Guard a crash when the game describes a failed load

Guard a crash when the game describes a failed load

When a load fails, the game writes "load <address> failed with error:"
and describes each part of the load's error in turn. That list can
hold parts that were never set, and the game calls through them: six
crash reports from one player on 2.0.5 and 2.0.6 all end at
Skate.exe+0x2e3ab9c, after eight parts that read "no error".

The guard hooks that one function. Before the game describes the
list, every part that is not one of the game's own objects is emptied,
so it reads "no error" as an empty part does; the description also
runs under an exception handler. The failed load is then the game's to
deal with, as it meant to.

What the game wrote goes to the log as a warning ("The game described
the error of a load that failed"), with how many parts were emptied,
so content that does not load can be traced. The game's message names
no asset, only an address.
This commit is contained in:
AyeZeeBB committed 2026-10-11 18:00:30 -05:00
1 parent e344d585f4
commit 9b79fd7829
5 files changed
+155

No files matched your search

+21
View File
@@ -0,0 +1,21 @@
#pragma once
#include "Engine/Game/Build/fingerprint.h"
#include <cstdint>
// The game's errors of a load made of several (Extension/World/load_error_guard.cpp).
namespace dingosdk::game::build::v20260929::load_errors {
// describe(errors, text): a virtual of the error that holds one error per part of a load. It
// writes "[i]:" and each part's own description (its virtual at + 8), or "no error" for a null
// one, a line each. The parts are an array of pointers (errors + 0x18) and their count
// (errors + 0x20); the text is the game's fixed text writer, whose first field is its buffer
// with flags in the two low bits.
//
// The game calls it when a load fails, to write "load <address> failed with error: ..."
// (0x1aa75e0), and the array can hold parts that were never set: crash reports of 2026-10-11
// (one player, six times, 2.0.5 and 2.0.6) all end in the call through part 8 after eight that
// read "no error" - once a null vtable, else garbage that was read or run.
inline constexpr Fingerprint describe{0x2e3ab40, {
0x48,0x89,0x5c,0x24,0x08,0x48,0x89,0x74,0x24,0x10,0x57,0x48,0x83,0xec,0x20,0x33,
0xff,0x48,0x8b,0xda,0x48,0x8b,0xf1,0x48,0x39,0x79,0x20,0x76,0x6b,0x0f,0x1f,0x00}};
inline constexpr std::uintptr_t parts_offset = 0x18, count_offset = 0x20;
}
+115
View File
@@ -0,0 +1,115 @@
#include "load_error_guard.h"
#include "Engine/Core/Hooks/hooks.h"
#include "Engine/Core/Log/logging.h"
#include "Engine/Core/Platform/memory.h"
#include "Engine/Game/Build/addresses.h"
#include "Engine/Game/Build/20260929/load_errors.h"
#include <Windows.h>
#include <array>
#include <atomic>
#include <string>
namespace dingosdk::load_error_guard {
namespace {
namespace le = addr::load_errors;
using Describe = void (*)(void* errors, void* text);
Describe original{};
std::uintptr_t image_begin{}, image_end{};
std::atomic<bool> installed{};
std::atomic<std::uint64_t> empties{}, faults{}, told{};
thread_local unsigned depth{}; // a part can be a list of its own: only the outermost is logged
constexpr std::uint64_t most_parts = 4096, most_told = 40;
bool in_image(std::uintptr_t address) noexcept { return address >= image_begin && address < image_end; }
// One of the game's own objects: its vtable and the virtual that describes it are in the image.
bool a_part(std::uintptr_t part) noexcept {
std::uintptr_t vtable{}, describe{};
return memory::read(part, vtable) && in_image(vtable) && !(vtable & 7) && memory::read(vtable + 8, describe) && in_image(describe);
}
// Empties the parts that are not: how many. A list that cannot be read is left alone (the
// handler around the description is what is left for it).
unsigned empty_bad_parts(std::uintptr_t errors) noexcept {
std::uintptr_t parts{};
std::uint64_t count{};
if (!memory::read(errors + le::parts_offset, parts) || !memory::read(errors + le::count_offset, count) || !parts || count > most_parts) return 0;
unsigned emptied{};
for (std::uint64_t i = 0; i < count; ++i) {
std::uintptr_t part{};
if (!memory::read(parts + i * 8, part)) break;
if (!part || a_part(part)) continue;
__try {
*reinterpret_cast<std::uintptr_t*>(parts + i * 8) = 0;
++emptied;
} __except (EXCEPTION_EXECUTE_HANDLER) {
break;
}
}
return emptied;
}
bool describe_guarded(void* errors, void* text) noexcept {
__try {
original(errors, text);
return true;
} __except (GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH) {
return false;
}
}
// What the game wrote, for the log: the writer's buffer, on one line.
__declspec(noinline) void tell(std::uintptr_t text, unsigned emptied, bool whole) noexcept {
if (told.fetch_add(1, std::memory_order_relaxed) >= most_told) return;
try {
std::array<char, 1024> buffer{};
std::uintptr_t begin{};
std::string said;
if (memory::read(text, begin) && (begin &= ~std::uintptr_t{3})) {
if (memory::peek_cstring(begin, buffer.data(), buffer.size()) < 0) buffer.back() = '\0';
said = buffer.data();
}
for (auto& c : said)
if (c == '\n' || c == '\r' || c == '\t') c = ' ';
std::string note;
if (emptied) note += " " + std::to_string(emptied) + " part(s) of its error list were never set, where the game would have crashed; they read as no error.";
if (!whole) note += " The description faulted and was cut short.";
logging::log(logging::Level::warning, logging::Channel::runtime,
"The game described the error of a load that failed (content that is missing or broken, often a mod's): {}{}",
said.empty() ? std::string("(nothing readable)") : said, note);
} catch (...) {}
}
void guarded(void* errors, void* text) {
const auto emptied = empty_bad_parts(reinterpret_cast<std::uintptr_t>(errors));
if (emptied) empties.fetch_add(emptied, std::memory_order_relaxed);
++depth;
const bool whole = describe_guarded(errors, text);
--depth;
if (!whole) faults.fetch_add(1, std::memory_order_relaxed);
if (!depth) tell(reinterpret_cast<std::uintptr_t>(text), emptied, whole);
}
} // namespace
bool install(std::uintptr_t base) noexcept {
if (installed.exchange(true)) return original != nullptr;
if (!base) return false;
std::array<unsigned char, 32> head{};
IMAGE_DOS_HEADER dos{};
IMAGE_NT_HEADERS64 nt{};
if (!memory::peek(base + le::describe.rva, head) || head != le::describe.bytes || !memory::peek(base, dos) || dos.e_lfanew <= 0 ||
!memory::peek(base + static_cast<std::uintptr_t>(dos.e_lfanew), nt) || !nt.OptionalHeader.SizeOfImage) {
logging::log(logging::Level::warning, logging::Channel::runtime,
"Load error guard: this build's load error code differs; it is left as it is.");
return false;
}
image_begin = base;
image_end = base + nt.OptionalHeader.SizeOfImage;
const auto target = reinterpret_cast<void*>(base + le::describe.rva);
if (hook_prepare(target, reinterpret_cast<void*>(&guarded), reinterpret_cast<void**>(&original)) != HookOk ||
hook_enable(target) != HookOk) {
original = nullptr;
logging::log(logging::Level::warning, logging::Channel::runtime, "Load error guard: the game's function could not be hooked.");
return false;
}
return true;
}
std::uint64_t emptied() noexcept { return empties.load(std::memory_order_relaxed); }
} // namespace dingosdk::load_error_guard
+16
View File
@@ -0,0 +1,16 @@
#pragma once
#include <cstdint>
// A load that failed could crash the game instead: to say why, the game describes each part of
// the load's error in turn, and the list can hold parts that were never set
// (Engine/Game/Build/<build>/load_errors.h). The guard looks at the list first and empties every
// part that is not one of the game's own objects, so those read "no error" as an empty part
// does; the description itself runs under an exception handler as well. The failed load is then
// the game's to deal with, as it meant to. What the game wrote is put in the log, so a mod
// whose content does not load can be found.
namespace dingosdk::load_error_guard {
// Checks this build's function and hooks it; once. False when the build differs (no guard).
bool install(std::uintptr_t base) noexcept;
// How many parts were emptied since the game started.
std::uint64_t emptied() noexcept;
}
+2
View File
@@ -6,6 +6,7 @@
#include "Engine/Core/Profiling/profiler.h"
#include "Extension/Settings/engine_tweaks.h"
#include "Extension/Settings/replay_guard.h"
#include "Extension/World/load_error_guard.h"
#include "Extension/World/mesh_unload_guard.h"
#include "Extension/Console/commands.h"
#include "Extension/UI/ui_pointer_skip.h"
@@ -317,6 +318,7 @@ extern "C" __declspec(dllexport) BOOL WINAPI DingoSDKDebugInitialize() {
(void)dingosdk::engine_tweaks::install(r.base);
(void)dingosdk::replay_guard::install(r.base);
(void)dingosdk::mesh_unload_guard::install(r.base);
(void)dingosdk::load_error_guard::install(r.base);
dingosdk::console::start_memory_trace_from_environment();
const bool fixed_stop_provider = (global_offline_hook && progression_guard_armed) &&
dingosdk::prepare_fixed_stop_entitlement_provider(r.base);
+1
View File
@@ -70,6 +70,7 @@ add_library(dingosdk_runtime SHARED
Extension/Settings/job_spin.cpp
Extension/Settings/engine_tweaks.cpp
Extension/Settings/replay_guard.cpp
Extension/World/load_error_guard.cpp
Extension/World/mesh_unload_guard.cpp
Extension/Settings/replay_drafts.cpp
Extension/UI/ui_pointer_skip.cpp