上一个内容:32.双击列表启动目标游戏
前置知识 25.入口点注入(查看pe头)、32.双击列表启动目标游戏 以它的代码为基础进行修改
效果图:
代码实现:原理通过读文件流的方式把文件加载到内存中然后解析pe结构
void CWndINJ::OnNMDblclkList1(NMHDR* pNMHDR, LRESULT* pResult)
{LPNMITEMACTIVATE pNMItemActivate = reinterpret_cast<LPNMITEMACTIVATE>(pNMHDR);// TODO: 在此添加控件通知处理程序代码*pResult = 0;int index = pNMItemActivate->iItem;if (index < 0)return;CString GamePath = ExeLst.GetItemText(index, 2);CString GameExe = ExeLst.GetItemText(index, 1);CString GameCmds = ExeLst.GetItemText(index, 3);CString GameDlls = ExeLst.GetItemText(index, 4);// 用来指定创建时进程的主窗口的窗口工作站、桌面、标准句柄和外观。STARTUPINFO si{};si.cb = sizeof(si);PROCESS_INFORMATION prinfo{};CreateProcess(GameExe,GameCmds.GetBuffer(),NULL,NULL,FALSE,// 新进程的主线程处于挂起状态创建,在调用 ResumeThread 函数之前不会运行。CREATE_SUSPENDED,NULL,GamePath,&si,&prinfo);/** 方式一调用apiCStringA GameExeA;GameExeA = GameExe;PLOADED_IMAGE image = ImageLoad(GameExeA, NULL);DWORD dEntryPoint = image->FileHeader->OptionalHeader.AddressOfEntryPoint;CString wTxt;wTxt.Format(L"%X", dEntryPoint);AfxMessageBox(wTxt);ImageUnload(image)*/// 方式二(要在32位环境下运行)void* image = _imageload(GameExe.GetBuffer());IMAGE_DOS_HEADER* dosHeader = (IMAGE_DOS_HEADER*)image;unsigned PEAddress = dosHeader->e_lfanew + (unsigned)image;IMAGE_NT_HEADERS* ntHeader = (IMAGE_NT_HEADERS*)PEAddress;DWORD dEntryPoint = ntHeader->OptionalHeader.AddressOfEntryPoint;CString wTxt;wTxt.Format(L"%X", dEntryPoint);AfxMessageBox(wTxt);_unloadimage(image);// 让游戏继续运行ResumeThread(prinfo.hThread);
}
加载文件的代码实现:
void* _imageload(wchar_t* filename) {std::ifstream streamReader(filename, std::ios::binary);streamReader.seekg(0, std::ios::end);unsigned filesize = streamReader.tellg();char* _data = new char[filesize];streamReader.seekg(0, std::ios::beg);streamReader.read(_data, filesize);streamReader.close();return _data;
}void _unloadimage(void* _data) {delete[] _data;
}