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https://github.com/gwdevhub/gMod.git
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56844968e4
1) dll entry functions 2) Server (inside the dll) 3) Server-Client interface. uMod now detects if a DirectX device was created and is under "control" of uMod (a counter is shown after the game name). Thus if the injection did not work properly, uMod wont show a DX9 or DX9EX count.
219 lines
6.7 KiB
C++
219 lines
6.7 KiB
C++
/*
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This file is part of Universal Modding Engine.
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Universal Modding Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Universal Modding Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef uMod_TEXTURESERVER_H_
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#define uMod_TEXTURESERVER_H_
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#include "../uMod_GlobalDefines.h"
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#include "uMod_ArrayHandler.h"
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/*
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* An object of this class is created only once.
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* The Mainloop functions is executed by a server thread,
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* which listen on a pipe.
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*
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* Functions called by the Client are called from the a thread instance of the game itself.
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* Nearly all other functions are called from the server thread instance.
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*/
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class uMod_TextureClient;
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class uMod_TextureServer
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{
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public:
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/**
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* The server is created from the dll entry routine.
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* @param name Name of the game executable (without the extension)
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*/
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uMod_TextureServer(wchar_t *name);
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~uMod_TextureServer(void);
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/**
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* Each client connect itself to the server via this function.
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* @param client This-pointer of the client
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* @param update Current texture to be modded
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* @param number Number of modded textures
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* @param Version Version of DirectX.
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* @return RETURN_OK on success
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*/
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int AddClient(uMod_TextureClient *client, TextureFileStruct* &update, int &number, const int version); // called from a Client
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/**
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* On destruction of client, it disconnect from the server.
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* @param client This-pointer of the client
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* @return RETURN_OK on success
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*/
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int RemoveClient(uMod_TextureClient *client, const int version); // called from a Client
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/**
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* Opens the pipe to the GUI (called from the dll entry routine)
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* @param name Name of the game
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* @return RETURN_OK on success
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*/
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int OpenPipe(wchar_t *name); // called on initialization of our d3d9 fake dll
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/**
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* Close the Pipe to the GUI (called if dll entry is called to attach from the game)
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* @return RETURN_OK on success
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*/
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int ClosePipe(void); // called on exit of our d3d9 fake dll
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/**
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* The mainloop reads from the pipe (blocking reading). It is running in a separate server thread.
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* @return RETURN_OK on success
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*/
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int MainLoop(void); // is executed in a server thread
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private:
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/**
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* Add a file to the list of texture to be modded (called from the mainloop).
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* @param buffer hold the file content of the texture
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* @param size size of the file content
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* @param hash hash of the texture to be replaced
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* @param force set to TRUE to force a reload of the texture
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* @return RETURN_OK on success
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*/
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int AddFile( char* buffer, unsigned int size, MyTypeHash hash, bool force); // called from Mainloop(), if the content of the texture is sent
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/**
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* Add a file to the list of texture to be modded (called from the mainloop).
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* @param file_name Name and path to the file to be loaded.
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* @param hash hash of the texture to be replaced
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* @param force set to TRUE to force a reload of the texture
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* @return RETURN_OK on success
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*/
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int AddFile( wchar_t* file_name, MyTypeHash hash, bool force); // called from Mainloop(), if the name and the path to the file is sent
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/**
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* Remove a texture (called from the mainloop).
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* @param hash Hash of the target texture.
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* @return RETURN_OK on success
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*/
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int RemoveFile( MyTypeHash hash); // called from Mainloop()
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/**
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* Save all texture, which are loade by the game (called from the mainloop).
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* @param val Set TRUE to enable the mode.
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* @return
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*/
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int SaveAllTextures(bool val); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param val
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* @return
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*/
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int SaveSingleTexture(bool val); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param dir
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* @return
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*/
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int SetSaveDirectory( wchar_t *dir); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param key
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* @return
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*/
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int SetKeyBack( int key); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param key
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* @return
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*/
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int SetKeySave( int key); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param key
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* @return
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*/
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int SetKeyNext( int key); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param colour
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* @return
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*/
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int SetFontColour(DWORD colour); // called from Mainloop()
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/**
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* (called from the mainloop).
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* @param colour
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* @return
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*/
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int SetTextureColour(DWORD colour); // called from Mainloop()
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bool BoolSaveAllTextures;
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bool BoolSaveSingleTexture;
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wchar_t SavePath[MAX_PATH];
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wchar_t GameName[MAX_PATH];
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/**
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* Send the files to be modded (Update) to a client (called from the mainloop).
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* @param client Pointer to a client (if NULL is passed, the data is send to all clients)
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* @return
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*/
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int PropagateUpdate(uMod_TextureClient* client=NULL); // called from Mainloop() if texture are loaded or removed
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/**
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* Prepare the texture data for the clients (e.g. Load the texture from disk, sort the texture according the hash values) (called from the mainloop).
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* @param update
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* @param number
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* @return
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*/
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int PrepareUpdate(TextureFileStruct* &update, int &number); // called from PropagateUpdate() and AddClient()
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// generate a copy of the current texture to be modded
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// the file content of the textures are not copied, the clients get the pointer to the file content
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// but the arrays allocate by this function, must be deleted by the client
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int LockMutex();
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int UnlockMutex();
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HANDLE Mutex;
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int KeyBack;
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int KeySave;
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int KeyNext;
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DWORD FontColour;
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DWORD TextureColour;
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PipeStruct Pipe;
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uMod_TextureClient** Clients;
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int NumberOfClients;
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int LenghtOfClients;
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uMod_FileHandler CurrentMod; // hold the file content of texture
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uMod_FileHandler OldMod; // hold the file content of texture which were added previously but are not needed any more
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// this is needed, because a texture clients might not have merged the last update and thus hold pointers to the file content of old textures
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};
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#endif /* uMod_TEXTURESERVER_H_ */
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