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patcher: refactor (#808)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Refactor patch manager. This one file had the UI logic, config save/load, parsing patches JSON, applying memory patches, everything all in one cpp file. Refactor and separate out the layers. ## Testing Sanity checked patch workflows.
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#include "internal.h"
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#include <algorithm>
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#include <windows.h>
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#include "avs/game.h"
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#include "cfg/configurator.h"
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#include "util/fileutils.h"
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#include "util/logging.h"
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#include "util/utils.h"
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namespace patcher {
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std::optional<std::string> PATCH_MANAGER_CFG_PATH_OVERRIDE;
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std::filesystem::path config_path;
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bool config_dirty = false;
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bool setting_auto_apply = false;
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std::vector<std::string> setting_auto_apply_list;
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std::vector<std::string> setting_patches_enabled;
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std::map<std::string, std::string> setting_union_patches_enabled;
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std::map<std::string, int64_t> setting_int_patches_enabled;
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std::string patch_url;
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std::filesystem::path LOCAL_PATCHES_PATH("patches");
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std::string ACTIVE_JSON_FILE;
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std::vector<PatchData> patches;
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bool local_patches_initialized = false;
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std::vector<size_t> patches_sorted;
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std::map<std::string, std::vector<std::string>> EXTRA_DLLS = {
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{"jubeat.dll", {"music_db.dll", "coin.dll"}},
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{"arkmdxp3.dll", {"gamemdx.dll"}},
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{"arkmdxp4.dll", {"gamemdx.dll"}},
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{"arkmdxbio2.dll", {"gamemdx.dll"}},
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{"arkndd.dll", {"gamendd.dll"}},
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{"arkkep.dll", {"game.dll"}},
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{"arkjc9.dll", {"gamejc9.dll"}},
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{"arkkdm.dll", {"gamekdm.dll"}},
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{"arkmmd.dll", {"gamemmd.dll"}},
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{"arkklp.dll", {"lpac.dll"}},
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{"arknck.dll", {"weac.dll"}},
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{"gdxg.dll", {"game.dll", "libshare-pj.dll", "boot.dll"}}
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};
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std::string url_fetch_errors;
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size_t url_recent_idx = -1;
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std::vector<std::string> url_recents;
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bool ldr_registered = false;
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void *ldr_notify_cookie = nullptr;
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std::vector<std::string> ldr_target_libraries;
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void init() {
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if (PATCH_MANAGER_CFG_PATH_OVERRIDE.has_value()) {
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config_path = PATCH_MANAGER_CFG_PATH_OVERRIDE.value();
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log_info("patchmanager", "using custom config file path: {}", config_path);
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} else {
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config_path =
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fileutils::get_config_file_path("patchmanager", "spicetools_patch_manager.json");
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}
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// register for DLL load notifications so patches can be (re)applied as
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// the game's target libraries come into memory. registration happens
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// once and is left in place for the lifetime of the process.
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if (!ldr_registered) {
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ldr_target_libraries = getExtraDlls(avs::game::DLL_NAME);
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ldr_target_libraries.push_back(avs::game::DLL_NAME);
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const auto register_fn = reinterpret_cast<decltype(&LdrRegisterDllNotification)>(
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GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrRegisterDllNotification"));
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if (register_fn && NT_SUCCESS(register_fn(
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0, &loader_notification, nullptr, &ldr_notify_cookie))) {
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log_info("patchmanager", "registered for DLL load notifications");
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} else {
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log_warning("patchmanager", "failed to register for DLL load notifications");
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}
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ldr_registered = true;
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}
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if (!local_patches_initialized) {
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patch_url.clear();
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if (fileutils::file_exists(config_path)) {
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config_load();
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}
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if (cfg::CONFIGURATOR_STANDALONE) {
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reload_local_patches(true);
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}
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}
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}
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void apply_patches_on_start() {
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if (!local_patches_initialized) {
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reload_local_patches(true);
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}
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}
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VOID CALLBACK loader_notification(
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ULONG reason,
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PCLDR_DLL_NOTIFICATION_DATA data,
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PVOID) {
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if (reason == LDR_DLL_NOTIFICATION_REASON_LOADED) {
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const auto dll = strtolower(std::filesystem::path({
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data->Loaded.FullDllName->Buffer,
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data->Loaded.FullDllName->Length / sizeof(wchar_t)
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}).filename().string());
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if (std::ranges::find(ldr_target_libraries, dll) != ldr_target_libraries.end()) {
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reload_local_patches(true);
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}
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}
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}
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}
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