BEService spoofer refactoring.
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4a2dbcad27
6 changed files with 156 additions and 114 deletions
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@ -1,118 +1,7 @@
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#include <windows.h>
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#include <TlHelp32.h>
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SERVICE_STATUS ServiceStatus = { 0 };
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SERVICE_STATUS_HANDLE hStatus = NULL;
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bool g_shouldExit = false;
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// Check if EscapeFromTarkov.exe is running
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bool IsGameRunning()
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{
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HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
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if (hSnapshot == INVALID_HANDLE_VALUE)
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return false;
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PROCESSENTRY32W pe32;
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pe32.dwSize = sizeof(PROCESSENTRY32W);
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bool found = false;
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if (Process32FirstW(hSnapshot, &pe32))
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{
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do
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{
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if (_wcsicmp(pe32.szExeFile, L"EscapeFromTarkov.exe") == 0)
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{
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found = true;
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break;
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}
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} while (Process32NextW(hSnapshot, &pe32));
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}
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CloseHandle(hSnapshot);
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return found;
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}
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// Service control handler - handles stop requests
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VOID WINAPI ServiceCtrlHandler(DWORD dwControl)
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{
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if (dwControl == SERVICE_CONTROL_STOP || dwControl == SERVICE_CONTROL_SHUTDOWN)
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{
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g_shouldExit = true;
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ServiceStatus.dwCurrentState = SERVICE_STOPPED;
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ServiceStatus.dwWin32ExitCode = 0;
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SetServiceStatus(hStatus, &ServiceStatus);
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}
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}
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// Main service function
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VOID WINAPI ServiceMain(DWORD argc, LPTSTR* argv)
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{
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// Set up service status
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ServiceStatus.dwServiceType = SERVICE_WIN32_OWN_PROCESS;
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ServiceStatus.dwCurrentState = SERVICE_RUNNING;
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ServiceStatus.dwWin32ExitCode = 0;
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ServiceStatus.dwControlsAccepted = SERVICE_ACCEPT_STOP | SERVICE_ACCEPT_SHUTDOWN;
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// Register control handler
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hStatus = RegisterServiceCtrlHandlerW(L"BEService", ServiceCtrlHandler);
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if (hStatus == NULL)
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return;
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// Tell Windows we're running
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SetServiceStatus(hStatus, &ServiceStatus);
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// Phase 1: Wait for game to start (30 minute timeout)
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bool gameDetected = false;
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DWORD waitTime = 0;
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const DWORD maxWaitTime = 30 * 60 * 1000; // 30 minutes in milliseconds
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while (!g_shouldExit && !gameDetected && waitTime < maxWaitTime)
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{
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if (IsGameRunning())
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{
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gameDetected = true;
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break;
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}
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Sleep(1000);
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waitTime += 1000;
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}
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// If game never started or we were told to stop, exit
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if (!gameDetected || g_shouldExit)
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{
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ServiceStatus.dwCurrentState = SERVICE_STOPPED;
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SetServiceStatus(hStatus, &ServiceStatus);
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return;
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}
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// Phase 2: Keep running while game is active
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while (!g_shouldExit && IsGameRunning())
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{
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Sleep(1000);
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}
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// Phase 3: Game closed or service stopped
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// Wait 5 seconds before exiting (gives bypass time to clean up)
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if (!g_shouldExit)
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{
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Sleep(5000);
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}
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// Mark service as stopped
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ServiceStatus.dwCurrentState = SERVICE_STOPPED;
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ServiceStatus.dwWin32ExitCode = 0;
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SetServiceStatus(hStatus, &ServiceStatus);
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}
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#include "includes.h"
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// Entry point
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int wmain()
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{
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SERVICE_TABLE_ENTRYW ServiceTable[] = {
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{ (LPWSTR)L"BEService", (LPSERVICE_MAIN_FUNCTIONW)ServiceMain },
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{ NULL, NULL }
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};
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// This blocks until service is stopped
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StartServiceCtrlDispatcherW(ServiceTable);
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return 0;
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return BEService::Run() ? 0 : 1;
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}
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