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c++node.jswinapinativenode-addon-api

In a Node.js C++ addon, SetWindowsHookEx's callback is never called


This is a simple Windows C++ keylogger example

When I ran it in Visual Studio, HookCallback is called correctly.

I want to do the same thing using node-addon-api in Node.js but I don't want to log key presses in a file, I want to send the keycode values to the JavaScript world using a callback.

Here's my repository. This is what I'm doing...

JavaScript

const addon = require("bindings")("push_to_talk");

addon.start((keyCode) => {
  console.log("key is pressed:", keyCode);
});

console.log("testing...");

Native

#include <Windows.h>
#include <napi.h>
#include <time.h>
#include <cstdio>
#include <fstream>
#include <iostream>
#include <sstream>

// Declare the TSFN
Napi::ThreadSafeFunction tsfn;

// Create a native callback function to be invoked by the TSFN
auto callback = [](Napi::Env env, Napi::Function jsCallback, int* value) {
    // Call the JS callback
    jsCallback.Call({Napi::Number::New(env, *value)});

    // We're finished with the data.
    delete value;
};

// variable to store the HANDLE to the hook. Don't declare it anywhere else then globally
// or you will get problems since every function uses this variable.
HHOOK _hook;

// This struct contains the data received by the hook callback. As you see in the callback function
// it contains the thing you will need: vkCode = virtual key code.
KBDLLHOOKSTRUCT kbdStruct;

// Trigger the JS callback when a key is pressed
void Start(const Napi::CallbackInfo& info) {
    std::cout << "Start is called" << std::endl;

    Napi::Env env = info.Env();

    // Create a ThreadSafeFunction
    tsfn = Napi::ThreadSafeFunction::New(
      env,
      info[0].As<Napi::Function>(),  // JavaScript function called asynchronously
      "Keyboard Events",             // Name
      0,                             // Unlimited queue
      1                              // Only one thread will use this initially
    );
}

// This is the callback function. Consider it the event that is raised when, in this case,
// a key is pressed.
LRESULT __stdcall HookCallback(int nCode, WPARAM wParam, LPARAM lParam) {
    std::cout << "HookCallback is called" << std::endl;

    if (nCode >= 0) {
        // the action is valid: HC_ACTION.
        if (wParam == WM_KEYDOWN) {
            // lParam is the pointer to the struct containing the data needed, so cast and assign it
            // to kdbStruct.
            kbdStruct = *((KBDLLHOOKSTRUCT*)lParam);

            // Send (kbdStruct.vkCode) to JS world via "start" function callback parameter
            int* value = new int(kbdStruct.vkCode);
            napi_status status = tsfn.BlockingCall(value, callback);
            if (status != napi_ok) {
                std::cout << "BlockingCall is not ok" << std::endl;
            }
        }
    }

    // call the next hook in the hook chain. This is nessecary or your hook chain will break and the
    // hook stops
    return CallNextHookEx(_hook, nCode, wParam, lParam);
}

void SetHook() {
    std::cout << "SetHook is called" << std::endl;

    // Set the hook and set it to use the callback function above
    // WH_KEYBOARD_LL means it will set a low level keyboard hook. More information about it at
    // MSDN. The last 2 parameters are NULL, 0 because the callback function is in the same thread
    // and window as the function that sets and releases the hook.
    if (!(_hook = SetWindowsHookEx(WH_KEYBOARD_LL, HookCallback, NULL, 0))) {
        LPCSTR a = "Failed to install hook!";
        LPCSTR b = "Error";
        MessageBox(NULL, a, b, MB_ICONERROR);
    }
}

Napi::Object Init(Napi::Env env, Napi::Object exports) {
    exports.Set(Napi::String::New(env, "start"), Napi::Function::New(env, Start));

    // set the hook
    SetHook();

    return exports;
}

NODE_API_MODULE(push_to_talk, Init)

However, in my case HookCallback is never called (HookCallback is called message is never printed) and when I click on the keyboard, the clicks are slowed down and I suffer from a very noticeable lag for some reason.

Update: According to LowLevelKeyboardProc documentation: "This hook is called in the context of the thread that installed it. The call is made by sending a message to the thread that installed the hook. Therefore, the thread that installed the hook must have a message loop."

I've tried to call GetMessage in a loop like this

Napi::Object Init(Napi::Env env, Napi::Object exports) {
    exports.Set(Napi::String::New(env, "start"), Napi::Function::New(env, Start));

    // set the hook
    SetHook();

    MSG msg;
    BOOL bRet;
    while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0) {
        if (bRet == -1) {
            // handle the error and possibly exit
        } else {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
    }

    return exports;
}

But this blocks the JavaScript thread. Also, when a keyboard button is pressed now, the debug message HookCallback is called is actually printed but then a crash happens at this line while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0)...

$ node .
SetHook is called
HookCallback is called
C:\Windows\SYSTEM32\cmd.exe - node  .[10888]: c:\ws\src\node_api.cc:1078: Assertion `(func) != nullptr' failed.
 1: 77201783 RegisterLogonProcess+3427
 2: 77DC537D KiUserCallbackDispatcher+77
 3: 607007B9 Init+521 [c:\users\aabuhijleh\desktop\projects\testing\push-to-talk\src\push-to-talk.cc]:L93

Solution

  • I was able to get it working as seen here by creating a message loop in a separate thread

    // Trigger the JS callback when a key is pressed
    void Start(const Napi::CallbackInfo& info) {
        std::cout << "Start is called" << std::endl;
    
        Napi::Env env = info.Env();
    
        // Create a ThreadSafeFunction
        tsfn = Napi::ThreadSafeFunction::New(
          env,
          info[0].As<Napi::Function>(),  // JavaScript function called asynchronously
          "Keyboard Events",             // Name
          0,                             // Unlimited queue
          1,                             // Only one thread will use this initially
          [](Napi::Env) {                // Finalizer used to clean threads up
              nativeThread.join();
          });
    
        nativeThread = std::thread([] {
            // This is the callback function. Consider it the event that is raised when, in this case,
            // a key is pressed.
            static auto HookCallback = [](int nCode, WPARAM wParam, LPARAM lParam) -> LRESULT {
                if (nCode >= 0) {
                    // the action is valid: HC_ACTION.
                    if (wParam == WM_KEYDOWN) {
                        // lParam is the pointer to the struct containing the data needed, so cast and
                        // assign it to kdbStruct.
                        kbdStruct = *((KBDLLHOOKSTRUCT*)lParam);
    
                        // Send (kbdStruct.vkCode) to JS world via "start" function callback parameter
                        int* value = new int(kbdStruct.vkCode);
                        napi_status status = tsfn.BlockingCall(value, callback);
                        if (status != napi_ok) {
                            std::cout << "BlockingCall is not ok" << std::endl;
                        }
                    }
                }
    
                // call the next hook in the hook chain. This is nessecary or your hook chain will
                // break and the hook stops
                return CallNextHookEx(_hook, nCode, wParam, lParam);
            };
    
            // Set the hook and set it to use the callback function above
            // WH_KEYBOARD_LL means it will set a low level keyboard hook. More information about it at
            // MSDN. The last 2 parameters are NULL, 0 because the callback function is in the same
            // thread and window as the function that sets and releases the hook.
            if (!(_hook = SetWindowsHookEx(WH_KEYBOARD_LL, HookCallback, NULL, 0))) {
                LPCSTR a = "Failed to install hook!";
                LPCSTR b = "Error";
                MessageBox(NULL, a, b, MB_ICONERROR);
            }
    
            // Create a message loop
            MSG msg;
            BOOL bRet;
            while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0) {
                if (bRet == -1) {
                    // handle the error and possibly exit
                } else {
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
            }
        });
    }
    

    Now the JavaScript callback is correctly called when there's a keyboard press.