PatchEngine/GeckoCode: Heuristic stack checks

Try to make sure the stack is sane before calling into the
codehandler. This is intended to reduce the possibility of random
memory corruption.
This commit is contained in:
EmptyChaos 2016-09-30 15:29:35 +00:00
parent 31cf8432bf
commit b3547870ee
5 changed files with 78 additions and 49 deletions

View File

@ -483,9 +483,8 @@ bool CBoot::BootUp()
// Not part of the binary itself, but either we or Gecko OS might insert
// this, and it doesn't clear the icache properly.
HLE::Patch(Gecko::ENTRY_POINT, "GeckoCodehandler");
if (SConfig::GetInstance().bEnableCheats)
{
HLE::Patch(Gecko::HLE_TRAMPOLINE_ADDRESS, "GeckoHandlerReturnTrampoline");
}
// This has to always be installed even if cheats are not enabled because of the possiblity of
// loading a savestate where PC is inside the code handler while cheats are disabled.
HLE::Patch(Gecko::HLE_TRAMPOLINE_ADDRESS, "GeckoHandlerReturnTrampoline");
return true;
}

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@ -178,10 +178,6 @@ bool CBoot::EmulatedBS2_GC(bool skipAppLoader)
// Load patches
PatchEngine::LoadPatches();
// If we have any patches that need to be applied very early, here's a good place
bool patched = PatchEngine::ApplyFramePatches();
_assert_(patched);
return true;
}

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@ -145,6 +145,7 @@ static Installation InstallCodeHandlerLocked()
// Stop code. Tells the handler that this is the end of the list.
PowerPC::HostWrite_U32(0xF0000000, next_address);
PowerPC::HostWrite_U32(0x00000000, next_address + 4);
PowerPC::HostWrite_U32(0, HLE_TRAMPOLINE_ADDRESS);
// Turn on codes
PowerPC::HostWrite_U8(1, INSTALLER_BASE_ADDRESS + 7);
@ -157,57 +158,62 @@ static Installation InstallCodeHandlerLocked()
return Installation::Installed;
}
// FIXME: Gecko needs to participate in the savestate system (remember installation state).
// Current bug: Loading a savestate causes the handler to be replaced, if the PC is inside it
// and the on disk codehandler.bin is different then the PC will effectively be pointing to
// a random instruction different from the one when the state was created and break or crash.
// [Also, self-modifying handler will break it since the modifications will be reset]
void RunCodeHandler()
{
if (!SConfig::GetInstance().bEnableCheats)
return;
std::lock_guard<std::mutex> codes_lock(s_active_codes_lock);
// Don't spam retry if the install failed. The corrupt / missing disk file is not likely to be
// fixed within 1 frame of the last error.
if (s_active_codes.empty() || s_code_handler_installed == Installation::Failed)
return;
if (s_code_handler_installed != Installation::Installed)
// NOTE: Need to release the lock because of GUI deadlocks with PanicAlert in HostWrite_*
{
s_code_handler_installed = InstallCodeHandlerLocked();
// A warning was already issued for the install failing
if (s_code_handler_installed != Installation::Installed)
std::lock_guard<std::mutex> codes_lock(s_active_codes_lock);
// Don't spam retry if the install failed. The corrupt / missing disk file is not likely to be
// fixed within 1 frame of the last error.
if (s_active_codes.empty() || s_code_handler_installed == Installation::Failed)
return;
if (s_code_handler_installed != Installation::Installed)
{
s_code_handler_installed = InstallCodeHandlerLocked();
// A warning was already issued for the install failing
if (s_code_handler_installed != Installation::Installed)
return;
}
}
// If the last block that just executed ended with a BLR instruction then we can intercept it and
// redirect control into the Gecko Code Handler. The Code Handler will automatically BLR back to
// the original return address (which will still be in the link register).
if (PC != LR)
// We always do this to avoid problems with the stack since we're branching in random locations.
// Even with function call return hooks (PC == LR), hand coded assembler won't necessarily
// follow the ABI. [Volatile FPR, GPR, CR may not be volatile]
// The codehandler will STMW all of the GPR registers, but we need to fix the Stack's Red
// Zone, the LR, PC (return address) and the volatile floating point registers.
// Build a function call stack frame.
u32 SFP = GPR(1); // Stack Frame Pointer
GPR(1) -= 256; // Stack's Red Zone
GPR(1) -= 16 + 2 * 14 * sizeof(u64); // Our stack frame (HLE_Misc::GeckoReturnTrampoline)
GPR(1) -= 8; // Fake stack frame for codehandler
GPR(1) &= 0xFFFFFFF0; // Align stack to 16bytes
u32 SP = GPR(1); // Stack Pointer
PowerPC::HostWrite_U32(SP + 8, SP);
// SP + 4 is reserved for the codehandler to save LR to the stack.
PowerPC::HostWrite_U32(SFP, SP + 8); // Real stack frame
PowerPC::HostWrite_U32(PC, SP + 12);
PowerPC::HostWrite_U32(LR, SP + 16);
PowerPC::HostWrite_U32(PowerPC::CompactCR(), SP + 20);
// Registers FPR0->13 are volatile
for (int i = 0; i < 14; ++i)
{
// We're at a random address in the middle of something so we have to do this the hard way.
// The codehandler will STMW all of the GPR registers, but we need to fix the Stack's Red
// Zone, the LR, PC (return address) and the volatile floating point registers.
// Build a function call stack frame.
u32 SFP = GPR(1); // Stack Frame Pointer
GPR(1) -= 224; // Stack's Red Zone
GPR(1) -= 16 + 2 * 14 * sizeof(u64); // Our stack frame (HLE_Misc::GeckoReturnTrampoline)
GPR(1) -= 8; // Fake stack frame for codehandler
GPR(1) &= 0xFFFFFFF0; // Align stack to 16bytes
u32 SP = GPR(1); // Stack Pointer
PowerPC::HostWrite_U32(SP + 8, SP);
// SP + 4 is reserved for the codehandler to save LR to the stack.
PowerPC::HostWrite_U32(SFP, SP + 8); // Real stack frame
PowerPC::HostWrite_U32(PC, SP + 12);
PowerPC::HostWrite_U32(LR, SP + 16);
// Registers FPR0->13 are volatile
for (int i = 0; i < 14; ++i)
{
PowerPC::HostWrite_U64(riPS0(i), SP + 24 + 2 * i * sizeof(u64));
PowerPC::HostWrite_U64(riPS1(i), SP + 24 + (2 * i + 1) * sizeof(u64));
}
LR = HLE_TRAMPOLINE_ADDRESS;
DEBUG_LOG(ACTIONREPLAY, "GeckoCodes: Initiating phantom branch-and-link. "
"PC = 0x%08X, SP = 0x%08X, SFP = 0x%08X",
PC, SP, SFP);
PowerPC::HostWrite_U64(riPS0(i), SP + 24 + 2 * i * sizeof(u64));
PowerPC::HostWrite_U64(riPS1(i), SP + 24 + (2 * i + 1) * sizeof(u64));
}
DEBUG_LOG(ACTIONREPLAY, "GeckoCodes: Initiating phantom branch-and-link. "
"PC = 0x%08X, SP = 0x%08X, SFP = 0x%08X",
PC, SP, SFP);
LR = HLE_TRAMPOLINE_ADDRESS;
PC = NPC = ENTRY_POINT;
}

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@ -68,6 +68,7 @@ void GeckoReturnTrampoline()
GPR(1) = PowerPC::HostRead_U32(SP + 8);
NPC = PowerPC::HostRead_U32(SP + 12);
LR = PowerPC::HostRead_U32(SP + 16);
PowerPC::ExpandCR(PowerPC::HostRead_U32(SP + 20));
for (int i = 0; i < 14; ++i)
{
riPS0(i) = PowerPC::HostRead_U64(SP + 24 + 2 * i * sizeof(u64));

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@ -20,6 +20,7 @@
#include <string>
#include <vector>
#include "Common/Assert.h"
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
@ -203,6 +204,32 @@ static void ApplyPatches(const std::vector<Patch>& patches)
}
}
// Requires MSR.DR, MSR.IR
// There's no perfect way to do this, it's just a heuristic.
// We require at least 2 stack frames, if the stack is shallower than that then it won't work.
static bool IsStackSane()
{
_dbg_assert_(ACTIONREPLAY, UReg_MSR(MSR).DR && UReg_MSR(MSR).IR);
// Check the stack pointer
u32 SP = GPR(1);
if (!PowerPC::HostIsRAMAddress(SP))
return false;
// Read the frame pointer from the stack (find 2nd frame from top), assert that it makes sense
u32 next_SP = PowerPC::HostRead_U32(SP);
if (next_SP <= SP || !PowerPC::HostIsRAMAddress(next_SP) ||
!PowerPC::HostIsRAMAddress(next_SP + 4))
return false;
// Check the link register makes sense (that it points to a valid IBAT address)
auto insn = PowerPC::TryReadInstruction(PowerPC::HostRead_U32(next_SP + 4));
if (!insn.valid || !insn.hex)
return false;
return true;
}
bool ApplyFramePatches()
{
// Because we're using the VI Interrupt to time this instead of patching the game with a
@ -210,7 +237,7 @@ bool ApplyFramePatches()
// We deal with this by returning false so that SystemTimers will reschedule us in a few cycles
// where we can try again after the CPU hopefully returns back to the normal instruction flow.
UReg_MSR msr = MSR;
if (!msr.DR || !msr.IR)
if (!msr.DR || !msr.IR || !IsStackSane())
{
INFO_LOG(
ACTIONREPLAY,