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io: fix bi2x_hook implementation in various games (#522)
## Link to GitHub Issue, if one exists similar issue as #499 ## Description of change Fix broken bi2x_hook implementations that did not properly allocate I/O buffers with correct sizes. People keep copy-pasting other implementation that allocate 0 bytes of memory, but we run the risk of memory corruption or/or game crashes if we keep doing this. We've seen some mystery crashes with CCJ for example, maybe this will fix that. While I'm here, implement SOCD cleaner for Polaris Chord. ## Testing Tested I/O menu with CCJ, play through tutorial (didn't test matches) Tested GWDelta (test menu and a few songs in guitar) Tested PC (played a credit) Tested QKS (still can't get past the title screen)
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@@ -12,10 +12,12 @@
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#include "misc/wintouchemu.h"
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#include "hooks/graphics/graphics.h"
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#include "rawinput/rawinput.h"
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#include "util/socd_cleaner.h"
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namespace games::pc {
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std::string PC_INJECT_ARGS = "";
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bool PC_NO_IO = false;
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bool PC_KNOB_MODE = false;
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static acioemu::ACIOHandle *acioHandle = nullptr;
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static std::wstring portName = L"COM1";
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@@ -61,6 +63,11 @@ namespace games::pc {
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return ERROR_NOT_SUPPORTED;
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}
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void PCGame::pre_attach() {
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// SOCD
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socd::ALGORITHM = socd::SocdAlgorithm::PreferRecent;
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}
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void PCGame::attach() {
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Game::attach();
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@@ -78,9 +85,14 @@ namespace games::pc {
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execexe::load_library("libaio-iob2_video.dll");
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execexe::load_library("win10actlog.dll");
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#if SPICE64
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if (!PC_NO_IO) {
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bi2x_hook_init();
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}
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#endif
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});
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const auto user32Dll = "user32.dll";
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