Before: MSBuild defaulted to a single process per project, so each
vcxproj compiled its .cpp files sequentially. Local clean rebuild of
OpenZen.dll + OpenZenLoader.exe measured ~14.6 s.
After: same cold rebuild measures ~4.8 s — 3x faster — by combining
- `cmake --build --parallel <Runtime.runtime.availableProcessors()>`
in the buildNative task, which forwards a project-level `-m:N` to
MSBuild and gets DLL / Loader to build concurrently where the
dependency graph allows.
- `/MP` on the MSVC compile options, which is the actual win: it lets
cl.exe spawn one compiler process per available core within a
single vcxproj. The DLL+Loader together have ~13 .cpp files; this
is where the bulk of wall-time was being spent serially.
CI runners get the same speed-up for free.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Loader no longer touches disk: drop the LoadLibraryW path that
extracted OpenZen.dll to %TEMP%\OpenZenLoader and replace it with
an in-process PE loader that maps the embedded DLL straight into
the target Java process.
native/loader (new manual_map.cpp/.h):
- VirtualAllocEx in the remote process for SizeOfImage,
locally apply relocations + IAT patching (kernel32 etc. are
KnownDLLs so local GetProcAddress addresses are valid in the
remote), WriteProcessMemory the finished image once,
VirtualProtectEx to match section characteristics, then run a
minimal x64 trampoline shellcode that calls DllMain with
DLL_PROCESS_ATTACH using the proper ABI (shadow space,
16-byte stack alignment).
- embedded_dll.cpp now hands back a pointer into the .rsrc
section instead of writing the DLL out. injector.cpp shrinks
to a 14-line shim around inject_in_memory.
native (top-level CMakeLists.txt):
- Force /MT (CMAKE_MSVC_RUNTIME_LIBRARY = MultiThreaded) for
both the DLL and the loader EXE. Without this the manual
mapper's local-address import resolution trips over
vcruntime140 / ucrtbase, which are not KnownDLLs and may have
different bases in the target process - leading to NULL
derefs inside msvcp140 after injection. With /MT the only
import surface left is KERNEL32.
native/dll (jar_extract.cpp):
- Replace FindResource/LoadResource/SizeofResource with a
hand-rolled PE resource directory walker. FindResource paths
through LdrFindResource_U, which depends on the PEB.Ldr table
that manual-mapped modules are not part of, so the standard
API returns NULL for the embedded zen.jar after injection.
native/loader UI:
- Drop the now-pointless DLL Path edit + Browse button.
- Add per-process "Window Class" column harvested via
GetClassNameW alongside the existing window title.
- Add a Minecraft Only checkbox (default on): show only rows
whose window title startsWith "Minecraft" and does not
contain "Launcher", filtering HMCL / MultiMC / generic Java
apps out of the picker.
build.gradle:
- Add cleanNative (Delete) hooked into clean so wiping the
project also removes native/build/ and the staged
native/zen.jar (CMake would otherwise hold onto the previous
configure).
gradle.properties:
- Fill in the real mod metadata (id=hey, name=OpenZen,
authors=Shirona1337, group=io.github.openzen, description).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Ship a self-contained OpenZenLoader.exe (OpenZen.dll embedded as
RCDATA) that injects into a running Minecraft 1.20.1 Forge
javaw.exe and brings up the Zen client without -javaagent or a
mods/ entry. The existing Forge mod path stays intact.
Native (native/):
- DLL: JNI_GetCreatedJavaVMs + JVMTI late-attach via the JDK's
instrument.dll Agent_OnAttach to obtain a real Instrumentation;
URLClassLoader on the game loader loads a single bridge class.
- Loader EXE: Win32 listview of javaw.exe/java.exe processes
with window titles, CreateRemoteThread+LoadLibraryW injection,
embedded DLL extracted to %TEMP%\OpenZenLoader at runtime.
Java:
- shit.zen.dll.GameLoaderBridge re-defines every jar class onto
the Forge GameClassLoader (fixed-point retry for super-class
deps) and extracts non-class resources to
%TEMP%\openzen-resources-<pid>, exposed via the
openzen.resources system property.
- shit.zen.dll.DllBootstrap only runs Bootstrap.init +
registerPatches + installPatchesAndRetransform; ZenClient
construction stays on MinecraftPatch.onTick lazy-init.
- shit.zen.asm.Bootstrap parses mapping.srg, detects SRG vs
mojmap runtime via Minecraft.tick reflection, exposes
remapMethod/remapField used at 5 PatchTransformer match
points and from ReflectionUtil.
- ReflectionUtil.resolveField walks the superclass chain trying
SRG then mojmap on each level so e.g. activeEffects on
LocalPlayer resolves on LivingEntity.
- shit.zen.utils.misc.Assets unifies resource lookup with a
fallback to openzen.resources; fonts, cloud assets and WebUI
static files route through it.
- PatchAgent.installPatchesAndRetransform is now idempotent so
DllBootstrap and ZenClient.init can both call it safely.
Build:
- ./gradlew jar forge mod jar (unchanged)
- ./gradlew dll single-file Loader EXE in build/dist
- CMake auto-located via vswhere when VS 2022 ships it.
- README documents both paths and required toolchain.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>