From 27d76e62f8f8e8d303d5fe5895693f6c9bc6b4d3 Mon Sep 17 00:00:00 2001 From: NotNite Date: Sun, 5 Feb 2023 20:50:29 -0500 Subject: [PATCH] Okay, now it's just funny --- .gitignore | 398 +++++++++++++++++++++++++++++++++++++ DeezShade.sln | 16 ++ DeezShade/DeezShade.csproj | 11 + DeezShade/Program.cs | 104 ++++++++++ README.md | 15 ++ 5 files changed, 544 insertions(+) create mode 100644 .gitignore create mode 100644 DeezShade.sln create mode 100644 DeezShade/DeezShade.csproj create mode 100644 DeezShade/Program.cs create mode 100644 README.md diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..40da635 --- /dev/null +++ b/.gitignore @@ -0,0 +1,398 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.tlog +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Coverlet is a free, cross platform Code Coverage Tool +coverage*.json +coverage*.xml +coverage*.info + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# NuGet Symbol Packages +*.snupkg +# The packages folder can be ignored because of Package Restore +**/[Pp]ackages/* +# except build/, which is used as an MSBuild target. +!**/[Pp]ackages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/[Pp]ackages/repositories.config +# NuGet v3's project.json files produces more ignorable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt +*.appx +*.appxbundle +*.appxupload + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!?*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.jfm +*.pfx +*.publishsettings +orleans.codegen.cs + +# Including strong name files can present a security risk +# (https://github.com/github/gitignore/pull/2483#issue-259490424) +#*.snk + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser +*- [Bb]ackup.rdl +*- [Bb]ackup ([0-9]).rdl +*- [Bb]ackup ([0-9][0-9]).rdl + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio 6 auto-generated project file (contains which files were open etc.) +*.vbp + +# Visual Studio 6 workspace and project file (working project files containing files to include in project) +*.dsw +*.dsp + +# Visual Studio 6 technical files +*.ncb +*.aps + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# CodeRush personal settings +.cr/personal + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ + +# Local History for Visual Studio +.localhistory/ + +# Visual Studio History (VSHistory) files +.vshistory/ + +# BeatPulse healthcheck temp database +healthchecksdb + +# Backup folder for Package Reference Convert tool in Visual Studio 2017 +MigrationBackup/ + +# Ionide (cross platform F# VS Code tools) working folder +.ionide/ + +# Fody - auto-generated XML schema +FodyWeavers.xsd + +# VS Code files for those working on multiple tools +.vscode/* +!.vscode/settings.json +!.vscode/tasks.json +!.vscode/launch.json +!.vscode/extensions.json +*.code-workspace + +# Local History for Visual Studio Code +.history/ + +# Windows Installer files from build outputs +*.cab +*.msi +*.msix +*.msm +*.msp + +# JetBrains Rider +*.sln.iml diff --git a/DeezShade.sln b/DeezShade.sln new file mode 100644 index 0000000..1f6733b --- /dev/null +++ b/DeezShade.sln @@ -0,0 +1,16 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DeezShade", "DeezShade\DeezShade.csproj", "{63CFFB57-8663-4A4C-90CF-820CA43E9373}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {63CFFB57-8663-4A4C-90CF-820CA43E9373}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {63CFFB57-8663-4A4C-90CF-820CA43E9373}.Debug|Any CPU.Build.0 = Debug|Any CPU + {63CFFB57-8663-4A4C-90CF-820CA43E9373}.Release|Any CPU.ActiveCfg = Release|Any CPU + {63CFFB57-8663-4A4C-90CF-820CA43E9373}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection +EndGlobal diff --git a/DeezShade/DeezShade.csproj b/DeezShade/DeezShade.csproj new file mode 100644 index 0000000..8be412e --- /dev/null +++ b/DeezShade/DeezShade.csproj @@ -0,0 +1,11 @@ + + + Exe + net4.7.2 + 1.0.0 + + + + + + diff --git a/DeezShade/Program.cs b/DeezShade/Program.cs new file mode 100644 index 0000000..8b0f011 --- /dev/null +++ b/DeezShade/Program.cs @@ -0,0 +1,104 @@ +using System; +using System.IO; +using System.IO.Compression; +using System.Net; +using System.Reflection; + +namespace DeezShade { + public class Program { + public static void Main(string[] args) { + Console.WriteLine("DeezShade v1.0.0, by NotNet and friends"); + Console.WriteLine("Built for GShade v4.1.1."); + + Console.Write("Enter the path to your game install: "); + var gameInstall = Console.ReadLine(); + + // if gameInstall is the exe, get the directory it's in + if (File.Exists(gameInstall)) { + gameInstall = Path.GetDirectoryName(gameInstall); + } + + // if we're in the root, go to game + if (File.Exists(Path.Combine(gameInstall, "game", "ffxiv_dx11.exe"))) { + gameInstall = Path.Combine(gameInstall, "game"); + } + + var tempPath = Path.GetTempPath() + "DeezShade/"; + + Console.WriteLine("Setting up temporary directory..."); + if (!Directory.Exists(tempPath)) { + Directory.CreateDirectory(tempPath); + } else { + foreach (var file in Directory.GetFiles(tempPath)) { + File.Delete(file); + } + } + + var installerUrl = + "https://github.com/Mortalitas/GShade/releases/latest/download/GShade.Latest.Installer.exe"; + var zipUrl = "https://github.com/Mortalitas/GShade/releases/latest/download/GShade.Latest.zip"; + + var exePath = tempPath + "GShade.Latest.Installer.exe"; + var zipPath = tempPath + "GShade.Latest.zip"; + + Console.WriteLine("Downloading GShade installer..."); + using (var client = new WebClient()) { + client.DownloadFile(installerUrl, exePath); + client.DownloadFile(zipUrl, zipPath); + } + + // I'm using the official GShade installer, am I not? :^ + Console.WriteLine("Requesting new files through GShade installer..."); + var assembly = Assembly.LoadFile(exePath); + var type = assembly.GetType("GShadeInstaller.App"); + + // get presets & shaders + type.GetField("_gsTempPath").SetValue(null, tempPath); + type.GetField("_exeParentPath").SetValue(null, gameInstall); + + type.GetMethod("CopyZipDeployProcess").Invoke(null, null); + type.GetMethod("PresetDownloadProcess").Invoke(null, null); + type.GetMethod("PresetInstallProcess").Invoke(null, null); + + // File.Copy gives an access denied error, so let's make it ourself + var src = tempPath + "gshade-shaders"; + var dst = gameInstall + "gshade-shaders"; + + void RecursiveClone(string path) { + var path2 = Path.Combine(src, path); + + foreach (var file in Directory.GetFiles(path2)) { + var fileName = Path.GetFileName(file); + + var srcFile = Path.Combine(path2, fileName); + var dstFile = Path.Combine(dst, path, fileName); + File.Copy(srcFile, dstFile, true); + } + + foreach (var dir in Directory.GetDirectories(path2)) { + var dirName = Path.GetFileName(dir); + var lol = Path.Combine(dst, path, dirName); + Directory.CreateDirectory(lol); + RecursiveClone(Path.Combine(path, dirName)); + } + } + + Console.WriteLine("Moving shaders to game directory..."); + RecursiveClone(""); + Directory.CreateDirectory(gameInstall + "gshade-addons"); + + Console.WriteLine("Extracting DLL and config..."); + var zip = ZipFile.OpenRead(zipPath); + + if (File.Exists(Path.Combine(gameInstall, "dxgi.dll"))) { + File.Move(Path.Combine(gameInstall, "dxgi.dll"), Path.Combine(gameInstall, "dxgi.dll.old")); + } + + zip.GetEntry("GShade64.dll").ExtractToFile(gameInstall + "dxgi.dll", true); + zip.GetEntry("GShade.ini").ExtractToFile(gameInstall + "GShade.ini", true); + + Console.WriteLine("Done!\nSupport FOSS, and thank you for using DeezShade!\nPress any key to continue."); + Console.ReadKey(); + } + } +} diff --git a/README.md b/README.md new file mode 100644 index 0000000..f4c66f3 --- /dev/null +++ b/README.md @@ -0,0 +1,15 @@ +# DeezShade + +Okay, now it's just funny. With love from NotNet and friends. + +DeezShade is a continuation of [GeezShade](https://git.n2.pm/NotNite/geezshade), in C#. + +## Why? + +GeezShade broke with the release of GShade 4.1.1, password protecting the assets behind a probably-not-legally-binding EULA as the password, stating that those who use it are accessing it through the GShade installer. This means they'd probably DMCA me if I included the password in my codebase, Base64'd or not. + +So I came up with a solution. There is absolutely zero traces of the GShade password in this codebase. + +## How? + +They must've forgot that the GShade installer is written in C# and easily reflectable, allowing us to run the GShade installer code, within the GShade installer, without tampering it. Oops!