| 724 | |
| 725 | |
| 726 | static void |
| 727 | patchModule(HMODULE hModule, |
| 728 | const char *szModule, |
| 729 | Action action) |
| 730 | { |
| 731 | /* Never patch this module */ |
| 732 | if (hModule == g_hThisModule) { |
| 733 | return; |
| 734 | } |
| 735 | |
| 736 | /* Never patch our hook module */ |
| 737 | if (hModule == g_hHookModule) { |
| 738 | return; |
| 739 | } |
| 740 | |
| 741 | /* Hook modules only once */ |
| 742 | if (action == ACTION_HOOK) { |
| 743 | std::pair< std::set<HMODULE>::iterator, bool > ret; |
| 744 | EnterCriticalSection(&g_Mutex); |
| 745 | ret = g_hHookedModules.insert(hModule); |
| 746 | LeaveCriticalSection(&g_Mutex); |
| 747 | if (!ret.second) { |
| 748 | return; |
| 749 | } |
| 750 | } |
| 751 | |
| 752 | const char *szBaseName = getBaseName(szModule); |
| 753 | |
| 754 | /* Don't hook our replacement modules to avoid tracing internal APIs */ |
| 755 | /* XXX: is this really a good idea? */ |
| 756 | if (isMatchModuleName(szBaseName)) { |
| 757 | return; |
| 758 | } |
| 759 | |
| 760 | /* Leave these modules alone. |
| 761 | * |
| 762 | * Hooking other injection DLLs easily leads to infinite recursion (and |
| 763 | * stack overflow), especially when those libraries use techniques like |
| 764 | * modifying the hooked functions prolog (instead of patching IAT like we |
| 765 | * do). |
| 766 | * |
| 767 | * See also: |
| 768 | * - http://www.nynaeve.net/?p=62 |
| 769 | */ |
| 770 | if (stricmp(szBaseName, "kernel32.dll") == 0 || |
| 771 | stricmp(szBaseName, "AcLayers.dll") == 0 || |
| 772 | stricmp(szBaseName, "ConEmuHk.dll") == 0 || |
| 773 | stricmp(szBaseName, "gameoverlayrenderer.dll") == 0 || |
| 774 | stricmp(szBaseName, "gameoverlayrenderer64.dll") == 0 || |
| 775 | stricmp(szBaseName, "nvoglv32.dll") == 0 || |
| 776 | stricmp(szBaseName, "nvoglv64.dll") == 0) { |
| 777 | return; |
| 778 | } |
| 779 | |
| 780 | if (VERBOSITY > 0) { |
| 781 | debugPrintf("inject: found module %s\n", szModule); |
| 782 | } |
| 783 |
no test coverage detected