Initial MSVC 2008 projects workspace
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137
L2Detect_2/dllmain/DllMain.cpp
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137
L2Detect_2/dllmain/DllMain.cpp
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#include "pch.h"
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#include "l2d.h"
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// global variables
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#pragma data_seg (".d3d9_shared")
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myIDirect3DDevice9* gl_pmyIDirect3DDevice9;
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myIDirect3D9* gl_pmyIDirect3D9;
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HINSTANCE gl_hOriginalDll;
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HINSTANCE gl_hThisInstance;
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#pragma data_seg ()
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FILE *g_fLog = NULL;
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BOOL WINAPI DllMain( HINSTANCE hInstDLL, DWORD reason, LPVOID lpvReserved )
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{
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lpvReserved = NULL;
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switch( reason )
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{
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case DLL_PROCESS_ATTACH:
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{
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gl_hThisInstance = hInstDLL;
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DisableThreadLibraryCalls( hInstDLL );
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L2D_Initialize();
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} break;
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case DLL_PROCESS_DETACH:
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{
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L2D_Uninitialize();
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} break;
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}
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return TRUE;
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}
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void L2D_Initialize()
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{
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// init Logger
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ErrorLogger_Init();
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ErrorLogger_Enable( true );
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#ifdef _DEBUG
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ErrorLogger_EnableLoggingToConsole( true );
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#endif
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g_fLog = fopen( "L2Detect2.log", "at" );
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ErrorLogger_SetLogFile( g_fLog );
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ErrorLogger_SetAutoPrependErrorType( true );
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#ifdef _DEBUG
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ErrorLogger_SetWarnMessageLevel( LOG_DEBUGDUMP );
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#else
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ErrorLogger_SetWarnMessageLevel( LOG_WARNING );
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#endif
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log_error( LOG_OK, "L2D_Initialize() called.\n" );
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// Initialisation
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gl_hOriginalDll = NULL;
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gl_hThisInstance = NULL;
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gl_pmyIDirect3D9 = NULL;
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gl_pmyIDirect3DDevice9 = NULL;
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// start thread that will run all other
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L2D_ThreadStart();
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}
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void L2D_Uninitialize()
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{
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log_error( LOG_OK, "L2D_Uninitialize() called.\n" );
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// Release the system's d3d9.dll
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if( gl_hOriginalDll )
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{
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::FreeLibrary( gl_hOriginalDll );
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gl_hOriginalDll = NULL;
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log_error( LOG_DEBUG, "gl_hOriginalDll (d3d9) unloaded.\n" );
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}
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// close logger
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log_error( LOG_OK, "Closing log. Last message! Bye!\n=======================\n" );
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ErrorLogger_FlushLogFile();
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ErrorLogger_Enable( false );
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#ifdef _DEBUG
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ErrorLogger_EnableLoggingToConsole( false );
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#endif
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if( g_fLog )
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{
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ErrorLogger_SetLogFile( NULL );
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fflush( g_fLog );
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fclose( g_fLog );
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g_fLog = NULL;
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}
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}
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void LoadOriginalDll()
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{
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wchar_t buffer[MAX_PATH];
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buffer[0] = 0;
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// Getting path to system dir and to d3d8.dll
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::GetSystemDirectory( buffer, MAX_PATH );
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// Append dll name
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wcscat( buffer, L"\\d3d9.dll" );
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// try to load the system's d3d9.dll, if pointer empty
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if( !gl_hOriginalDll ) gl_hOriginalDll = ::LoadLibrary( buffer );
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// Debug
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if( !gl_hOriginalDll )
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{
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log_error( LOG_ERROR, "LoadOriginalDll(): Original d3d9.dll not loaded!\n");
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ErrorLogger_FlushLogFile();
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::ExitProcess(0);
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}
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}
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// Exported function (faking d3d9.dll's one-and-only export)
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IDirect3D9* WINAPI Direct3DCreate9( UINT SDKVersion )
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{
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if( !gl_hOriginalDll ) LoadOriginalDll(); // looking for the "right d3d9.dll"
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// Hooking IDirect3D Object from Original Library
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typedef IDirect3D9 *(WINAPI* D3D9_Type)(UINT SDKVersion);
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D3D9_Type D3DCreate9_fn = (D3D9_Type)GetProcAddress( gl_hOriginalDll, "Direct3DCreate9" );
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// Debug
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if( !D3DCreate9_fn )
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{
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log_error( LOG_ERROR, "Direct3DCreate9(): Pointer to original Direct3DCreate9 function not received!\n" );
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ErrorLogger_FlushLogFile();
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::ExitProcess(0); // exit the hard way
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}
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// Request pointer from Original Dll.
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IDirect3D9 *pIDirect3D9_orig = D3DCreate9_fn( SDKVersion );
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// Create my IDirect3D8 object and store pointer to original object there.
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// note: the object will delete itself once Ref count is zero (similar to COM objects)
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gl_pmyIDirect3D9 = new myIDirect3D9( pIDirect3D9_orig );
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// Return pointer to hooking Object instead of "real one"
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return gl_pmyIDirect3D9;
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}
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