Initial commit: Complete open-source Decal rebuild
All 5 phases of the open-source Decal rebuild: Phase 1: 14 decompiled .NET projects (Interop.*, Adapter, FileService, DecalUtil) Phase 2: 10 native DLLs rewritten as C# COM servers with matching GUIDs - DecalDat, DHS, SpellFilter, DecalInput, DecalNet, DecalFilters - Decal.Core, DecalControls, DecalRender, D3DService Phase 3: C++ shims for Inject.DLL (D3D9 hooking) and LauncherHook.DLL Phase 4: DenAgent WinForms tray application Phase 5: WiX installer and build script 25 C# projects building with 0 errors. Native C++ projects require VS 2022 + Windows SDK (x86). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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34
NewNativeStubs/D3DService/NOTES.md
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NewNativeStubs/D3DService/NOTES.md
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# D3DService.DLL
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## Origin
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**Entirely new** — no corresponding code in the old source tree.
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Provides a higher-level 3D graphics API that plugins can use to render 3D objects
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in the game world (meshes, 3D text, transformed geometry).
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## Binary Facts
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- Size: **262 KB** (the largest of the new native modules)
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- Type: COM in-process server (DLL)
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- Standard 4 COM exports: `DllCanUnloadNow`, `DllGetClassObject`, `DllRegisterServer`, `DllUnregisterServer`
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## Key Imports
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| DLL | Functions |
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|-----|-----------|
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| **Inject.DLL** | `BeginSceneO`, `EndSceneO` |
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| **d3dx9_30.dll** | `D3DXCreateRenderToSurface`, `D3DXLoadMeshFromXResource`, `D3DXLoadMeshFromXW`, `D3DXCreateTextW`, `D3DXMatrixTranslation`, `D3DXMatrixRotationY`, and others |
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## What It Does
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- Loads `.x` mesh files (from resources or from disk)
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- Creates 3D text geometry
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- Performs matrix transforms (translation, rotation)
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- Renders to off-screen surfaces
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- Essentially a "3D drawing toolkit" layered on top of Inject's scene hooks
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## Reconstruction Notes
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- **LOOK AT:** `Managed/Decal.Interop.D3DService/` for the COM interface definitions
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this DLL must implement. That directory contains **8 decompiled C# files**.
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- There is **no old source** to reference. This must be reimplemented from:
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1. The COM interfaces defined in the interop assembly
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2. Knowledge of the D3DX9 API calls it makes
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3. Understanding of how `BeginSceneO`/`EndSceneO` work (see `Native/Inject/`)
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- This is the most complex new module to reconstruct due to its size and the
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lack of any prior source code.
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31
NewNativeStubs/DHS/NOTES.md
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NewNativeStubs/DHS/NOTES.md
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# DHS.DLL (Decal Hotkey System)
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## Origin
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Factored out of the old **DecalInput.DLL** — the hotkey registration, detection,
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and dispatch logic was extracted into its own COM server.
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## Binary Facts
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- Size: **139 KB**
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- Type: COM in-process server (DLL)
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- Standard 4 COM exports: `DllCanUnloadNow`, `DllGetClassObject`, `DllRegisterServer`, `DllUnregisterServer`
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## What It Does
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Manages hotkey bindings for Decal plugins — registering key combinations, detecting
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when they are pressed, and firing events to the appropriate plugin. This was
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previously part of DecalInput's responsibilities.
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## Reconstruction Notes
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- **COMPARE WITH:** The old source files:
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- `Native/DecalInput/Hotkey.cpp`
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- `Native/DecalInput/Hotkey.h`
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The DHS module almost certainly started as a copy of that hotkey code, then was
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expanded and wrapped in its own COM server.
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- **LOOK AT:** `Managed/Decal.Interop.DHS/` for the COM interface definitions
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this DLL must implement. That directory contains **13 decompiled C# files**.
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- **Strategy:** Start by extracting the hotkey-related classes from the old
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`DecalInput` source, then wrap them in the COM interfaces defined by the
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interop assembly. The delta between old `Hotkey.cpp` and the new interop
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interfaces will show what was added/changed.
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32
NewNativeStubs/DecalRender/NOTES.md
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NewNativeStubs/DecalRender/NOTES.md
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# DecalRender.DLL
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## Origin
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Factored out of the old **Inject.DLL** — the rendering functionality (texture creation,
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font rendering, surface blitting) that previously lived inside Inject was moved into
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this dedicated COM server.
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## Binary Facts
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- Size: **108 KB**
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- Type: COM in-process server (DLL)
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- Standard 4 COM exports: `DllCanUnloadNow`, `DllGetClassObject`, `DllRegisterServer`, `DllUnregisterServer`
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## Key Imports
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| DLL | Functions |
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|-----|-----------|
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| **Inject.DLL** | `BeginSceneO`, `EndSceneO` |
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| **d3dx9_30.dll** | `D3DXCreateTexture`, `D3DXLoadSurfaceFromMemory`, `D3DXCreateFontW`, and others |
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## What It Does
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Provides the 2D rendering layer for Decal's overlay UI — creating textures, loading
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surfaces from memory, and drawing text with DirectX fonts. Inject.DLL hooks the
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Direct3D scene begin/end, and DecalRender plugs into those hooks to draw.
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## Reconstruction Notes
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- **LOOK AT:** `Managed/Decal.Interop.Render/` for the COM interface definitions
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this DLL must implement. That directory contains **19 decompiled C# files**
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describing every interface, enum, and coclass.
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- **LOOK AT:** The old `Native/Inject/` source for rendering code that was likely
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moved here. Search for anything that touches `IDirect3DTexture9`, `ID3DXFont`,
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surface blitting, etc.
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- The interop assembly will define the exact vtable layout the managed side expects.
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Every COM interface in `Decal.Interop.Render` maps to an interface this DLL exposes.
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31
NewNativeStubs/SpellFilter/NOTES.md
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NewNativeStubs/SpellFilter/NOTES.md
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# SpellFilter.DLL
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## Origin
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**Entirely new** — no corresponding code in the old source tree.
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A dedicated module for filtering and managing spell-related game data.
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## Binary Facts
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- Size: **185 KB**
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- Type: COM in-process server (DLL)
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- Standard 4 COM exports: `DllCanUnloadNow`, `DllGetClassObject`, `DllRegisterServer`, `DllUnregisterServer`
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## What It Does
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Provides spell filtering functionality for Asheron's Call — likely parsing spell
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tables from the DAT files, categorizing spells, and letting plugins query/filter
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spells by school, level, name, or other criteria.
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## Reconstruction Notes
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- **LOOK AT:** `Managed/Decal.Interop.SpellFilter/` for the COM interface definitions
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this DLL must implement. That directory contains **20 decompiled C# files** — the
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most of any interop assembly, suggesting a rich API surface.
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- There is **no old source** to reference. This must be reimplemented from:
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1. The COM interfaces defined in the interop assembly
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2. Understanding of AC's spell data structures (from the DAT file format)
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3. Possibly referencing `Native/DecalDat/` for how spell data was already
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being parsed from DAT files
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4. Possibly referencing `Native/DecalFilters/` for the general filtering
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pattern used by Decal
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- The 20 interop files suggest this module exposes multiple interfaces for
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spell tables, individual spells, spell schools, filtering criteria, etc.
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