Rename looseassets module to dataassets
This commit is contained in:
+4
-4
@@ -92,17 +92,17 @@ Eliminates FPS drops caused by rapid equipment visual updates when transmogged i
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---
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### Custom Assets
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### Custom Data/ Assets
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Enables loading loose game asset files (models, textures, etc.) from the `Data/` directory without repacking MPQ archives. Place files in `Data/` mirroring the game's internal paths (e.g. `Data/Character/Troll/Female/TrollFemale.m2`) and they will be used instead of the MPQ version.
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At startup, recursively scans `Data/` and indexes all non-MPQ files into an O(1) hash set, so loose file lookups are as fast as MPQ lookups.
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Also allows multi-character patch archive names (e.g. `patch-12.mpq`, `patch-jimbo.mpq`).
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Also allows multi-character patch archive names (e.g. `patch-12.mpq`, `patch-jimbo.mpq`). Patch archives are sorted case-insensitively by filename — last in the sort gets highest priority, and all patches override the base archives.
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Patch archives are sorted case-insensitively by filename — last in the sort gets highest priority, and all patches override the base archives.
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No configuration needed, install and forget.
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**DLL:** `looseassets.dll`
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**DLL:** `dataassets.dll`
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---
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@@ -16,7 +16,7 @@ interaction helpers, and an embedded addon with Lua API + keybindings.
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| **Combatlog** | Combat log fixes. |
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| **Minimap Icons** | Minimap icon fixes. |
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| **Transmogfix** | Coalesces transmog durability update packets to prevent death frame drops. |
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| **Loose Assets** | Loose file loading, permissive MPQ glob patterns, pre-indexed file hash set. |
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| **Data Assets** | Loose file loading, permissive MPQ glob patterns, pre-indexed file hash set. |
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| **Healtextfix** | Heal text display fix. |
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| **Embedded Addon** | Virtual addons loaded from DLL memory — .toc, .lua, .xml, .m2, .blp served via file I/O hooks (LoadFile + Storm layer). No on-disk addon folder needed. |
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| **Lua Protection Bypass** | Stubs the Lua callback address validator to allow C function registration. |
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@@ -41,7 +41,7 @@ Users can pick the full package or grab only the features they want.
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```zig
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// build.zig options (planned)
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const enable_looseassets = b.option(bool, "looseassets", "Enable loose file loading & permissive patch glob") orelse true;
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const enable_dataassets = b.option(bool, "dataassets", "Enable loose file loading & permissive patch glob") orelse true;
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const enable_transmogfix = b.option(bool, "transmogfix", "Enable transmog coalesce fix") orelse true;
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const enable_interact = b.option(bool, "interact", "Enable interact helpers") orelse true;
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const enable_outline = b.option(bool, "outline", "Enable outline rendering") orelse true;
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@@ -52,14 +52,14 @@ const enable_outline = b.option(bool, "outline", "Enable outline rendering") ore
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zig build
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# Single-feature builds — one DLL per feature for individual distribution
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zig build -Dlooseassets=true -Dtransmogfix=false -Dinteract=false -Doutline=false
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zig build -Dlooseassets=false -Dtransmogfix=true -Dinteract=false -Doutline=false
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zig build -Ddataassets=true -Dtransmogfix=false -Dinteract=false -Doutline=false
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zig build -Ddataassets=false -Dtransmogfix=true -Dinteract=false -Doutline=false
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# etc.
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```
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Release artifacts:
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- `weirdutils.dll` — everything
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- `looseassets.dll` — just asset/MPQ fixes
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- `dataassets.dll` — just asset/MPQ fixes
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- `transmogfix.dll` — just transmog coalesce
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- `interact.dll` — just interact/loot helpers
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- `outline.dll` — just outline rendering
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@@ -69,14 +69,14 @@ All built from this repo, all sharing the same hook library and codebase.
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### Per-Feature Named Mutex
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A user might load the full DLL alongside one of the smaller single-feature DLLs
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(e.g. they use `weirdutils.dll` for everything but also have `looseassets.dll` from
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(e.g. they use `weirdutils.dll` for everything but also have `dataassets.dll` from
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before they switched). Each feature module claims a **named mutex** on load — if
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it's already held, that module skips hook installation. This way any combination
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of DLLs coexists safely with no duplicate hooks.
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```zig
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// Each module creates a process-specific named mutex on init
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const mutex = CreateMutexA(null, 1, "Local\\WeirdUtils_LooseAssets_{pid}");
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const mutex = CreateMutexA(null, 1, "Local\\WeirdUtils_DataAssets_{pid}");
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if (GetLastError() == ERROR_ALREADY_EXISTS) {
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// Another DLL already owns this feature's hooks — skip
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CloseHandle(mutex);
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@@ -127,7 +127,7 @@ gh release create v1.0 --repo YourName/WeirdUtils \
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--title "v1.0" --notes "Release notes" \
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./zig-out/lib/weirdutils.dll \
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./builds/outline.dll \
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./builds/looseassets.dll
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./builds/dataassets.dll
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```
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## Project Structure
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@@ -17,7 +17,7 @@ pub fn build(b: *std.Build) void {
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const enable_combatlog = b.option(bool, "combatlog", "Enable combat log freshness") orelse true;
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const enable_minimapicons = b.option(bool, "minimapicons", "Enable custom minimap icons") orelse true;
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const enable_transmogfix = b.option(bool, "transmogfix", "Enable transmog update coalescing") orelse true;
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const enable_looseassets = b.option(bool, "looseassets", "Enable loose file loading & permissive patch glob") orelse true;
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const enable_dataassets = b.option(bool, "dataassets", "Enable loose file loading & permissive patch glob") orelse true;
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const enable_healtextfix = b.option(bool, "healtextfix", "Enable SuperWoW heal text fix") orelse true;
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// Create build options module
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@@ -30,7 +30,7 @@ pub fn build(b: *std.Build) void {
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build_options.addOption(bool, "enable_combatlog", enable_combatlog);
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build_options.addOption(bool, "enable_minimapicons", enable_minimapicons);
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build_options.addOption(bool, "enable_transmogfix", enable_transmogfix);
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build_options.addOption(bool, "enable_looseassets", enable_looseassets);
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build_options.addOption(bool, "enable_dataassets", enable_dataassets);
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build_options.addOption(bool, "enable_healtextfix", enable_healtextfix);
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const build_options_module = build_options.createModule();
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@@ -60,19 +60,19 @@ pub fn build(b: *std.Build) void {
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const build_all_step = b.step("all-variants", "Build all DLL variants");
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// Helper to create a single-module build
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const Variant = struct { name: []const u8, screenshot: bool, interact: bool, outline: bool, worldmarkers: bool, framecrash: bool, combatlog: bool, minimapicons: bool, transmogfix: bool, looseassets: bool, healtextfix: bool };
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const Variant = struct { name: []const u8, screenshot: bool, interact: bool, outline: bool, worldmarkers: bool, framecrash: bool, combatlog: bool, minimapicons: bool, transmogfix: bool, dataassets: bool, healtextfix: bool };
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inline for (&[_]Variant{
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.{ .name = "full", .screenshot = true, .interact = true, .outline = true, .worldmarkers = true, .framecrash = true, .combatlog = true, .minimapicons = true, .transmogfix = true, .looseassets = true, .healtextfix = true },
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.{ .name = "screenshot", .screenshot = true, .interact = false, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "interact", .screenshot = false, .interact = true, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "outline", .screenshot = false, .interact = false, .outline = true, .worldmarkers = false, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "worldmarkers", .screenshot = false, .interact = false, .outline = false, .worldmarkers = true, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "framecrash", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = false, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "combatlog", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = true, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "minimapicons", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = false, .minimapicons = true, .transmogfix = false, .looseassets = false, .healtextfix = false },
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.{ .name = "transmogfix", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = false, .minimapicons = false, .transmogfix = true, .looseassets = false, .healtextfix = false },
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.{ .name = "looseassets", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = false, .minimapicons = false, .transmogfix = false, .looseassets = true, .healtextfix = false },
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.{ .name = "healtextfix", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = false, .minimapicons = false, .transmogfix = false, .looseassets = false, .healtextfix = true },
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.{ .name = "full", .screenshot = true, .interact = true, .outline = true, .worldmarkers = true, .framecrash = true, .combatlog = true, .minimapicons = true, .transmogfix = true, .dataassets = true, .healtextfix = true },
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.{ .name = "screenshot", .screenshot = true, .interact = false, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "interact", .screenshot = false, .interact = true, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "outline", .screenshot = false, .interact = false, .outline = true, .worldmarkers = false, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "worldmarkers", .screenshot = false, .interact = false, .outline = false, .worldmarkers = true, .framecrash = true, .combatlog = true, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "framecrash", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = false, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "combatlog", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = true, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "minimapicons", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = true, .combatlog = false, .minimapicons = true, .transmogfix = false, .dataassets = false, .healtextfix = false },
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.{ .name = "transmogfix", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = false, .minimapicons = false, .transmogfix = true, .dataassets = false, .healtextfix = false },
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.{ .name = "dataassets", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = false, .minimapicons = false, .transmogfix = false, .dataassets = true, .healtextfix = false },
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.{ .name = "healtextfix", .screenshot = false, .interact = false, .outline = false, .worldmarkers = false, .framecrash = false, .combatlog = false, .minimapicons = false, .transmogfix = false, .dataassets = false, .healtextfix = true },
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}) |variant| {
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const opts = b.addOptions();
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opts.addOption(bool, "enable_screenshot", variant.screenshot);
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@@ -83,7 +83,7 @@ pub fn build(b: *std.Build) void {
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opts.addOption(bool, "enable_combatlog", variant.combatlog);
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opts.addOption(bool, "enable_minimapicons", variant.minimapicons);
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opts.addOption(bool, "enable_transmogfix", variant.transmogfix);
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opts.addOption(bool, "enable_looseassets", variant.looseassets);
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opts.addOption(bool, "enable_dataassets", variant.dataassets);
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opts.addOption(bool, "enable_healtextfix", variant.healtextfix);
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const variant_lib = b.addLibrary(.{
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@@ -1,5 +1,5 @@
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// =============================================================================
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// looseassets - Loose file loading & permissive patch glob
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// dataassets - Loose file loading & permissive patch glob
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// =============================================================================
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//
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// 1. Patches patch-?.MPQ → patch-*.MPQ so multi-char patch names work
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@@ -192,7 +192,7 @@ fn checkFileExistenceDetour(filename_ptr: u32, flags: u32, output_buffer_ptr: u3
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if (filename_ptr != 0) {
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if (looseFilesLookup(filename_ptr)) |disk_path| {
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const raw: [*]const u8 = @ptrFromInt(filename_ptr);
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con.fmt("[looseassets] loose hit: \"{s}\"\n", .{raw[0..cStrLen(raw)]});
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con.fmt("[dataassets] loose hit: \"{s}\"\n", .{raw[0..cStrLen(raw)]});
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if (output_buffer_ptr != 0) {
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const disk_len = cStrLen(disk_path);
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@@ -281,11 +281,11 @@ var g_mutex: ?*anyopaque = null;
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var g_is_hook_owner: bool = false;
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pub fn installHooks() void {
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con.print("[looseassets] Module loaded\n");
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con.print("[dataassets] Module loaded\n");
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// Multi-DLL safety: only one instance per process should hook
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var mutex_name_buf: [64]u8 = undefined;
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const mutex_name = std.fmt.bufPrint(&mutex_name_buf, "Local\\LooseassetsHook_{d}", .{GetCurrentProcessId()}) catch return;
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const mutex_name = std.fmt.bufPrint(&mutex_name_buf, "Local\\DataAssetsHook_{d}", .{GetCurrentProcessId()}) catch return;
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mutex_name_buf[mutex_name.len] = 0;
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g_mutex = CreateMutexA(null, 1, @ptrCast(mutex_name_buf[0..mutex_name.len :0]));
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@@ -295,7 +295,7 @@ pub fn installHooks() void {
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_ = CloseHandle(g_mutex.?);
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g_mutex = null;
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g_is_hook_owner = false;
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con.print("[looseassets] Another DLL owns hooks (mutex taken), skipping\n");
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con.print("[dataassets] Another DLL owns hooks (mutex taken), skipping\n");
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return;
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}
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g_is_hook_owner = true;
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+3
-3
@@ -12,7 +12,7 @@ const build_opts = struct {
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const combatlog = @import("build_options").enable_combatlog;
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const minimapicons = @import("build_options").enable_minimapicons;
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const transmogfix = @import("build_options").enable_transmogfix;
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const looseassets = @import("build_options").enable_looseassets;
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const dataassets = @import("build_options").enable_dataassets;
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const healtextfix = @import("build_options").enable_healtextfix;
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};
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@@ -25,7 +25,7 @@ const framecrash = if (build_opts.framecrash) @import("framecrash/framecrash.zig
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const combatlog = if (build_opts.combatlog) @import("combatlog/combatlog.zig") else struct {};
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const minimapicons = if (build_opts.minimapicons) @import("minimapicons/minimapicons.zig") else struct {};
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const transmogfix = if (build_opts.transmogfix) @import("transmogfix/transmogfix.zig") else struct {};
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const looseassets = if (build_opts.looseassets) @import("looseassets/looseassets.zig") else struct {};
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const dataassets = if (build_opts.dataassets) @import("dataassets/dataassets.zig") else struct {};
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const healtextfix = if (build_opts.healtextfix) @import("healtextfix/healtextfix.zig") else struct {};
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const WINAPI = std.builtin.CallingConvention.winapi;
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@@ -803,7 +803,7 @@ const ModuleHooks = struct {
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/// Order matters: modules are installed top-to-bottom, removed bottom-to-top.
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/// Modules with remove_on_shutdown run their remove during shutdownDetour too.
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const modules = [_]ModuleHooks{
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if (build_opts.looseassets) .{ .install = looseassets.installHooks, .remove = looseassets.removeHooks } else .{},
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if (build_opts.dataassets) .{ .install = dataassets.installHooks, .remove = dataassets.removeHooks } else .{},
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if (build_opts.framecrash) .{ .install = framecrash.installHooks, .remove = framecrash.removeHooks } else .{},
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if (build_opts.combatlog) .{ .install = combatlog.installHooks, .remove = combatlog.removeHooks } else .{},
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if (build_opts.transmogfix) .{ .install = transmogfix.installHooks, .remove = transmogfix.removeHooks } else .{},
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@@ -408,9 +408,9 @@ A minimal V1 MPQ for ~20 uncompressed files requires:
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The hash table uses a specific encryption algorithm (documented in wowdev.wiki and StormLib source). Could implement in Zig comptime or use a build-time tool.
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### Loose Assets Synergy
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### Data Assets Synergy
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The [looseassets project](/media/storage/projects/zig/looseassets/) already implements the glob pattern patch (`0x82edc2: '?' → '*'`) for multi-character patch names. If combined with looseassets, the temp file could use any name like `patch-weirdutils.MPQ`.
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The [dataassets project](/media/storage/projects/zig/dataassets/) already implements the glob pattern patch (`0x82edc2: '?' → '*'`) for multi-character patch names. If combined with dataassets, the temp file could use any name like `patch-weirdutils.MPQ`.
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---
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@@ -532,11 +532,11 @@ If we could insert entries into this hash table mapping our asset paths to disk
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---
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## Approach D: CheckFileExistence Hook (looseassets Pattern)
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## Approach D: CheckFileExistence Hook (dataassets Pattern)
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### Concept
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The [looseassets project](/media/storage/projects/zig/looseassets/) takes a different approach entirely:
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The [dataassets project](/media/storage/projects/zig/dataassets/) takes a different approach entirely:
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1. **NOP two gates** in `File_FindInArchive` (0x654b5c, 0x654b6a) that restrict `CheckFileExistence` to only "Interface/AddOns" paths
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2. **Hook `CheckFileExistence`** (0x654DD0) to check a hash map of loose disk files
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@@ -544,7 +544,7 @@ The [looseassets project](/media/storage/projects/zig/looseassets/) takes a diff
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This works for **disk-based** loose files but not for in-memory embedded data. However, combined with writing temp files to disk, it provides a clean single-hook solution.
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### Key Addresses (from looseassets)
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### Key Addresses (from dataassets)
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| Target | Address | Patch |
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|--------|---------|-------|
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@@ -564,7 +564,7 @@ This works for **disk-based** loose files but not for in-memory embedded data. H
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| Fake contexts | ~20 | **0** | 0 | 1 | 0 | 0 |
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| Async handling | Manual | **Native** | Native | Uncertain | Native | Native |
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| Build complexity | Low | **Low** | Medium (MPQ builder) | Medium (MPQ builder) | High (struct RE) | Low |
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| RE work needed | Done | **Minimal** (verify path redirect) | Archive_OpenUnified conv | Same as A + async verify | Full struct layout | Already done (looseassets) |
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| RE work needed | Done | **Minimal** (verify path redirect) | Archive_OpenUnified conv | Same as A + async verify | Full struct layout | Already done (dataassets) |
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| Risk | Proven but fragile | **Low** (real OS handles) | Low (native I/O) | Medium (async path?) | High (struct mismatch) | Low |
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| Cleanup needed | None | **Auto** (DELETE_ON_CLOSE) | Delete temp file | None | Remove from array | Delete temp files |
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| Purely in-memory | Yes | Mostly (cache-backed) | No | Yes | Yes | No |
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@@ -595,9 +595,9 @@ This works for **disk-based** loose files but not for in-memory embedded data. H
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If a single-file solution is preferred over ~20 temp files, building a real MPQ and registering it via `Archive_OpenUnified` eliminates all hooks entirely. The cost is implementing an MPQ V1 builder (hash table encryption, block table, header). Could be combined with Approach E: use temp files now, migrate to MPQ later.
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### Worth Combining With: Loose Assets Integration
|
||||
### Worth Combining With: Data Assets Integration
|
||||
|
||||
The looseassets project's `CheckFileExistence` hook and glob pattern patch could complement either approach, especially for supporting user-provided loose asset files alongside our embedded ones.
|
||||
The dataassets project's `CheckFileExistence` hook and glob pattern patch could complement either approach, especially for supporting user-provided loose asset files alongside our embedded ones.
|
||||
|
||||
---
|
||||
|
||||
@@ -687,6 +687,6 @@ The looseassets project's `CheckFileExistence` hook and glob pattern patch could
|
||||
| Archive search critsec | 0xc54008 | Critical section for archive ops |
|
||||
| Archive search state | 0xc53ff0 | Used by File_FindInArchive |
|
||||
| Patch glob "patch-?.MPQ" | 0x82edbc | Glob pattern for patch discovery |
|
||||
| Patch glob char | 0x82edc2 | The '?' byte (looseassets patches to '*') |
|
||||
| Patch glob char | 0x82edc2 | The '?' byte (dataassets patches to '*') |
|
||||
| Data path format | 0x82edc8 | `"Data\%s"` format string |
|
||||
| SArchive RTTI | 0x82e248 | `".PAVSArchive@@"` |
|
||||
|
||||
Reference in New Issue
Block a user