A header-only library for proxying DLLs with one function call:
UPD::CreateProxy(dll);
- No .masm or other assembly files required
- No module definition files (.def) files required
- No project configuration required
- Built DLL can dynamically proxy any supported DLL without rebuilding (just rename the DLL)
- Easily create callbacks for exported functions
- No race conditions (exported functions will wait for proxy creation)
- No LoadLibrary calls within DllMain
- Works for 32-bit and 64-bit games (32-bit has limited support!)
UPD is mainly designed with game modding and the distribution of mods in mind.
With the limited namespace available for proxy DLLs and thus the possibility of conflicts, letting your users use any DLL name without distributing multiple versions of your mod is a big plus.
A simple DllMain is all that is needed:
#include <Windows.h>
#include "UltimateProxyDLL.h"
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
UPD::OpenDebugTerminal();
UPD::CreateProxy(hinstDLL);
}
return TRUE;
}
That's it! The DLL will then be proxied properly.
In the following example, Elden Ring was proxied with a dxgi.dll proxy:
Note: The debug terminal is optional.
From there you can create a new thread and do the usual proxy DLL stuff:
#include <Windows.h>
#include "UltimateProxyDLL.h"
DWORD WINAPI NewThread(LPVOID lpParam)
{
printf("Doing some very naughty stuff\n");
char* p = nullptr;
char c = *p;
return 0;
}
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
UPD::OpenDebugTerminal();
UPD::CreateProxy(hinstDLL);
CreateThread(0, 0, &NewThread, NULL, 0, NULL);
}
return TRUE;
}
You may add callbacks back to your own code for when an exported function is called:
#include <Windows.h>
#include "UltimateProxyDLL.h"
using FpDirectInput8Create = HRESULT (*)(HINSTANCE, DWORD, REFIID, LPVOID*, LPUNKNOWN);
void* fpDirectInput8Create = nullptr;
HRESULT CallbackDirectInput8Create(HINSTANCE hinst, DWORD dwVersion, REFIID riidltf, LPVOID* ppvOut, LPUNKNOWN punkOuter)
{
printf("Callback called!\n");
return (*(FpDirectInput8Create*)fpDirectInput8Create)(hinst, dwVersion, riidltf, ppvOut, punkOuter);
}
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
UPD::OpenDebugTerminal();
fpDirectInput8Create = UPD::RegisterCallback("DirectInput8Create", &CallbackDirectInput8Create);
UPD::CreateProxy(hinstDLL);
}
return TRUE;
}
Dinput8.dll was proxied in this example.
Your callback will be called directly prior to the exported function being executed.
Note: It's crucial that the function signature for the callback exactly matches the function signature of the exported function. For instance, the function signature for "DirectInput8Create" used in the example was found here.
As for the return
with a call to the original exported function - in some cases you might get away with omitting it, but I wouldn't recommend it.
The most common proxy DLLs are supported out of the box:
- dxgi
- d3d10
- d3d11
- d3d12 (callbacks won't work, see #1)
- dinput8
- XInput1_3
- XInput1_4
- steam_api64
- steam_api
- opengl32
- winhttp
- bink2w64
See section Adding support for a DLL.
Note: I do not guarantee that all supported DLLs will work for 32-bit games. Trial and error is required in this case.
Adding support for a DLL is simple. In the "python_scripts" folder you will find some Python scripts.
Use the create_export_list.py
script by running python create_export_list.py <path_to_dll>
. This will create a "<dll>_export_list.txt" file in the script folder:
Copy the contents of the generated file to somewhere at the bottom of "UltimateProxyDLL.h" and build:
The DLL should now be proxied correctly.
Note: If your DLL has a higher number of exports than the current amount of Forward and ForwardOrdinal functions, you must also use the scripts create_export_ordinals.py
and create_forward_functions.py
to generate an amount of functions equal to or higher than the number of exports of your DLL.
Also note: Some system DLLs such as user32 may refuse to be proxied!
To check which DLLs you can use to create proxies for specific games, you may for example use the dumpbin
tool provided with Visual Studio:
UPD loads the original to-be-proxied DLL into memory to perform the proxy.
This search order is followed to find the original DLL:
- Path specified in the call to UPD::CreateProxy (optional)
- The current directory (to do this, add a "_" prefix to the name of the original DLL)
- The system folder
If the DLL is not found in one location, the next location is attempted. In other words this mimics the Microsoft DLL search order.
If you don't care about:
- Function interception/hooking
- Supporting proxying of multiple DLLs at once without rebuilding
- Proxying a DLL that could be in multiple locations (current directory, system folder, ...)
Then you can simply use this macro method.
This method is lightweight, does not require assembly or .def files, and will find the system folder correctly even if someone with a system drive different from yours uses your DLL. But it can run into issues with ordinals if you want to support dynamic proxying of multiple DLLs at once.
I have provided a precompiled DLL to be used for simple chainloading.
The precompiled proxy DLL "dxgi.dll" will read the file "upd_chainload.txt" in the working directory and go through the file line by line, calling LoadLibrary on each DLL name it reads.
As many DLLs as you wish can be entered into the file. Each DLL name must be separated with a newline and end with ".dll". Example entry: test.dll
. The precompiled DLL can be renamed to any of the supported DLLs.
The DLL is built on this commit: 164580d090f7c0625b37fe71d7f52c819df7368a
Some of my other projects, such as DirectXHook and Elden Mod Loader.
If you find that a DLL is not supported and you've added the exports yourself, I'd appreciate if you'd create a PR so the exports can be made available to others. Thank you.