User:Nosoop/Guide/Advanced

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Finding VTable Offsets

A virtual method table (shorthand "vtable") is effectively an array of function pointers. It's intended for inheritance — ::DoThing() can be different for different classes.

The Hard Way

  • TODO count offsets in IDA

The Easy Way

If the game isn't stripped of debugging symbols, use asherkin's VTable Dumper. It provides correct offsets for Linux binaries (as it's what it works with), and estimates usually correct offsets for Windows.

Finding Functions

  • TODO refer to public SDK if you don't know what you're looking for
  • TODO explain what to do in a game with symbols
  • TODO suggest opening IDA's options and enabling opcode bytes
  • TODO inlined functions

Creating Signatures

The Hard Way

After you've found a function, you need to tell SourceMod the sequence of bytes unique to it. Those bytes make up a signature.

You could treat just the sequence bytes as the signature directly, but this would break very easily whenever the game is updated. At the machine-code level, the instructions might be the same for "move X to Y", but the data might change — X and Y might be in a different location in the binary altogether. For an example within a longer signature:

; sets esp to the offset aString
; the bytes 3B B3 25 01 are the absolute offset of aString in this binary
C7 04 24 3B B3 25 01    mov     dword ptr [esp], offset aString

; call function, the four bytes after E8 are the location of the function
E8 78 F0 48 00          call    _Z12UTIL_VarArgsPKcz

; sets eax to arg 0
8B 45 08                mov     eax, [ebp+arg_0]

The naive signature for that would be \xC7\x04\x24\x2B\xB3\x25\x01\xE8\x78\xF0\x48\x00\x8B\x45\x08. However, you can't rely on those bytes mentioned to be constant at all; the offsets of aString and UTIL_VarArgs might be located somewhere else after a game update.

As a solution to this, you use wildcards to mask off the bytes you don't care about. The sequence \x2A indicates that particular byte shouldn't be checked and to continue to the next one.

Here is what the previous signature with the masked bytes designated as ??:

C7 04 24 ?? ?? ?? ??    mov     dword ptr [esp], offset aString
E8 ?? ?? ?? ??          call    _Z12UTIL_VarArgsPKcz
8B 45 08                mov     eax, [ebp+arg_0]

A masked signature would then be \xC7\x04\x24\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x8B\x45\x08.

Masking is used mainly for offsets, such as for functions and variables. Instructions generally don't change unless the function code itself is modified, at which point you'll want to revisit your binary and update accordingly.

If you're using DHooks with byte signatures (covered later), you may want to also mask out the first five or six bytes, as a detour will patch in an unconditional JMP at the start.

For an extended lesson, you can look at the following material:

Creating Signatures (The Easy Way)

If you're using IDA (including Free), use the makesig.idc script. If you're using Ghidra, use makesig.py.

They generally do pretty well at finding and masking byte signatures, but when it fails or you want a more robust signature, you should understand how to create the signatures manually.

It's exceedingly rare, but possible that the binary has two copies of the exact same short function (for example, when they are typechecked and statically casted to different subclasses). SourceMod's signature scanner will use the first match it finds, so if any match is acceptable, you can still use a wildcarded signature.

Be sure to look at the disassembly to make sure that the functions are indeed the same.

Finding Addresses

TODO explain what read and offset does

Calling Game Functions

Hooking Game Functions (with DHooks)