Files
WeirdUtils/README.md
T
MarcelineVQ 2aaa089c76 Add module control API, bigcursor with fractional scaling, shared mutex
Module control API:
- Three cdecl exports: WeirdUtils_IsModuleActive, WeirdUtils_DisableModule, WeirdUtils_DisableAll
- C header include/weirdutils_api.h for runtime DLL discovery
- All modules gain pub module_name, isActive(), shared mutex via src/mutex.zig
- build.zig refactored to module_list array of ModuleDesc

Bigcursor:
- D3D9 vtable hooks on SetCursorProperties/ShowCursor
- Scale2x/Scale3x pixel-art upscalers in pure Zig (replaces 12K-line hqx C)
- Bilinear resampler for fractional scales (1.0-4.0, default 1.2)
- Win32 cursor via CreateIconIndirect bypasses D3D9 32x32 limit
- FNV-1a hash cache for ~16 cursor bitmaps
- Lua API: SetCursorScale(n) / GetCursorScale()
- CVar cursorScale for Config.wtf persistence (tenths)

Other:
- Add dpslog module stub
- Docs and README updates
2026-03-06 13:27:35 -08:00

179 lines
7.5 KiB
Markdown

# WeirdUtils
All-in-one WoW 1.12.1 (build 5875) utility DLL. Injected as a 32-bit DLL into the
game process via Wine/DXVK on Linux. Provides screen-space outlines, screenshots,
interaction helpers, and an embedded addon with Lua API + keybindings.
## Current Features
| Module | Description |
|---|---|
| **Outline** | JFA-based screen-space outlines for targets, raid marks, dead players. See [src/outline/README.md](src/outline/README.md). |
| **Screenshot** | Hooks CTgaFile::Write for screenshot capture. |
| **Interact** | Nearest NPC/object interaction, bulk looting with queue processing. |
| **Markers** | World-space raid markers (5 colors) using M2 model entities. Proximity respawn, group sync, animated spawn/despawn. Lua API + slash commands (`/wm`, `/cwm`). |
| **Framecrash** | Anchor vtable guards - prevents crashes from dangling relativeTo pointers and NULL frame refs. |
| **Combatlog** | Combat log fixes. |
| **Minimap Icons** | Minimap icon fixes. |
| **Transmogfix** | Coalesces transmog durability update packets to prevent death frame drops. |
| **Data Assets** | Loose file loading, permissive MPQ glob patterns, pre-indexed file hash set. |
| **Healtextfix** | Heal text display fix. |
| **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. |
| **Lua Protection Bypass** | Stubs the Lua callback address validator to allow C function registration. |
## Consolidation Plan
WeirdUtils replaces the standalone utility DLLs in the parent directory. All
development happens here - shared code, shared hooking infrastructure, one build
system. The standalone DLLs are being retired.
| Standalone DLL | Purpose | Integration Status |
|---|---|---|
| `../assetfix` | Loose file loading, permissive MPQ glob patterns, pre-indexed file hash set | Not started |
| `../transmogfix` | Death frame drop fix - coalesces transmog durability update packets | Not started |
| `../interact` | Nearest interact + bulk loot | Partially integrated |
### Compile-Time Feature Gating
Each module is gated behind a build flag. The same codebase produces both the
all-in-one DLL and individual feature DLLs - just different compile flags.
Users can pick the full package or grab only the features they want.
```zig
// build.zig options (planned)
const enable_customassets = b.option(bool, "customassets", "Enable loose file loading & permissive patch glob") orelse true;
const enable_transmogfix = b.option(bool, "transmogfix", "Enable transmog coalesce fix") orelse true;
const enable_interact = b.option(bool, "interact", "Enable interact helpers") orelse true;
const enable_outline = b.option(bool, "outline", "Enable outline rendering") orelse true;
```
```sh
# Full build - all features in one DLL
zig build
# Single-feature builds - one DLL per feature for individual distribution
zig build -Dcustomassets=true -Dtransmogfix=false -Dinteract=false -Doutline=false
zig build -Dcustomassets=false -Dtransmogfix=true -Dinteract=false -Doutline=false
# etc.
```
Release artifacts:
- `weirdutils.dll` - everything
- `customassets.dll` - just asset/MPQ fixes
- `transmogfix.dll` - just transmog coalesce
- `interact.dll` - just interact/loot helpers
- `outline.dll` - just outline rendering
All built from this repo, all sharing the same hook library and codebase.
### Per-Feature Named Mutex
A user might load the full DLL alongside one of the smaller single-feature DLLs
(e.g. they use `weirdutils.dll` for everything but also have `customassets.dll` from
before they switched). Each feature module claims a **named mutex** on load - if
it's already held, that module skips hook installation. This way any combination
of DLLs coexists safely with no duplicate hooks.
```zig
// Each module creates a process-specific named mutex on init
const mutex = CreateMutexA(null, 1, "Local\\WeirdUtils_CustomAssetsHook_{pid}");
if (GetLastError() == ERROR_ALREADY_EXISTS) {
// Another DLL already owns this feature's hooks - skip
CloseHandle(mutex);
return;
}
// First to load wins - install hooks
```
This is per-feature, not per-DLL. The full DLL claims one mutex per enabled
feature. A single-feature DLL claims one mutex. Whichever loads first owns the
hooks; the duplicate gracefully becomes a no-op.
## Planned: Ground-Projected Markers
World-space markers projected onto terrain, similar to raid markers but driven
programmatically. Use cases:
- Visual range indicators (spell range circles, aggro radius)
- Waypoint markers for navigation
- Area-of-effect visualization
- Custom raid positioning markers
Implementation will require:
- Projecting screen-space or world-space coordinates onto the terrain mesh
- Rendering textured quads or circles that conform to terrain height
- Integration with the D3D9 hook pipeline (rendered during EndScene or as
additional geometry injected into the scene)
## Distribution
This repo is private (source not published to avoid empowering bad actors).
Distribution uses a separate **public release repo** that contains only a
user-facing README and binary releases - no source code.
- **This repo** (private): all source, development, docs
- **Public repo** (e.g. `WeirdUtils`): README with feature descriptions +
GitHub Releases with DLL downloads
Release workflow:
```sh
# Build all variants from this repo
zig build # weirdutils.dll (full)
zig build -Doutline=true -Deverything-else=false # outline.dll
# ... etc for each single-feature build
# Publish to the public repo
gh release create v1.0 --repo YourName/WeirdUtils \
--title "v1.0" --notes "Release notes" \
./zig-out/lib/weirdutils.dll \
./builds/outline.dll \
./builds/customassets.dll
```
## Project Structure
```
weirdutils/
build.zig Build configuration
src/
main.zig DLL entry, Lua API, file I/O hook, embedded addon
screenshot.zig Screenshot capture hook
interact.zig Interact + loot helpers
png.zig PNG encoding for screenshots
outline/ Outline subsystem (see src/outline/README.md)
api.zig Public API, Lua command handler
d3d9_hook.zig D3D9 vtable hooks, JFA pipeline, shaders
model_hook.zig M2 batch reordering, rendering_outline flag
tracker.zig Per-frame object/model tracking
types.zig D3D9 constants, outline colors, categories
offsets.zig WoW memory addresses and struct offsets
wow.zig Game memory access wrappers
addon/ Embedded addon files (.toc, .lua, .xml)
libs/
hook/ Shared x86 inline hooking library (trampoline, fastcall thunks)
docs/ Design docs, research notes, shader analysis
reference/ C reference implementations
```
## Build
```sh
cd /media/storage/projects/zig/weirdutils
zig build
```
Target: x86-windows-msvc (32-bit DLL), Zig 0.16 (patched: fastcall inreg fix).
Host: Linux (Arch), game runs via Wine/DXVK.
## Hook Installation Order
Hooks are installed in a specific sequence to handle dependencies:
1. **DLL_PROCESS_ATTACH** - Lua protection bypass, file I/O hook, LoadScriptFunctions,
LoadAddonsRecursively, interact hooks, GameEngine_MainInitialize, CGGameUI_Shutdown
2. **GameEngine_MainInitialize** (one-shot) - screenshot hook, outline model hooks
3. **First model hook callback** (deferred) - D3D9 vtable hooks (EndScene, DIP, Reset)
D3D9 hooks are deferred because creating a dummy device during engine init
corrupts the d3d9 proxy's state.