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https://github.com/TwilitRealm/dusklight
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Mod API: Static import/export/hook metadata & resolution
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+26
-40
@@ -469,8 +469,14 @@ Mods may hook the vast majority of game functions, including file-local static,
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#include "mods/svc/hook.h"
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IMPORT_SERVICE(HookService, svc_hook);
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DEFINE_HOOK(&daAlink_c::posMove, LinkPosMove);
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DEFINE_HOOK(&daAlink_c::execute, LinkExecute);
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```
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Every hook target must be **declared** at namespace scope with `DEFINE_HOOK` (a target you can name in C++) or
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`DEFINE_HOOK_SYMBOL` (a symbol name).
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### Pre-hooks
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Run before the original. Return `HOOK_SKIP_ORIGINAL` to cancel it (post-hooks still run).
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@@ -484,7 +490,7 @@ HookAction on_pos_move_pre(ModContext*, void* args, void* retval, void* userdata
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return HOOK_CONTINUE;
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}
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dusk::mods::hook_add_pre<&daAlink_c::posMove>(svc_hook, on_pos_move_pre);
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dusk::mods::hook_add_pre<LinkPosMove>(svc_hook, on_pos_move_pre);
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```
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### Post-hooks
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@@ -495,24 +501,22 @@ if any.
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```cpp
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void on_pos_move_post(ModContext*, void* args, void* retval, void* userdata) { ... }
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dusk::mods::hook_add_post<&daAlink_c::posMove>(svc_hook, on_pos_move_post);
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dusk::mods::hook_add_post<LinkPosMove>(svc_hook, on_pos_move_post);
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```
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### Replace-hooks
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Substitute the original entirely. Call through to it via `Hook<...>::g_orig` if needed:
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Substitute the original entirely. Call through to it via the declaration's `g_orig` if needed:
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```cpp
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using ExecuteEntry = dusk::mods::Hook<&daAlink_c::execute>;
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void on_execute_replace(ModContext*, void* args, void* retval, void*) {
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int result = ExecuteEntry::g_orig(dusk::mods::arg<daAlink_c*>(args, 0));
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int result = LinkExecute::g_orig(dusk::mods::arg<daAlink_c*>(args, 0));
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if (retval != nullptr) {
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*static_cast<int*>(retval) = result;
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}
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}
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dusk::mods::hook_replace<&daAlink_c::execute>(svc_hook, on_execute_replace);
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dusk::mods::hook_replace<LinkExecute>(svc_hook, on_execute_replace);
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```
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By default a second replace-hook on the same function is a conflict; `HookOptions` (`replace_policy`, `priority`,
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@@ -525,10 +529,8 @@ Functions you can't name in C++ (file-local statics, private class members, anyt
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symbol name instead. You must supply the signature along with the name.
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```cpp
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// static callback used by Link's hookshot collider in d_a_alink_hook.inc
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using HookshotHit = dusk::mods::NamedHook<
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"daAlink_hookshotAtHitCallBack",
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void(fopAc_ac_c*, dCcD_GObjInf*, fopAc_ac_c*, dCcD_GObjInf*)>;
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DEFINE_HOOK_SYMBOL("daAlink_hookshotAtHitCallBack",
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void(fopAc_ac_c*, dCcD_GObjInf*, fopAc_ac_c*, dCcD_GObjInf*), HookshotHit);
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dusk::mods::hook_add_pre<HookshotHit>(svc_hook, on_hookshot_hit_pre);
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...
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@@ -537,9 +539,16 @@ HookshotHit::g_orig(link, atObjInf, target, tgObjInf); // call through to the o
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Class member functions must include `Class*` as the first argument.
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The install fails with the resolve error when the name is missing (`MOD_UNAVAILABLE`), ambiguous (`MOD_CONFLICT`),
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or the manifest is absent (`MOD_UNSUPPORTED`). Unlike `Hook<&Class::method>`, the signature is **not**
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compiler-checked: a mismatched signature will corrupt the call.
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Two spellings work on every platform:
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- **Display names** (`daAlink_c::posMove`, `fapGm_Before`): the qualified name with no parameter list. They carry no
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signature, so overload sets (and file-local statics sharing a name) return `MOD_CONFLICT`.
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- **Decorated names** (`_ZN9daAlink_c7posMoveEv` / `?posMove@daAlink_c@@...`): the platform's mangled spelling in
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dlsym convention (no Mach-O leading underscore). The escape hatch for overloads.
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Installing fails with `MOD_UNAVAILABLE` when it didn't resolve (missing, ambiguous, or no symbol manifest). Unlike
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`DEFINE_HOOK`, the signature is **not** compiler-checked: a mismatched signature will corrupt the
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call.
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### Reading and writing arguments
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@@ -552,6 +561,8 @@ T& ref = dusk::mods::arg_ref<T>(args, n); // read/write reference
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```
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```cpp
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DEFINE_HOOK(fopAcM_createItem, CreateItem);
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// fpc_ProcID fopAcM_createItem(..., int itemNo, ...): turn heart drops into green rupees
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HookAction on_create_item_pre(ModContext*, void* args, void*, void*) {
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int& itemNo = dusk::mods::arg_ref<int>(args, 1);
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@@ -561,36 +572,11 @@ HookAction on_create_item_pre(ModContext*, void* args, void*, void*) {
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return HOOK_CONTINUE;
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}
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dusk::mods::hook_add_pre<&fopAcM_createItem>(svc_hook, on_create_item_pre);
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dusk::mods::hook_add_pre<CreateItem>(svc_hook, on_create_item_pre);
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```
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For reference parameters (e.g. `const cXyz& pos`), `arg_ref<cXyz>` yields a direct reference.
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### Resolving symbols by name
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`resolve` looks a symbol up in the **symbol manifest**: a name→address map generated alongside every game build and
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keyed to that exact binary. It covers the whole image, including functions that aren't exported (file-local statics),
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which makes them hookable:
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```cpp
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IMPORT_SERVICE(HookService, svc_hook);
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void* addr = nullptr;
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uint32_t flags = 0;
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if (svc_hook->resolve(mod_ctx, "GXSetProjection", &addr, &flags) == MOD_OK) {
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// addr is the function's real address in the running game; hook or call it.
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}
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```
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Two spellings work on every platform:
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- **Display names** (`daAlink_c::posMove`, `fapGm_Before`): the qualified name with no parameter list. They carry no
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signature, so overload sets (and file-local statics sharing a name) return `MOD_CONFLICT`.
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- **Decorated names** (`_ZN9daAlink_c7posMoveEv` / `?posMove@daAlink_c@@...`): the platform's mangled spelling in
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dlsym convention (no Mach-O leading underscore). The escape hatch for overloads.
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`MOD_UNSUPPORTED` means the manifest is missing or was built for a different game binary.
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### Game code ABI contract
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A primary consideration when letting mods link against the game is maintaining ABI stability across Dusklight
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