Пример #1
0
        private void loadModules()
        {
            while (true)
            {
                foreach (var module in ProcessMemory.modules)
                {
                    if (module.Name.Equals("GameAssembly.dll", StringComparison.OrdinalIgnoreCase))
                    {
                        GameAssemblyPtr = module.BaseAddress;
                        if (!VerifySteamHash(module.FileName))
                        {
                            Console.WriteLine("GameVerifier", $"Client verification: FAIL.");
                        }
                        else
                        {
                            Console.WriteLine("GameVerifier", $"Client verification: PASS.");
                        }

                        foundModule = true;
                        break;
                    }
                }

                if (!foundModule)
                {
                    Console.WriteLine("Still looking for modules...");
                    Thread.Sleep(500); // delay and try again
                    ProcessMemory.LoadModules();
                }
                else
                {
                    break; // we have found all modules
                }
            }
        }
Пример #2
0
        public void Run()
        {
            while (true)
            {
                if (!ProcessMemory.IsHooked)
                {
                    if (!ProcessMemory.HookProcess("Among Us"))
                    {
                        Thread.Sleep(1000);
                        continue;
                    }

                    Console.WriteLine("GameMemReader", $"Connected to Among Us process ({ProcessMemory.process.Id}))");


                    // Register handlers for game-state change events.
                    //GameMemReader.getInstance().GameStateChanged += GameStateChangedHandler;
                    //GameMemReader.getInstance().PlayerChanged += PlayerChangedHandler;
                    //GameMemReader.getInstance().JoinedLobby += JoinedLobbyHandler;
                    loadModules();
                }

                GameState state = getGameState();

                handlePlayers(state);

                readChat();

                if (shouldReadLobby)
                {
                    var      gameCode = ProcessMemory.ReadString(ProcessMemory.Read <IntPtr>(GameAssemblyPtr, GameOffsets.GameStartManagerOffset, 0x5c, 0, 0x20, 0x28));
                    string[] split;
                    if (gameCode != null && gameCode.Length > 0 && (split = gameCode.Split('\n')).Length == 2)
                    {
                        PlayRegion region = (PlayRegion)((4 - (ProcessMemory.Read <int>(GameAssemblyPtr, GameOffsets.ServerManagerOffset, 0x5c, 0, 0x10, 0x8, 0x8) & 0b11)) % 3);

                        this.latestLobbyEventArgs = new LobbyEventArgs()
                        {
                            LobbyCode = split[1],
                            Region    = region
                        };
                        shouldReadLobby     = false;
                        shouldTransmitLobby = true; // since this is probably new info
                    }
                }

                if (shouldTransmitLobby)
                {
                    if (this.latestLobbyEventArgs != null)
                    {
                        JoinedLobby?.Invoke(this, this.latestLobbyEventArgs);
                    }
                    shouldTransmitLobby = false;
                }

                Thread.Sleep(250);
            }
        }
Пример #3
0
        private GameState getGameState()
        {
            GameState state;
            var       meetingHud          = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, GameOffsets.MeetingHudOffset, 0x5C, 0);
            var       meetingHud_cachePtr = meetingHud == IntPtr.Zero ? 0 : ProcessMemory.Read <uint>(meetingHud, 0x8);
            var       meetingHudState     =
                meetingHud_cachePtr == 0
                    ? 4
                    : ProcessMemory.ReadWithDefault(meetingHud, 4, 0x84);
            var gameState = ProcessMemory.Read <int>(GameAssemblyPtr, GameOffsets.AmongUsClientOffset, 0x5C, 0, 0x64);

            switch (gameState)
            {
            case 0:
                state          = GameState.MENU;
                exileCausesEnd = false;
                break;

            case 1:
            case 3:
                state          = GameState.LOBBY;
                exileCausesEnd = false;
                break;

            default:
            {
                if (exileCausesEnd)
                {
                    state = GameState.LOBBY;
                }
                else if (meetingHudState < 4)
                {
                    state = GameState.DISCUSSION;
                }
                else
                {
                    state = GameState.TASKS;
                }

                break;
            }
            }

            return(state);
        }
Пример #4
0
        private void readChat()
        {
            var chatBubblesPtr = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, GameOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14);

            prevChatBubsVersion = ProcessMemory.Read <int>(GameAssemblyPtr, GameOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14, 0x10);
            var poolSize = 20; // = ProcessMemory.Read<int>(GameAssemblyPtr, 0xD0B25C, 0x5C, 0, 0x28, 0xC, 0xC)

            var numChatBubbles  = ProcessMemory.Read <int>(chatBubblesPtr, 0xC);
            var chatBubsVersion = ProcessMemory.Read <int>(chatBubblesPtr, 0x10);
            var chatBubblesAddr = ProcessMemory.Read <IntPtr>(chatBubblesPtr, 0x8) + 0x10;
            var chatBubblePtrs  = ProcessMemory.ReadArray(chatBubblesAddr, numChatBubbles);

            var newMsgs = 0;

            if (chatBubsVersion > prevChatBubsVersion) // new message has been sent
            {
                if (chatBubsVersion > poolSize)        // increments are twofold (push to and pop from pool)
                {
                    if (prevChatBubsVersion > poolSize)
                    {
                        newMsgs = (chatBubsVersion - prevChatBubsVersion) >> 1;
                    }
                    else
                    {
                        newMsgs = poolSize - prevChatBubsVersion + ((chatBubsVersion - poolSize) >> 1);
                    }
                }
                else
                {
                    newMsgs = chatBubsVersion - prevChatBubsVersion;
                }
            }
            else if (chatBubsVersion < prevChatBubsVersion) // reset
            {
                if (chatBubsVersion > poolSize)             // increments are twofold (push to and pop from pool)
                {
                    newMsgs = poolSize + ((chatBubsVersion - poolSize) >> 1);
                }
                else // single increments
                {
                    newMsgs = chatBubsVersion;
                }
            }

            prevChatBubsVersion = chatBubsVersion;

            for (var i = numChatBubbles - newMsgs; i < numChatBubbles; i++)
            {
                var msgText = ProcessMemory.ReadString(ProcessMemory.Read <IntPtr>(chatBubblePtrs[i], 0x20, 0x28));
                if (msgText.Length == 0)
                {
                    continue;
                }
                var msgSender     = ProcessMemory.ReadString(ProcessMemory.Read <IntPtr>(chatBubblePtrs[i], 0x1C, 0x28));
                var oldPlayerInfo = oldPlayerInfos[msgSender];
                ChatMessageAdded?.Invoke(this, new ChatMessageEventArgs
                {
                    Sender  = msgSender,
                    Message = msgText,
                    Color   = oldPlayerInfo.GetPlayerColor()
                });
            }
        }
Пример #5
0
        private GameState handlePlayers(GameState state)
        {
            var allPlayersPtr = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, GameOffsets.GameDataOffset, 0x5C, 0, 0x24);
            var allPlayers    = ProcessMemory.Read <IntPtr>(allPlayersPtr, 0x08);
            var playerCount   = ProcessMemory.Read <int>(allPlayersPtr, 0x0C);

            var playerAddrPtr = allPlayers + 0x10;

            // check if exile causes end
            if (oldState == GameState.DISCUSSION && state == GameState.TASKS)
            {
                var exiledPlayerId = ProcessMemory.ReadWithDefault <byte>(GameAssemblyPtr, 255, GameOffsets.MeetingHudOffset, 0x5C, 0, 0x94, 0x08);
                int impostorCount = 0, innocentCount = 0;

                for (var i = 0; i < playerCount; i++)
                {
                    var pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0);
                    playerAddrPtr += 4;

                    if (pi.PlayerId == exiledPlayerId)
                    {
                        PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                        {
                            Action       = PlayerAction.Exiled,
                            Name         = pi.GetPlayerName(),
                            IsDead       = pi.GetIsDead(),
                            Disconnected = pi.GetIsDisconnected(),
                            Color        = pi.GetPlayerColor(),
                            isImposter   = pi.IsImpostor
                        });
                    }

                    // skip invalid, dead and exiled players
                    if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1 ||
                        pi.Disconnected == 1)
                    {
                        continue;
                    }

                    if (pi.IsImpostor == 1)
                    {
                        impostorCount++;
                    }
                    else
                    {
                        innocentCount++;
                    }
                }

                if (impostorCount == 0 || impostorCount >= innocentCount)
                {
                    exileCausesEnd = true;
                    state          = GameState.LOBBY;
                }
            }

            if (state != oldState || shouldForceTransmitState)
            {
                GameStateChanged?.Invoke(this, new GameStateChangedEventArgs {
                    NewState = state
                });
                shouldForceTransmitState = false;
            }

            if (state != oldState && state == GameState.LOBBY)
            {
                shouldReadLobby = true; // will eventually transmit
            }

            oldState = state;

            newPlayerInfos.Clear();

            playerAddrPtr = allPlayers + 0x10;

            for (var i = 0; i < playerCount; i++)
            {
                var pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0);
                playerAddrPtr += 4;
                if (pi.PlayerName == 0)
                {
                    continue;
                }
                var playerName = pi.GetPlayerName();
                if (playerName.Length == 0)
                {
                    continue;
                }

                newPlayerInfos[playerName] = pi;             // add to new playerinfos for comparison later

                if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined
                {
                    PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                    {
                        Action       = PlayerAction.Joined,
                        Name         = playerName,
                        IsDead       = pi.GetIsDead(),
                        Disconnected = pi.GetIsDisconnected(),
                        Color        = pi.GetPlayerColor(),
                        isImposter   = pi.IsImpostor
                    });
                }
                else
                {
                    // player was here before, we have an old playerInfo to compare against
                    var oldPlayerInfo = oldPlayerInfos[playerName];
                    if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died
                    {
                        PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                        {
                            Action       = PlayerAction.Died,
                            Name         = playerName,
                            IsDead       = pi.GetIsDead(),
                            Disconnected = pi.GetIsDisconnected(),
                            Color        = pi.GetPlayerColor(),
                            isImposter   = pi.IsImpostor
                        });
                    }

                    if (oldPlayerInfo.ColorId != pi.ColorId)
                    {
                        PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                        {
                            Action       = PlayerAction.ChangedColor,
                            Name         = playerName,
                            IsDead       = pi.GetIsDead(),
                            Disconnected = pi.GetIsDisconnected(),
                            Color        = pi.GetPlayerColor(),
                            isImposter   = pi.IsImpostor
                        });
                    }

                    if (!oldPlayerInfo.GetIsDisconnected() && pi.GetIsDisconnected())
                    {
                        PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                        {
                            Action       = PlayerAction.Disconnected,
                            Name         = playerName,
                            IsDead       = pi.GetIsDead(),
                            Disconnected = pi.GetIsDisconnected(),
                            Color        = pi.GetPlayerColor(),
                            isImposter   = pi.IsImpostor
                        });
                    }
                }
            }

            foreach (var kvp in oldPlayerInfos)
            {
                var pi         = kvp.Value;
                var playerName = kvp.Key;
                if (!newPlayerInfos.ContainsKey(playerName)) // player was here before, isn't now, so they left
                {
                    PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                    {
                        Action       = PlayerAction.Left,
                        Name         = playerName,
                        IsDead       = pi.GetIsDead(),
                        Disconnected = pi.GetIsDisconnected(),
                        Color        = pi.GetPlayerColor(),
                        isImposter   = pi.IsImpostor
                    });
                }
            }

            oldPlayerInfos.Clear();

            var emitAll = false;

            if (shouldForceUpdatePlayers)
            {
                shouldForceUpdatePlayers = false;
                emitAll = true;
            }

            foreach (var kvp in newPlayerInfos) // do this instead of assignment so they don't point to the same object
            {
                var pi = kvp.Value;
                oldPlayerInfos[kvp.Key] = pi;
                if (emitAll)
                {
                    PlayerChanged?.Invoke(this, new PlayerChangedEventArgs
                    {
                        Action       = PlayerAction.ForceUpdated,
                        Name         = kvp.Key,
                        IsDead       = pi.GetIsDead(),
                        Disconnected = pi.GetIsDisconnected(),
                        Color        = pi.GetPlayerColor(),
                        isImposter   = pi.IsImpostor
                    });
                }
            }

            return(state);
        }
Пример #6
0
 public string GetPlayerName()
 {
     return(ProcessMemory.ReadString((IntPtr)PlayerName));
 }