1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
// Lodestone client — injected into Minecraft, drawn inside its own window.
//
// Flow:
// DllMain spawns a thread so the loader lock is released at once
// init waits for glfw.dll, then hooks glfwSwapBuffers
// swap_buffers runs once per frame on the game's render thread: reads the
// game through JNI, draws the menu into the frame the game
// just built, then calls on
//
// Running on the render thread is what makes the JNI side simple: it is a Java
// thread, already attached, and the game is not concurrently mutating the
// objects we touch.
#include <windows.h>
#include <atomic>
#include <cmath>
#include <string>
#include <vector>
#include "MinHook.h"
#include "actions.hpp"
#include "cheats.hpp"
#include "config.hpp"
#include "interact.hpp"
#include "jni.hpp"
#include "log.hpp"
#include "mc.hpp"
#include "overlay.hpp"
#include "state.hpp"
#include "world.hpp"
namespace {
using PFNSwapBuffers = void (*)(void*);
PFNSwapBuffers g_original = nullptr;
void* g_target = nullptr;
std::atomic<bool> g_unloading{false};
std::atomic<uint64_t> g_frames{0};
/// How many threads are inside the detour. The hook must not be removed from
/// another thread while this is above zero.
std::atomic<int> g_in_detour{0};
constexpr const char* kUnloadMarker = "unload";
/// A busy world can hold thousands of entities and this runs every frame.
constexpr int kMaxScan = 4096;
/// Everything that may only be touched from the render thread.
struct Render {
lodestone::jni::Env env;
lodestone::mc::Mc mc;
lodestone::mc::World world;
lodestone::mc::Interact interact;
lodestone::mc::Actions actions;
lodestone::cheats::Saved saved;
bool ready = false;
bool failed = false;
bool probed = false;
};
Render g_render;
/// One-time report that the inventory bindings actually found anything. These
/// are optional lookups, so a silent null would otherwise look identical to
/// "you are not carrying one".
void probe_inventory(const lodestone::jni::Env& j, jobject player) {
if (g_render.probed) return;
g_render.probed = true;
lodestone::logf("interact: totem=%d crystal=%d mace=%d selected=%d",
g_render.interact.find_totem(j, player),
g_render.interact.find_crystal(j, player),
g_render.interact.find_mace(j, player),
g_render.interact.selected_slot(j, player));
}
/// Pull this frame's game state across into the shared state the menu reads.
void read_game() {
using namespace lodestone;
if (g_render.failed) return;
if (!g_render.ready) {
JavaVM* vm = jni::java_vm();
if (!vm) return; // the JVM is there; it may simply not be up yet
g_render.env = jni::Env::current(vm);
if (!g_render.env) {
log("this thread is not attached to the JVM");
g_render.failed = true;
return;
}
std::vector<std::string> missing;
if (!g_render.mc.resolve(g_render.env, missing)) {
log("minecraft bindings failed — version too different");
g_render.failed = true;
return;
}
g_render.world.resolve(g_render.env, g_render.mc, missing);
g_render.interact.resolve(g_render.env, g_render.mc, missing);
g_render.actions.resolve(g_render.env, g_render.mc, missing);
for (const auto& m : missing) log("unresolved: " + m);
if (missing.empty()) log("all minecraft names resolved");
// Pick up settings from the last session, if there are any.
state::with([](state::Shared& s) {
if (config::load(s)) log("config loaded");
});
g_render.ready = true;
}
const jni::Env& j = g_render.env;
// Every frame inside a local reference frame, so the references made while
// scanning are released together instead of leaking the heap away.
jni::Frame frame(j, 256);
if (!frame) return;
jobject instance = g_render.mc.instance(j);
if (!instance) return;
// One copy of the settings for the whole frame, taken before the scan so
// the scan and the modules cannot disagree about what is switched on — and
// so the lock is never held while we are inside JNI.
state::Config cfg = state::with([](state::Shared& s) { return s.cfg; });
jobject player = g_render.mc.player(j, instance);
bool screen = g_render.mc.screen_open(j, instance);
state::GameState game;
game.screen_open = screen;
game.in_world = player != nullptr;
if (player) {
g_render.mc.position(j, player, &game.pos);
game.eye = game.pos;
game.eye.y += 1.62; // standing eye height
// The FOV the world is actually rendered with, so the ESP projection
// matches instead of assuming the default.
float fov = g_render.mc.fov(j, instance);
if (fov > 1.0f) game.fov = fov;
game.yaw = g_render.mc.yaw(j, player);
game.pitch = g_render.mc.pitch(j, player);
game.on_ground = g_render.mc.on_ground(j, player);
game.health = g_render.mc.health(j, player);
// Counts down from 10 after damage lands, so a rise is a hit arriving —
// which is what the totem and the shield react to.
game.hurt_time = g_render.world.hurt_time(j, player);
game.sprinting = g_render.actions.sprinting(j, player);
probe_inventory(j, player);
// Entity scan. This is what the ESP and the aura will both read from,
// so it happens once per frame rather than once per feature.
if (jobject level = g_render.mc.level(j, instance)) {
if (jobject iterator = g_render.world.entity_iterator(j, level)) {
for (int n = 0; n < kMaxScan; ++n) {
jobject entity = g_render.world.iter_next(j, iterator);
if (!entity) break;
if (!j.same_object(entity, player) && g_render.mc.is_alive(j, entity)) {
state::Target t;
if (g_render.world.bounding_box(j, entity, &t.min, &t.max)) {
t.kind = g_render.world.classify(j, g_render.mc, entity);
// Everything extending Player classifies as one,
// which is how NPCs, holograms and duplicate clone
// entities end up drawn as people. Only something
// the server lists in the tab list is really a
// player; when the lookup cannot answer, leave it
// alone rather than risk hiding someone real.
if (t.kind == state::TargetKind::Player) {
bool known = false;
bool listed =
g_render.world.tab_player(j, player, entity, &known);
if (known && !listed) t.kind = state::TargetKind::Other;
}
double cx = (t.min.x + t.max.x) * 0.5;
double cy = (t.min.y + t.max.y) * 0.5;
double cz = (t.min.z + t.max.z) * 0.5;
double dx = cx - game.eye.x, dy = cy - game.eye.y,
dz = cz - game.eye.z;
t.distance = static_cast<float>(std::sqrt(dx * dx + dy * dy + dz * dz));
t.invisible = g_render.world.is_invisible(j, entity);
// Health only exists on living things, and without
// it the ESP's health bars have nothing to draw.
if (j.is_instance(entity, g_render.mc.living_class())) {
t.health = g_render.mc.health(j, entity);
t.max_health = g_render.mc.max_health(j, entity);
}
if (t.kind == state::TargetKind::Player) {
t.name = g_render.world.name(j, entity);
// Round-trip time the server already reports in
// the tab list — nothing is probed for it.
if (cfg.esp.show_ping) {
t.ping = g_render.world.ping_of(j, player, entity);
}
// Whether its *own* reach already covers you,
// taken from its synced attribute rather than a
// guess at vanilla's three blocks.
if (cfg.esp.show_threat) {
double reach = g_render.world.attribute(
j, entity, g_render.world.holder_entity_reach());
t.can_reach_you =
reach > 0.0 &&
static_cast<double>(t.distance) <= reach + 0.6;
}
if (cfg.esp.show_gear) {
g_render.world.entity_intel(j, entity, &t.held, &t.armor,
&t.effects);
}
}
game.targets.push_back(std::move(t));
}
}
j.delete_local(entity);
}
j.delete_local(iterator);
}
}
}
state::with([&](state::Shared& s) { s.game = game; });
// Modules run against the copy taken above, so the lock is never held while
// we are inside JNI — the window procedure has to stay responsive.
cheats::apply(j, g_render.mc, g_render.world, g_render.interact, g_render.actions, instance,
player, cfg, game, g_render.saved);
}
void swap_buffers(void* window) {
g_in_detour.fetch_add(1, std::memory_order_seq_cst);
if (!g_unloading.load(std::memory_order_seq_cst)) {
uint64_t n = g_frames.fetch_add(1, std::memory_order_relaxed);
if (n % 600 == 0) lodestone::logf("frame %llu", static_cast<unsigned long long>(n));
read_game();
lodestone::overlay::frame(window);
}
if (g_original) g_original(window);
g_in_detour.fetch_sub(1, std::memory_order_seq_cst);
}
bool marker_present() {
std::string path = lodestone::client_dir() + kUnloadMarker;
return GetFileAttributesA(path.c_str()) != INVALID_FILE_ATTRIBUTES;
}
DWORD WINAPI init(LPVOID) {
lodestone::log("--- lodestone c++ client starting ---");
// The game loads GLFW early, but not necessarily before us.
HMODULE glfw = nullptr;
for (int i = 0; i < 600 && !glfw; ++i) {
glfw = GetModuleHandleA("glfw.dll");
if (!glfw) Sleep(100);
}
if (!glfw) {
lodestone::log("glfw.dll never appeared — giving up");
return 1;
}
g_target = reinterpret_cast<void*>(GetProcAddress(glfw, "glfwSwapBuffers"));
if (!g_target) {
lodestone::log("glfw.dll does not export glfwSwapBuffers");
return 1;
}
lodestone::logf("glfwSwapBuffers at %p", g_target);
bool hooked = false;
if (MH_Initialize() == MH_OK &&
MH_CreateHook(g_target, reinterpret_cast<void*>(&swap_buffers),
reinterpret_cast<void**>(&g_original)) == MH_OK &&
MH_EnableHook(g_target) == MH_OK) {
hooked = true;
lodestone::log("hook installed");
} else {
lodestone::log("hook failed");
}
// Watchdog: the loader drops a marker file to ask us to leave, which is how
// a rebuild gets the old copy out of the way without restarting the game.
for (;;) {
Sleep(250);
if (!marker_present()) continue;
if (!hooked) {
lodestone::log("unload marker seen; nothing was hooked");
return 0;
}
// If the detour has never run, the game is not drawing and the render
// thread will never see the request — which used to strand the hook
// until the game was restarted, blocking every later build. Nothing can
// be inside a detour that has never executed, so in that one case it is
// safe to pull the hook from here rather than wait for a frame that is
// not coming.
if (g_frames.load(std::memory_order_seq_cst) == 0) {
g_unloading.store(true, std::memory_order_seq_cst);
MH_DisableHook(g_target);
lodestone::log("unload marker seen with no frame ever drawn; hook removed off-thread");
return 0;
}
g_unloading.store(true, std::memory_order_seq_cst);
// Let any thread already inside the detour leave before the hook goes.
for (int i = 0; i < 200 && g_in_detour.load(std::memory_order_seq_cst) > 0; ++i) Sleep(5);
lodestone::overlay::shutdown();
MH_DisableHook(g_target);
lodestone::log("unloaded: hook removed — module stays resident");
return 0;
}
}
} // namespace
// The module is deliberately never unmapped. A DLL that patched a window
// procedure and left thread-locals behind cannot prove nothing still points
// into its code, and unmapping it while one pointer survives crashes the game.
// Unloading unhooks and goes inert; a game restart is what clears it.
BOOL APIENTRY DllMain(HMODULE module, DWORD reason, LPVOID) {
if (reason == DLL_PROCESS_ATTACH) {
lodestone::g_module = module;
DisableThreadLibraryCalls(module);
CreateThread(nullptr, 0, init, nullptr, 0, nullptr);
}
return TRUE;
}