Internals Documentation
This section provides in-depth documentation about the Polytoria Executor's internal architecture, how it integrates with the game, and how to extend its functionality.
Overview
The executor is built on several key systems that work together to provide its functionality:
- IL2CPP Integration - Interacts with Unity's IL2CPP runtime
- Hooking System - Uses Microsoft Detours for function interception
- MoonSharp Bridge - Connects C++ to Lua scripting
- ImGui Rendering - Provides the overlay UI
- Network Interception - Captures and modifies network traffic
Core Components
Source Code Organization
| Directory | Purpose |
|---|---|
cheat/ |
Main entry point, pipe server |
ptoria/ |
Game type bindings, script functions |
moonsharp/ |
Lua interpreter interface |
unity/ |
IL2CPP reflection API |
hooking/ |
Function hooking (Detours) |
mirror/ |
Network interception |
ui/ |
ImGui overlay |
Key Systems
Script Injection Flow
graph TD
A[Game Script Execution] --> B["ScriptService.ExecuteScriptInstance (Hooked)"]
B --> C{Check whitelist}
C -->|Whitelisted| D["InstallEnvironnement() (Injects custom functions)"]
D --> E[Execute original script]
C -->|Not Whitelisted| E
Thread Model
| Thread | Access | Notes |
|---|---|---|
main_thread |
IL2CPP | Bootstrap, initializes all systems |
| DX11 render | IL2CPP | ImGui rendering, hooks Present |
| Pipe server | None | Delegates to game thread |
| Game threads | Original | Various hooks installed |
Whitelist System
The whitelist is a critical security mechanism:
- Located in
ScriptService::whitelisted - Only scripts in this vector receive custom Lua functions
- Game scripts run unmodified for safety
Related Documentation
- Architecture - Detailed system design
- Hooking System - How function hooks work
- Unity Integration - IL2CPP reflection API