Kelsidavis-WoWee/include/game/warden_emulator.hpp
Kelsi 5031351736 fix: add free-list to WardenEmulator heap allocator to prevent exhaustion
The bump-pointer allocator never reused freed blocks, causing the 16 MB
emulated heap to exhaust in long sessions even when blocks were freed.

- First-fit reuse from a free-list before advancing the bump pointer
- Coalesce adjacent free blocks to limit fragmentation
- Roll back the bump pointer when the top free block reaches it
- Reset allocator state on initialize() so re-runs start clean
2026-03-17 13:55:37 -07:00

176 lines
5.6 KiB
C++

#pragma once
#include <vector>
#include <cstdint>
#include <string>
#include <memory>
#include <map>
#include <functional>
// Forward declare unicorn types (will include in .cpp)
typedef struct uc_struct uc_engine;
typedef size_t uc_hook;
namespace wowee {
namespace game {
/**
* Cross-platform x86 emulator for Warden modules
*
* Uses Unicorn Engine to emulate Windows x86 code on any platform.
* Provides Windows API hooks and Warden callback infrastructure.
*
* Architecture:
* - CPU Emulation: x86 (32-bit) via Unicorn Engine
* - Memory: Emulated address space (separate from host process)
* - API Hooks: Intercept Windows API calls and provide implementations
* - Callbacks: Bridge between emulated module and native wowee code
*
* Benefits:
* - Works on Linux/macOS/BSD without Wine
* - Sandboxed execution (module can't harm host system)
* - Full control over memory and API calls
* - Can run on ARM/non-x86 hosts
*/
class WardenEmulator {
public:
WardenEmulator();
~WardenEmulator();
/**
* Initialize emulator with module code
*
* @param moduleCode Loaded x86 code (post-relocation)
* @param moduleSize Size of code in bytes
* @param baseAddress Preferred base address (e.g., 0x400000)
* @return true if initialization successful
*/
bool initialize(const void* moduleCode, size_t moduleSize, uint32_t baseAddress = 0x400000);
/**
* Map Windows API function to implementation
*
* When emulated code calls this API, our hook will be invoked.
*
* @param dllName DLL name (e.g., "kernel32.dll")
* @param functionName Function name (e.g., "VirtualAlloc")
* @param handler Native function to call (receives emulator context)
* @return Address where API was mapped (for IAT patching)
*/
uint32_t hookAPI(const std::string& dllName,
const std::string& functionName,
std::function<uint32_t(WardenEmulator&, const std::vector<uint32_t>&)> handler);
/**
* Call emulated function
*
* @param address Address of function in emulated space
* @param args Arguments to pass (stdcall convention)
* @return Return value from function (EAX)
*/
uint32_t callFunction(uint32_t address, const std::vector<uint32_t>& args = {});
/**
* Read memory from emulated address space
*/
bool readMemory(uint32_t address, void* buffer, size_t size);
/**
* Write memory to emulated address space
*/
bool writeMemory(uint32_t address, const void* buffer, size_t size);
/**
* Read string from emulated memory
*/
std::string readString(uint32_t address, size_t maxLen = 256);
/**
* Allocate memory in emulated space
*
* Used by VirtualAlloc hook implementation.
*/
uint32_t allocateMemory(size_t size, uint32_t protection);
/**
* Free memory in emulated space
*/
bool freeMemory(uint32_t address);
/**
* Get CPU register value
*/
uint32_t getRegister(int regId);
/**
* Set CPU register value
*/
void setRegister(int regId, uint32_t value);
/**
* Check if emulator is initialized
*/
bool isInitialized() const { return uc_ != nullptr; }
/**
* Get module base address
*/
uint32_t getModuleBase() const { return moduleBase_; }
/**
* Setup common Windows API hooks
*
* Hooks frequently used APIs with stub implementations.
*/
void setupCommonAPIHooks();
/**
* Write data to emulated memory and return address
*
* Convenience helper that allocates, writes, and returns address.
* Caller is responsible for freeing with freeMemory().
*/
uint32_t writeData(const void* data, size_t size);
/**
* Read data from emulated memory into vector
*/
std::vector<uint8_t> readData(uint32_t address, size_t size);
private:
uc_engine* uc_; // Unicorn engine instance
uint32_t moduleBase_; // Module base address
uint32_t moduleSize_; // Module size
uint32_t stackBase_; // Stack base address
uint32_t stackSize_; // Stack size
uint32_t heapBase_; // Heap base address
uint32_t heapSize_; // Heap size
uint32_t apiStubBase_; // API stub base address
// API hooks: DLL name -> Function name -> Handler
std::map<std::string, std::map<std::string, uint32_t>> apiAddresses_;
// Memory allocation tracking
std::map<uint32_t, size_t> allocations_;
std::map<uint32_t, size_t> freeBlocks_; // free-list keyed by base address
uint32_t nextHeapAddr_;
// Hook handles for cleanup
std::vector<uc_hook> hooks_;
// Windows API implementations
static uint32_t apiVirtualAlloc(WardenEmulator& emu, const std::vector<uint32_t>& args);
static uint32_t apiVirtualFree(WardenEmulator& emu, const std::vector<uint32_t>& args);
static uint32_t apiGetTickCount(WardenEmulator& emu, const std::vector<uint32_t>& args);
static uint32_t apiSleep(WardenEmulator& emu, const std::vector<uint32_t>& args);
static uint32_t apiGetCurrentThreadId(WardenEmulator& emu, const std::vector<uint32_t>& args);
static uint32_t apiGetCurrentProcessId(WardenEmulator& emu, const std::vector<uint32_t>& args);
static uint32_t apiReadProcessMemory(WardenEmulator& emu, const std::vector<uint32_t>& args);
// Unicorn callbacks
static void hookCode(uc_engine* uc, uint64_t address, uint32_t size, void* userData);
static void hookMemInvalid(uc_engine* uc, int type, uint64_t address, int size, int64_t value, void* userData);
};
} // namespace game
} // namespace wowee