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Adds documentation for the `omath::ViewAngles` struct, clarifying its purpose, common usage patterns, and the definition of the types of pitch, yaw and roll. Also, adds short explanations of how to use ViewAngles and what tradeoffs exist between using raw float types and strongly typed Angle<> types.
143 lines
5.3 KiB
Markdown
143 lines
5.3 KiB
Markdown
# `omath::rev_eng::InternalReverseEngineeredObject` — raw in-process offset/VTABLE access
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> Header: `omath/rev_eng/internal_reverse_engineered_object.hpp`
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> Namespace: `omath::rev_eng`
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> Purpose: Convenience base for **internal** (same-process) RE wrappers that:
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>
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> * read/write fields by **byte offset** from `this`
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> * call **virtual methods** by **vtable index**
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---
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## At a glance
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```cpp
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class InternalReverseEngineeredObject {
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protected:
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template<class Type>
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[[nodiscard]] Type& get_by_offset(std::ptrdiff_t offset);
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template<class Type>
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[[nodiscard]] const Type& get_by_offset(std::ptrdiff_t offset) const;
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template<std::size_t id, class ReturnType>
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ReturnType call_virtual_method(auto... arg_list);
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};
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```
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* `get_by_offset<T>(off)` — returns a **reference** to `T` located at `reinterpret_cast<uintptr_t>(this) + off`.
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* `call_virtual_method<id, Ret>(args...)` — fetches the function pointer from `(*reinterpret_cast<void***>(this))[id]` and invokes it as a free function with implicit `this` passed explicitly.
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On MSVC builds the function pointer type uses `__thiscall`; on non-MSVC it uses a plain function pointer taking `void*` as the first parameter (the typical Itanium ABI shape).
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---
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## Example: wrapping a reverse-engineered class
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```cpp
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struct Player : omath::rev_eng::InternalReverseEngineeredObject {
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// Field offsets (document game/app version!)
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static constexpr std::ptrdiff_t kHealth = 0x100;
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static constexpr std::ptrdiff_t kPosition = 0x30;
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// Accessors
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float& health() { return get_by_offset<float>(kHealth); }
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const float& health() const { return get_by_offset<float>(kHealth); }
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Vector3<float>& position() { return get_by_offset<Vector3<float>>(kPosition); }
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const Vector3<float>& position() const { return get_by_offset<Vector3<float>>(kPosition); }
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// Virtuals (vtable indices discovered via RE)
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int getTeam() { return call_virtual_method<27, int>(); }
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void setArmor(float val) { call_virtual_method<42, void>(val); } // signature must match!
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};
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```
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Usage:
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```cpp
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auto* p = /* pointer to live Player instance within the same process */;
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p->health() = 100.f;
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int team = p->getTeam();
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```
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---
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## How `call_virtual_method` resolves the signature
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```cpp
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template<std::size_t id, class ReturnType>
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ReturnType call_virtual_method(auto... arg_list) {
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#ifdef _MSC_VER
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using Fn = ReturnType(__thiscall*)(void*, decltype(arg_list)...);
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#else
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using Fn = ReturnType(*)(void*, decltype(arg_list)...);
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#endif
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return (*reinterpret_cast<Fn**>(this))[id](this, arg_list...);
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}
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```
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* The **first parameter** is always `this` (`void*`).
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* Remaining parameter types are deduced from the **actual arguments** (`decltype(arg_list)...`).
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Ensure you pass arguments with the correct types (e.g., `int32_t` vs `int`, pointer/ref qualifiers), or define thin wrappers that cast to the exact signature you recovered.
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> ⚠ On 32-bit MSVC the `__thiscall` distinction matters; on 64-bit MSVC it’s ignored (all member funcs use the common x64 calling convention).
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---
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## Safety notes (read before using!)
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Working at this level is inherently unsafe; be deliberate:
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1. **Correct offsets & alignment**
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* `get_by_offset<T>` assumes `this + offset` is **properly aligned** for `T` and points to an object of type `T`.
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* Wrong offsets or misalignment ⇒ **undefined behavior** (UB), crashes, silent corruption.
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2. **Object layout assumptions**
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* The vtable pointer is assumed to be at the **start of the most-derived subobject at `this`**.
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* With **multiple/virtual inheritance**, the desired subobject’s vptr may be at a non-zero offset. If so, adjust `this` to that subobject before calling, e.g.:
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```cpp
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auto* sub = reinterpret_cast<void*>(reinterpret_cast<std::uintptr_t>(this) + kSubobjectOffset);
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// … then reinterpret sub instead of this inside a custom helper
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```
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3. **ABI & calling convention**
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* Indices and signatures are **compiler/ABI-specific**. Recheck after updates or different builds (MSVC vs Clang/LLVM-MSVC vs MinGW).
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4. **Strict aliasing**
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* Reinterpreting memory as unrelated `T` can violate aliasing rules. Prefer **trivially copyable** PODs and exact original types where possible.
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5. **Const-correctness**
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* The `const` overload returns `const T&` but still reinterprets memory; do not write through it. Use the non-const overload to mutate.
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6. **Thread safety**
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* No synchronization is provided. Ensure the underlying object isn’t concurrently mutated in incompatible ways.
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---
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## Tips & patterns
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* **Centralize offsets** in `constexpr` with comments (`// game v1.2.3, sig XYZ`).
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* **Guard reads**: if you have a canary or RTTI/vtable hash, check it before relying on offsets.
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* **Prefer accessors** returning references**:** lets you both read and write with natural syntax.
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* **Wrap tricky virtuals**: if a method takes complex/reference params, wrap `call_virtual_method` in a strongly typed member that casts exactly as needed.
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---
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## Troubleshooting
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* **Crash on virtual call** → wrong index or wrong `this` (subobject), or mismatched signature (args/ret or calling conv).
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* **Weird field values** → wrong offset, wrong type size/packing, stale layout after an update.
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* **Only in 32-bit** → double-check `__thiscall` and parameter passing (register vs stack).
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---
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*Last updated: 1 Nov 2025*
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