FrameScriptExecuteBuffer protection on Classic? menu

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  1. #1
    Mr.Sergey's Avatar Contributor
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    FrameScriptExecuteBuffer protection on Classic?

    Hello,

    That seems like Blizz applied some protection on FrameScriptExecuteBuffer in last update 1.13.6.36714 deployed today, now game client crashes on attempt to call it.

    Could someone share some solution if one exists, please?

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  2. #2
    aeo's Avatar Contributor Authenticator enabled
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    Originally Posted by Mr.Sergey View Post
    Hello,

    That seems like Blizz applied some protection on FrameScriptExecuteBuffer in last update 1.13.6.36714 deployed today, now game client crashes on attempt to call it.

    Could someone share some solution if one exists, please?
    they added heavy protection to many lua functions. Complex return address checks are just the beginning.

  3. #3
    65774332's Avatar Member
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    I m in trouble too

  4. #4
    charles420's Avatar Contributor
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    looks like same stuff as ClntObjMgrGetActivePlayer last patch if that helps u any

  5. #5
    sanyle's Avatar Member
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    Encountered the same situation. Haven't found a solution yet

  6. #6
    sanyle's Avatar Member
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    Originally Posted by Mr.Sergey View Post
    Hello,

    That seems like Blizz applied some protection on FrameScriptExecuteBuffer in last update 1.13.6.36714 deployed today, now game client crashes on attempt to call it.

    Could someone share some solution if one exists, please?
    Did you solve this problem?
    I suspect it is caused by using SetWindowLongPtr to hook the main thread.
    There is no clear answer yet.

  7. #7
    king48488's Avatar ★ Elder ★


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    Originally Posted by sanyle View Post
    Did you solve this problem?
    I suspect it is caused by using SetWindowLongPtr to hook the main thread.
    There is no clear answer yet.
    It's not caused by that

  8. #8
    sanyle's Avatar Member
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    Originally Posted by king48488 View Post
    It's not caused by that
    I directly inject the DLL using the following code:
    Code:
     uintptr_t FrameScriptExecuteAddr = 0x3B1090; 
        static auto const luaDoString = reinterpret_cast<uintptr_t(__fastcall*)(const char*, const char*, int64_t)>((uintptr_t)GetModuleHandle(NULL) + FrameScriptExecuteAddr);
        luaDoString("print(1)", "test", 0);
    Not hooked to the main thread.The game can output numbers normally.
    But after hooking with WndProc, execute the above code. The game crashes.
    I haven't figured out the specific principle, it was just my guess before.
    Do you have any suggestions to help me?
    Last edited by sanyle; 12-08-2020 at 12:47 PM.

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