empty session with firewall instead of suspend
This commit is contained in:
@@ -1,14 +1,23 @@
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use crate::util::{
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consts::game::{EXE_ENHANCED, EXE_LEGACY},
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countdown::Countdown,
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system_info::SystemInfo,
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use crate::util::{countdown::Countdown, system_info::SystemInfo};
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use std::{
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error::Error,
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time::{Duration, Instant},
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};
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use std::time::{Duration, Instant};
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use windows::Win32::{
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Foundation::{HANDLE, NTSTATUS},
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System::Threading::{OpenProcess, PROCESS_SUSPEND_RESUME},
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use windows::{
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Win32::{
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NetworkManagement::WindowsFirewall::{
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INetFwPolicy2, INetFwRule, NET_FW_ACTION_BLOCK, NET_FW_IP_PROTOCOL_UDP,
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NET_FW_RULE_DIR_IN, NET_FW_RULE_DIR_OUT, NetFwPolicy2, NetFwRule,
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},
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System::Com::{CLSCTX_INPROC_SERVER, CoCreateInstance},
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},
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core::BSTR,
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};
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const FILTER_NAME_EMPTY_SESSION_IN: &str = "[GTA Tools] Block inbound UDP traffic for all of GTA V";
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const FILTER_NAME_EMPTY_SESSION_OUT: &str =
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"[GTA Tools] Block outbound UDP traffic for all of GTA V";
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const INTERVAL: Duration = Duration::from_secs(10);
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#[derive(Debug)]
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@@ -29,52 +38,51 @@ impl Default for EmptySession {
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}
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impl EmptySession {
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pub fn run_timers(&mut self, game_handle: &mut HANDLE) {
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pub fn run_timers(&mut self) -> Result<(), Box<dyn Error>> {
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if self.disabled {
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self.countdown.count();
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} else {
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self.countdown.reset();
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}
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if self.interval.elapsed() >= INTERVAL {
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deactivate(game_handle);
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deactivate()?;
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self.disabled = false;
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}
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Ok(())
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}
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}
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#[link(name = "ntdll")]
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unsafe extern "system" {
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unsafe fn NtSuspendProcess(ProcessHandle: HANDLE) -> NTSTATUS;
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unsafe fn NtResumeProcess(ProcessHandle: HANDLE) -> NTSTATUS;
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}
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fn get_gta_pid(system_info: &mut SystemInfo) -> Option<u32> {
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system_info.refresh();
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system_info
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.processes()
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.iter()
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.find(|p| p.name() == EXE_ENHANCED || p.name() == EXE_LEGACY)
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.map(|p| p.pid())
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}
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pub fn activate(game_handle: &mut HANDLE, system_info: &mut SystemInfo) -> bool {
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let Some(pid) = get_gta_pid(system_info) else {
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return false;
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pub fn activate(system_info: &mut SystemInfo) -> Result<bool, Box<dyn Error>> {
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let Some(exe_path) = system_info.get_game_exe_path() else {
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log::info!("wasn't able to find game exe");
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return Ok(false);
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};
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match unsafe { OpenProcess(PROCESS_SUSPEND_RESUME, false, pid) } {
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Ok(handle) => *game_handle = handle,
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Err(why) => {
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log::error!("failed to suspend game for empty session:\n{why}");
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return false;
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}
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for (direction, filter_name) in [
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(NET_FW_RULE_DIR_IN, FILTER_NAME_EMPTY_SESSION_IN),
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(NET_FW_RULE_DIR_OUT, FILTER_NAME_EMPTY_SESSION_OUT),
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] {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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unsafe { rules.Remove(&BSTR::from(filter_name)) }?;
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let rule: INetFwRule = unsafe { CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER) }?;
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unsafe { rule.SetName(&BSTR::from(filter_name)) }?;
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unsafe { rule.SetApplicationName(&BSTR::from(exe_path.to_string_lossy().to_string())) }?;
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unsafe { rule.SetDirection(direction) }?;
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unsafe { rule.SetEnabled(true.into()) }?;
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unsafe { rule.SetAction(NET_FW_ACTION_BLOCK) }?;
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unsafe { rule.SetProtocol(NET_FW_IP_PROTOCOL_UDP.0) }?;
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unsafe { rules.Add(&rule) }?;
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}
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unsafe { NtSuspendProcess(*game_handle) }.unwrap();
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true
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Ok(true)
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}
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pub fn deactivate(game_handle: &mut HANDLE) {
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if !game_handle.is_invalid() {
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// ignoring the return because this function behaves very weirdly
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let _ = unsafe { NtResumeProcess(*game_handle) };
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pub fn deactivate() -> Result<(), Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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for filter_name in [FILTER_NAME_EMPTY_SESSION_IN, FILTER_NAME_EMPTY_SESSION_OUT] {
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unsafe { rules.Remove(&BSTR::from(filter_name)) }?;
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}
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Ok(())
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}
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@@ -82,7 +82,7 @@ impl GameNetworking {
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}
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pub fn block_exe(&mut self, system_info: &mut SystemInfo) -> Result<(), Box<dyn Error>> {
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let Some(exe_path) = get_game_exe_path(system_info) else {
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let Some(exe_path) = system_info.get_game_exe_path() else {
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return Ok(());
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};
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Self::block_generic(Mode::EntireGame(exe_path.to_path_buf()))?;
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+6
-8
@@ -49,7 +49,6 @@ pub struct App {
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stage: Stage,
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pub flags: Flags,
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pub system_info: SystemInfo,
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game_handle: windows::Win32::Foundation::HANDLE,
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pub anti_afk: features::anti_afk::AntiAfk,
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empty_session: features::empty_session::EmptySession,
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force_close: features::force_close::ForceClose,
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@@ -60,7 +59,7 @@ pub struct App {
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impl eframe::App for App {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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ctx.request_repaint_after(Duration::from_millis(100));
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self.empty_session.run_timers(&mut self.game_handle);
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self.empty_session.run_timers().unwrap();
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egui::TopBottomPanel::bottom("bottom_panel")
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.exact_height(25.0)
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.show(ctx, |ui| {
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@@ -122,10 +121,7 @@ impl App {
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ui.add_enabled_ui(!self.empty_session.disabled, |ui| {
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ui.horizontal(|ui| {
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if ui.button("Empty current session").clicked()
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&& features::empty_session::activate(
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&mut self.game_handle,
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&mut self.system_info,
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)
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&& features::empty_session::activate(&mut self.system_info).unwrap()
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{
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self.empty_session.interval = Instant::now();
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self.empty_session.disabled = true;
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@@ -334,7 +330,9 @@ impl Drop for App {
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settings: self.settings.clone(),
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}
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.set();
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// make sure we are not suspending game
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features::empty_session::deactivate(&mut self.game_handle);
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// make sure we are not network blocking game
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if let Err(why) = features::empty_session::deactivate() {
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log::error!("couldn't deactivate empty session: {why}");
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}
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}
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}
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