BEService spoofer refactoring.
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6 changed files with 156 additions and 114 deletions
74
service/services/BEService.h
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74
service/services/BEService.h
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// service/BEService.h
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#pragma once
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#include "core/WinApi.h"
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#include "services/GameMonitor.h"
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#include <windows.h>
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namespace BEService
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{
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inline struct State
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{
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bool shouldStop = false;
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SERVICE_STATUS_HANDLE statusHandle = nullptr;
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void ReportRunning() const noexcept
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{
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SERVICE_STATUS STATUS
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{
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SERVICE_WIN32_OWN_PROCESS,
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SERVICE_RUNNING,
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SERVICE_ACCEPT_STOP | SERVICE_ACCEPT_SHUTDOWN,
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NO_ERROR, 0, 0, 0
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};
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SetServiceStatus(statusHandle, &STATUS);
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}
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void ReportStopped() const noexcept
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{
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SERVICE_STATUS STATUS
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{
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SERVICE_WIN32_OWN_PROCESS,
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SERVICE_STOPPED,
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0, NO_ERROR, 0, 0, 0
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};
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SetServiceStatus(statusHandle, &STATUS);
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}
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} g_state;
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VOID WINAPI CtrlHandler(DWORD control) noexcept
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{
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if (control == SERVICE_CONTROL_STOP || control == SERVICE_CONTROL_SHUTDOWN)
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g_state.shouldStop = true;
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}
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VOID WINAPI ServiceMain(DWORD, LPWSTR*) noexcept
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{
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g_state.statusHandle = RegisterServiceCtrlHandlerW(L"BEService", CtrlHandler);
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if (!g_state.statusHandle)
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return;
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g_state.ReportRunning();
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if (!GameMonitor::WaitForGame() || g_state.shouldStop)
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goto cleanup;
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while (!g_state.shouldStop && GameMonitor::IsGameRunning())
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Sleep(1000);
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if (!g_state.shouldStop)
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Sleep(5000);
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cleanup:
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g_state.ReportStopped();
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}
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[[nodiscard]] inline bool Run() noexcept
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{
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SERVICE_TABLE_ENTRYW table[] = {
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{ const_cast<wchar_t*>(L"BEService"), ServiceMain },
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{ nullptr, nullptr }
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};
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return StartServiceCtrlDispatcherW(table) != FALSE;
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}
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}
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