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3 commits
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ecf1e680d6 | ||
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817a2eff78 | ||
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fee1556da3 |
3 changed files with 40 additions and 3 deletions
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@ -17,6 +17,10 @@
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namespace devour {
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static std::set<uint64_t> g_queriedDefs;
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std::set<uint64_t>& QueriedDefs(){ return g_queriedDefs; }
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void RememberQueriedDef(uint64_t id){ g_queriedDefs.insert(id); }
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#ifdef _WIN32
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static HMODULE g_gameAsm = nullptr;
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@ -553,7 +557,26 @@ int Il2CppResolver::fabricateOwnership(){
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char* s=strrchr(exe,'\\'); if(!s) s=strrchr(exe,'/');
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if(s){
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std::ofstream f(std::string(exe,s-exe)+"\\DevourUnlocker.log",std::ios::app);
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f<<"[own] fabricate: catalog="<<cSize<<" had="<<(uSize>0?uSize:(int)have.size()-injected)<<" injected="<<injected<<"\n";
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static bool loggedCatalog=false;
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if(!loggedCatalog && cSize>0){
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loggedCatalog=true;
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f<<"[own] catalog ids:";
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for(int i=0;i<cSize;++i){ void* ip=*(void**)(cData+(size_t)i*8); if(!ip) continue; f<<" "<<*(uint32_t*)((unsigned char*)ip+0x10); }
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f<<"\n";
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}
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// Self-learning: inject any def the game queried but that lives outside the
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// store catalog (Supporter/DLC flashlights etc). Valid ids only - no sweeps.
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int learned=0;
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for(uint64_t qid : g_queriedDefs){
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if(qid==0 || hasId(qid)) continue;
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void* exc=nullptr; void* arg=&qid;
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invoke_fn(addMethod,userList,&arg,&exc);
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if(exc) continue;
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have.push_back(qid);
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++learned;
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}
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f<<"[own] fabricate: catalog="<<cSize<<" had="<<(uSize>0?uSize:(int)(have.size()-injected))<<" injected="<<injected<<" learned="<<learned<<"\n";
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}
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}catch(...){}
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} catch(...){ injected=-1; }
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@ -2,6 +2,7 @@
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#include <cstdint>
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#include <string>
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#include <vector>
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#include <set>
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// Minimal IL2CPP types — avoids needing il2cpp headers at compile time
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struct Il2CppString { void* klass; void* monitor; int32_t length; wchar_t chars[1]; };
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@ -9,6 +10,12 @@ struct MethodInfo;
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namespace devour {
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// Def ids the game itself asked UserHasItem/PlayerHasItem about (DLC/promo defs
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// absent from the store catalog live here). Fabricator injects these too.
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std::set<uint64_t>& QueriedDefs();
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void RememberQueriedDef(uint64_t id);
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// Resolves IL2CPP method pointers without hard offsets.
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// Strategy 1: via il2cpp exports (class/method lookup)
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// Strategy 2: xref string sigscan as fallback
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@ -90,13 +90,20 @@ static void __fastcall hUpdateLockedRobes(void* thiz, void* method) { if (oUpdRo
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// Ownership override: every Steam catalog item (pets/flashlights/emotes/outfits/promos) counts as owned.
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// LOGS every query — if the pet UI never appears in the log, it reads the userItems list field directly.
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static bool __fastcall hUserHasItem(void* thiz, unsigned long long itemDef, void* method) {
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// pass-through + trace (v2.1.0 proved forcing true blocks purchases)
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RememberQueriedDef((uint64_t)itemDef);
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char b[96]; snprintf(b,sizeof(b),"[trace] UserHasItem(def=%llu)", (unsigned long long)itemDef); logPatch(b);
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if (oUserHasItem) return oUserHasItem(thiz, itemDef, method);
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return true;
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return false;
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}
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// Multiplayer validator: every player counts as owning every item (lobby validation path)
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static bool __fastcall hPlayerHasItem(void* thiz, int connectionId, unsigned long long itemDef, void* method) {
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// MUST stay pass-through: forcing true desyncs lobby validation vs injected
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// userItems and UNLOCKS REGRESS (pets locked again). See v2.1.1 regression.
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RememberQueriedDef((uint64_t)itemDef);
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char b[128]; snprintf(b,sizeof(b),"[trace] PlayerHasItem(conn=%d def=%llu)", connectionId, (unsigned long long)itemDef); logPatch(b);
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if (oPlayerHasItem) return oPlayerHasItem(thiz, connectionId, itemDef, method);
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return true;
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return false;
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}
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// Inventory-retrieved flag: pass through — forcing true with an empty userItems made some
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// flows treat items as definitively NOT owned; original behavior is safer now
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