t out = nIndex + 1; ControllerHandle_t out = nIndex + 1;
auto controller = controllers.find(out); auto controller = controllers.find(out);
if (controller == controllers.end()) return 0; if (controller == controllers.end()) return 0;
@ -890,7 +902,7 @@ const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
// Returns the input type for a particular handle // Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
{ {
PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n"); PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle %llu\n", controllerHandle);
auto controller = controllers.find(controllerHandle); auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return k_ESteamInputType_Unknown; if (controller == controllers.end()) return k_ESteamInputType_Unknown;
return k_ESteamInputType_XBox360Controller; return k_ESteamInputType_XBox360Controller;

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@ -1,375 +0,0 @@
/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "base.h"
class Steam_Controller :
public ISteamController001,
public ISteamController003,
public ISteamController004,
public ISteamController005,
public ISteamController006,
public ISteamController,
public ISteamInput
{
public:
Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
}
// Init and Shutdown must be called when starting/ending use of this interface
bool Init()
{
PRINT_DEBUG("Steam_Controller::Init()\n");
return true;
}
bool Init( const char *pchAbsolutePathToControllerConfigVDF )
{
PRINT_DEBUG("Steam_Controller::Init() old\n");
return Init();
}
bool Shutdown()
{
PRINT_DEBUG("Steam_Controller::Shutdown()\n");
return true;
}
void SetOverrideMode( const char *pchMode )
{
PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
}
// Synchronize API state with the latest Steam Controller inputs available. This
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
// possible latency, you call this directly before reading controller state.
void RunFrame()
{
PRINT_DEBUG("Steam_Controller::RunFrame()\n");
}
bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
{
PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
return false;
}
// Enumerate currently connected controllers
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
// Returns the number of handles written to handlesOut
int GetConnectedControllers( ControllerHandle_t *handlesOut )
{
PRINT_DEBUG("GetConnectedControllers\n");
return 0;
}
// Invokes the Steam overlay and brings up the binding screen
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
bool ShowBindingPanel( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("ShowBindingPanel\n");
return false;
}
// ACTION SETS
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
{
PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName);
return 124;
}
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
{
PRINT_DEBUG("ActivateActionSet\n");
}
ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("GetCurrentActionSet\n");
return 124;
}
void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("ActivateActionSetLayer\n");
}
void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("DeactivateActionSetLayer\n");
}
void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("DeactivateAllActionSetLayers\n");
}
int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
{
PRINT_DEBUG("GetActiveActionSetLayers\n");
return 0;
}
// ACTIONS
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName )
{
PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName);
return 123;
}
// Returns the current state of the supplied digital game action
ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
{
PRINT_DEBUG("GetDigitalActionData\n");
ControllerDigitalActionData_t digitalData;
digitalData.bActive = false;
return digitalData;
}
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
{
PRINT_DEBUG("GetDigitalActionOrigins\n");
return 0;
}
int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("GetDigitalActionOrigins steaminput\n");
return 0;
}
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName )
{
PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName);
return 125;
}
// Returns the current state of these supplied analog game action
ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
{
PRINT_DEBUG("GetAnalogActionData\n");
ControllerAnalogActionData_t data;
data.eMode = k_EInputSourceMode_None;
data.x = data.y = 0;
data.bActive = false;
return data;
}
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut )
{
PRINT_DEBUG("GetAnalogActionOrigins\n");
return 0;
}
int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("GetAnalogActionOrigins steaminput\n");
return 0;
}
void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
{
PRINT_DEBUG("StopAnalogActionMomentum\n");
}
// Trigger a haptic pulse on a controller
void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("TriggerHapticPulse\n");
}
void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("TriggerHapticPulse old\n");
TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec );
}
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
// nFlags is currently unused and reserved for future use.
void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
{
PRINT_DEBUG("TriggerRepeatedHapticPulse\n");
}
// Tigger a vibration event on supported controllers.
void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
{
PRINT_DEBUG("TriggerVibration\n");
}
// Set the controller LED color on supported controllers.
void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
PRINT_DEBUG("SetLEDColor\n");
}
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
{
PRINT_DEBUG("GetGamepadIndexForController\n");
return 0;
}
// Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
{
PRINT_DEBUG("GetControllerForGamepadIndex\n");
return 0;
}
// Returns raw motion data from the specified controller
ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("GetMotionData\n");
ControllerMotionData_t data = {};
return data;
}
// Attempt to display origins of given action in the controller HUD, for the currently active action set
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("ShowDigitalActionOrigins\n");
return true;
}
bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("ShowAnalogActionOrigins\n");
return true;
}
// Returns a localized string (from Steam's language setting) for the specified origin
const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("GetStringForActionOrigin\n");
return "Button String";
}
const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("GetStringForActionOrigin steaminput\n");
return "Button String";
}
// Get a local path to art for on-screen glyph for a particular origin
const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("GetGlyphForActionOrigin\n");
return "";
}
const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n");
return "";
}
// Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("GetInputTypeForHandle\n");
return k_ESteamInputType_Unknown;
}
const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetStringForXboxOrigin\n");
return "";
}
const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetGlyphForXboxOrigin\n");
return "";
}
EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetActionOriginFromXboxOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
{
PRINT_DEBUG("TranslateActionOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
{
PRINT_DEBUG("TranslateActionOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("GetControllerBindingRevision\n");
return false;
}
bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("GetDeviceBindingRevision\n");
return false;
}
uint32 GetRemotePlaySessionID( InputHandle_t inputHandle )
{
PRINT_DEBUG("GetRemotePlaySessionID\n");
return 0;
}
};

View File

@ -45,7 +45,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
} }
if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR); MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL); return 0;
} }
GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory); GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory);
@ -60,27 +60,23 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
SetEnvironmentVariableA("SteamGameId", AppId); SetEnvironmentVariableA("SteamGameId", AppId);
} }
CHAR TMP[MAX_PATH] = { 0 }; CHAR TMP[MAX_PATH] = {};
if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) { if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, Client64Path); lstrcpyA(TMP, Client64Path);
ZeroMemory(Client64Path, sizeof(Client64Path)); ZeroMemory(Client64Path, sizeof(Client64Path));
GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL); GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL);
} }
if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) { if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, ClientPath); lstrcpyA(TMP, ClientPath);
ZeroMemory(ClientPath, sizeof(ClientPath)); ZeroMemory(ClientPath, sizeof(ClientPath));
GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL); GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL);
} }
if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) { if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, ExeFile); lstrcpyA(TMP, ExeFile);
ZeroMemory(ExeFile, sizeof(ExeFile)); ZeroMemory(ExeFile, sizeof(ExeFile));
GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL); GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL);
} }
if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) { if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, ExeRunDir); lstrcpyA(TMP, ExeRunDir);
ZeroMemory(ExeRunDir, sizeof(ExeRunDir)); ZeroMemory(ExeRunDir, sizeof(ExeRunDir));
GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL); GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL);
@ -88,17 +84,17 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) { if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR); MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL); return 0;
} }
if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) { if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR); MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL); return 0;
} }
if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) { if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR); MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL); return 0;
} }
CHAR CommandLine[8192]; CHAR CommandLine[8192];
@ -106,73 +102,39 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo))
{ {
MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL); return 0;
} }
HKEY Registrykey; HKEY Registrykey;
// Declare some variables to be used for Steam registry. // Declare some variables to be used for Steam registry.
DWORD UserId = 0x03100004771F810D & 0xffffffff; DWORD UserId = 0x03100004771F810D & 0xffffffff;
DWORD ProcessID = GetCurrentProcessId(); DWORD ProcessID = GetCurrentProcessId();
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) != ERROR_SUCCESS) bool orig_steam = false;
{
if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE,
KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS)
{
MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR);
TerminateProcess(processInfo.hProcess, NULL);
ExitProcess(NULL);
}
else
{
// Set values to Windows registry.
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
{
// Before saving to the registry check again if the path was valid and if the file exist
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0);
}
if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0);
}
}
RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1);
// Close the HKEY Handle.
RegCloseKey(Registrykey);
ResumeThread(processInfo.hThread);
WaitForSingleObject(processInfo.hThread, INFINITE);
CloseHandle(processInfo.hProcess);
CloseHandle(processInfo.hThread);
ExitProcess(NULL);
}
}
else
{
DWORD keyType = REG_SZ; DWORD keyType = REG_SZ;
CHAR OrgSteamCDir[MAX_PATH] = { 0 }; CHAR OrgSteamCDir[MAX_PATH] = { 0 };
CHAR OrgSteamCDir64[MAX_PATH] = { 0 }; CHAR OrgSteamCDir64[MAX_PATH] = { 0 };
DWORD Size1 = MAX_PATH; DWORD Size1 = MAX_PATH;
DWORD Size2 = MAX_PATH; DWORD Size2 = MAX_PATH;
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS)
{
orig_steam = true;
// Get original values to restore later. // Get original values to restore later.
RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1);
RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2);
} else {
if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE,
KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS)
{
MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR);
TerminateProcess(processInfo.hProcess, NULL);
return 0;
}
}
// Set values to Windows registry. // Set values to Windows registry.
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD)); RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD)); RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
{ {
// Before saving to the registry check again if the path was valid and if the file exist // Before saving to the registry check again if the path was valid and if the file exist
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
@ -198,6 +160,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
CloseHandle(processInfo.hProcess); CloseHandle(processInfo.hProcess);
CloseHandle(processInfo.hThread); CloseHandle(processInfo.hThread);
if (orig_steam) {
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS)
{ {
// Restore the values. // Restore the values.
@ -207,9 +170,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
// Close the HKEY Handle. // Close the HKEY Handle.
RegCloseKey(Registrykey); RegCloseKey(Registrykey);
} }
ExitProcess(NULL);
} }
return 0;
return 1;
} }