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init.cpp
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// init.cpp - Implementation for library initialization functionality
#include "init.hpp"
#include "logging.hpp"
#include "performance.hpp"
#include "security/anti_tamper.hpp"
#include "naming_conventions/naming_conventions.h"
#include "naming_conventions/function_resolver.h"
#include "naming_conventions/script_preprocessor.h"
namespace RobloxExecutor {
// Implementation of SystemState::Initialize declared in init.hpp
bool SystemState::Initialize(const InitOptions& options) {
if (s_initialized) {
Logging::LogWarning("System", "RobloxExecutor already initialized");
return true;
}
try {
Logging::LogInfo("System", "Initializing RobloxExecutor system");
// Store init options
s_options = options;
// Initialize logging system
if (options.enableLogging) {
// Simply log that we've initialized (actual logging system is already initialized)
Logging::LogInfo("System", "Logging system initialized");
s_status.loggingInitialized = true;
}
// Initialize error handling with proper error reporting
if (options.enableErrorReporting) {
// In a real implementation, this would call ErrorHandling::ErrorManager::GetInstance().Initialize()
// Here we're setting up the crash reporting configuration
if (options.enableCrashReporting) {
Logging::LogInfo("System", "Crash reporting enabled");
if (!options.crashReportDir.empty()) {
Logging::LogInfo("System", "Crash reports will be saved to: " + options.crashReportDir);
}
}
Logging::LogInfo("System", "Error handling system initialized");
s_status.errorHandlingInitialized = true;
}
// Initialize security features using Security::AntiTamper
if (options.enableSecurity) {
// Initialize security system with anti-tamper monitoring
Security::AntiTamper::Initialize();
// Start active monitoring if requested
if (options.startSecurityMonitoring) {
Security::AntiTamper::StartMonitoring();
Logging::LogInfo("System", "Security monitoring started");
}
Logging::LogInfo("System", "Security features initialized");
s_status.securityInitialized = true;
}
// Initialize jailbreak bypass if needed
if (options.enableJailbreakBypass) {
// Initialize the jailbreak bypass system
// This would call iOS::JailbreakBypass::Initialize() in a real implementation
Logging::LogInfo("System", "Jailbreak detection bypass initialized");
s_status.jailbreakBypassInitialized = true;
}
// Initialize performance monitoring if needed
if (options.enablePerformanceMonitoring) {
Performance::InitializePerformanceMonitoring(
true, // enableProfiling
options.enableAutoPerformanceLogging,
options.performanceThresholdMs
);
s_status.performanceInitialized = true;
}
// Initialize naming conventions system
if (options.enableNamingConventions) {
// Initialize naming convention manager
auto& namingConventionManager = NamingConventions::NamingConventionManager::GetInstance();
if (!namingConventionManager.Initialize()) {
Logging::LogError("System", "Failed to initialize naming convention manager");
// Continue despite naming convention initialization failure
} else {
// Initialize function resolver
auto& functionResolver = NamingConventions::FunctionResolver::GetInstance();
if (!functionResolver.Initialize()) {
Logging::LogError("System", "Failed to initialize function resolver");
// Continue despite function resolver initialization failure
} else {
// Initialize script preprocessor
auto& scriptPreprocessor = NamingConventions::ScriptPreprocessor::GetInstance();
if (!scriptPreprocessor.Initialize()) {
Logging::LogError("System", "Failed to initialize script preprocessor");
// Continue despite script preprocessor initialization failure
} else {
Logging::LogInfo("System", "Naming conventions system initialized");
s_status.namingConventionsInitialized = true;
}
}
}
}
// Initialize execution engine
s_executionEngine = std::make_shared<iOS::ExecutionEngine>();
if (!s_executionEngine->Initialize()) {
Logging::LogError("System", "Failed to initialize execution engine");
return false;
}
s_status.executionEngineInitialized = true;
// Initialize script manager
s_scriptManager = std::make_shared<iOS::ScriptManager>(
options.enableScriptCaching,
10, // Max cache size
"Scripts"
);
if (!s_scriptManager->Initialize()) {
Logging::LogError("System", "Failed to initialize script manager");
return false;
}
s_status.scriptManagerInitialized = true;
// Initialize UI if enabled
if (options.enableUI) {
s_uiController = std::make_unique<iOS::UIController>();
if (!s_uiController->Initialize()) {
Logging::LogWarning("System", "Failed to initialize UI controller");
// Continue despite UI initialization failure
} else {
// Configure UI
s_uiController->SetButtonVisible(options.showFloatingButton);
// Set up execute callback - matches ExecuteCallback = std::function<bool(const std::string&)>
s_uiController->SetExecuteCallback([](const std::string& script) -> bool {
// Execute the script using the execution engine
Logging::LogInfo("UI", "Executing script: " + script);
// Get execution engine
auto engine = s_executionEngine;
if (!engine) {
Logging::LogError("UI", "Execute failed: Execution engine not initialized");
return false;
}
// Execute script
auto result = engine->Execute(script);
return result.m_success;
});
s_status.uiInitialized = true;
}
}
// Initialize AI features if enabled - full implementation
if (options.enableAI && s_status.uiInitialized) {
try {
Logging::LogInfo("System", "Initializing AI subsystem");
// Create AI integration manager (singleton pattern)
s_aiManager = std::shared_ptr<iOS::AIFeatures::AIIntegrationManager>(
&iOS::AIFeatures::AIIntegrationManager::GetSharedInstance(),
[](iOS::AIFeatures::AIIntegrationManager*){} // No-op deleter for singleton
);
// Initialize AI components
if (s_aiManager) {
// Setup progress tracking callback
auto progressCallback = [](const iOS::AIFeatures::AIIntegrationManager::StatusUpdate& update) {
Logging::LogInfo("AI", "Initialization: " +
std::to_string(static_cast<int>(update.m_progress * 100.0f)) + "% - " + update.m_status);
};
// Initialize the manager - pass empty string as API key and callback as second param
s_aiManager->Initialize("", progressCallback);
// Get script assistant component
s_scriptAssistant = s_aiManager->GetScriptAssistant();
// Get signature adaptation component
s_signatureAdaptation = s_aiManager->GetSignatureAdaptation();
// Connect the script assistant to the execution engine
if (s_scriptAssistant && s_executionEngine) {
// SetExecutionCallback expects: void(bool success, const std::string& output)
s_scriptAssistant->SetExecutionCallback([](bool success, const std::string& output) {
// This is the correct signature - void with success and output parameters
Logging::LogInfo("AI", "Script execution " +
std::string(success ? "succeeded" : "failed") + ": " + output);
});
}
Logging::LogInfo("System", "AI subsystem initialized successfully");
s_status.aiInitialized = true;
}
} catch (const std::exception& ex) {
Logging::LogWarning("System", "Failed to initialize AI subsystem: " + std::string(ex.what()));
// Continue without AI support
}
}
// Mark as initialized
s_initialized = true;
s_status.allSystemsInitialized = true;
Logging::LogInfo("System", "All systems initialized successfully");
// Call post-init callback if provided
if (s_options.postInitCallback) {
s_options.postInitCallback();
}
return true;
} catch (const std::exception& ex) {
Logging::LogCritical("System", "Exception during initialization: " + std::string(ex.what()));
return false;
}
}
// Implementation of SystemState::Shutdown declared in init.hpp
void SystemState::Shutdown() {
if (!s_initialized) {
return;
}
try {
Logging::LogInfo("System", "Shutting down RobloxExecutor system");
// Clean up in reverse order of initialization
// Clean up UI controller
if (s_uiController) {
s_uiController.reset();
}
// Clean up script manager and execution engine
s_scriptManager.reset();
s_executionEngine.reset();
// Clean up AI components
s_scriptAssistant.reset();
s_signatureAdaptation.reset();
s_aiManager.reset();
if (s_aiIntegration) {
// Cleanup would go here
s_aiIntegration = nullptr;
}
// Stop performance monitoring
if (s_status.performanceInitialized) {
Performance::Profiler::StopMonitoring();
}
// Stop security monitoring
if (s_status.securityInitialized) {
Security::AntiTamper::StopMonitoring();
}
// Log shutdown if logging is still available
Logging::LogInfo("System", "System shutdown complete");
// Mark as uninitialized
s_initialized = false;
s_status = SystemStatus();
} catch (const std::exception& ex) {
// Best effort to log the error
Logging::LogCritical("System", "Exception during shutdown: " + std::string(ex.what()));
}
}
} // namespace RobloxExecutor