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  1. using Harmony;
  2. using IPA.Injector.Backups;
  3. using IPA.Loader;
  4. using IPA.Logging;
  5. using Mono.Cecil;
  6. using Mono.Cecil.Cil;
  7. using System;
  8. using System.Collections.Generic;
  9. using System.IO;
  10. using System.Reflection;
  11. using System.Runtime.InteropServices;
  12. using UnityEngine;
  13. using static IPA.Logging.Logger;
  14. using Logger = IPA.Logging.Logger;
  15. using MethodAttributes = Mono.Cecil.MethodAttributes;
  16. namespace IPA.Injector
  17. {
  18. public static class Injector
  19. {
  20. public static void Main(string[] args)
  21. { // entry point for doorstop
  22. // At this point, literally nothing but mscorlib is loaded,
  23. // and since this class doesn't have any static fields that
  24. // aren't defined in mscorlib, we can control exactly what
  25. // gets loaded.
  26. try
  27. {
  28. // This loads System.Runtime.InteropServices, and Microsoft.Win32.SafeHandles.
  29. Windows.WinConsole.Initialize();
  30. // This loads AppDomain, System.IO, System.Collections.Generic, and System.Reflection.
  31. // If kernel32.dll is not already loaded, this will also load it.
  32. // This call also loads IPA.Loader and initializes the logging system. In the process
  33. // it loads Ionic.Zip.
  34. SetupLibraryLoading();
  35. loader.Debug("Prepping bootstrapper");
  36. // // This will load Mono.Cecil
  37. InstallBootstrapPatch();
  38. }
  39. catch (Exception e)
  40. {
  41. Console.WriteLine(e);
  42. }
  43. }
  44. private static void InstallBootstrapPatch()
  45. {
  46. var cAsmName = Assembly.GetExecutingAssembly().GetName();
  47. loader.Debug("Finding backup");
  48. var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA","Backups","Beat Saber");
  49. var bkp = BackupManager.FindLatestBackup(backupPath);
  50. if (bkp == null)
  51. loader.Warn("No backup found! Was BSIPA installed using the installer?");
  52. loader.Debug("Ensuring patch on UnityEngine.CoreModule exists");
  53. #region Insert patch into UnityEngine.CoreModule.dll
  54. var unityPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed", "UnityEngine.CoreModule.dll");
  55. var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath);
  56. var unityModDef = unityAsmDef.MainModule;
  57. bool modified = false;
  58. foreach (var asmref in unityModDef.AssemblyReferences)
  59. {
  60. if (asmref.Name == cAsmName.Name)
  61. {
  62. if (asmref.Version != cAsmName.Version)
  63. {
  64. asmref.Version = cAsmName.Version;
  65. modified = true;
  66. }
  67. }
  68. }
  69. var application = unityModDef.GetType("UnityEngine", "Application");
  70. MethodDefinition cctor = null;
  71. foreach (var m in application.Methods)
  72. if (m.IsRuntimeSpecialName && m.Name == ".cctor")
  73. cctor = m;
  74. var cbs = unityModDef.Import(((Action)CreateBootstrapper).Method);
  75. if (cctor == null)
  76. {
  77. cctor = new MethodDefinition(".cctor", MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName, unityModDef.TypeSystem.Void);
  78. application.Methods.Add(cctor);
  79. modified = true;
  80. var ilp = cctor.Body.GetILProcessor();
  81. ilp.Emit(OpCodes.Call, cbs);
  82. ilp.Emit(OpCodes.Ret);
  83. }
  84. else
  85. {
  86. var ilp = cctor.Body.GetILProcessor();
  87. for (int i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
  88. {
  89. var ins = cctor.Body.Instructions[i];
  90. if (i == 0 && (ins.OpCode != OpCodes.Call || ins.Operand != cbs))
  91. {
  92. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  93. modified = true;
  94. }
  95. if (i == 1 && ins.OpCode != OpCodes.Ret)
  96. {
  97. ilp.Replace(ins, ilp.Create(OpCodes.Ret));
  98. modified = true;
  99. }
  100. }
  101. }
  102. if (modified)
  103. {
  104. bkp?.Add(unityPath);
  105. unityAsmDef.Write(unityPath);
  106. }
  107. #endregion
  108. loader.Debug("Ensuring Assembly-CSharp is virtualized");
  109. #region Virtualize Assembly-CSharp.dll
  110. var ascPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed", "Assembly-CSharp.dll");
  111. var ascModule = VirtualizedModule.Load(ascPath);
  112. ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
  113. #endregion
  114. }
  115. private static bool bootstrapped = false;
  116. private static void CreateBootstrapper()
  117. {
  118. if (bootstrapped) return;
  119. bootstrapped = true;
  120. // need to reinit streams singe Unity seems to redirect stdout
  121. Windows.WinConsole.InitializeStreams();
  122. var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
  123. bootstrapper.Destroyed += Bootstrapper_Destroyed;
  124. }
  125. private static bool injected = false;
  126. public static void Inject()
  127. {
  128. if (!injected)
  129. {
  130. injected = true;
  131. Windows.WinConsole.Initialize();
  132. SetupLibraryLoading();
  133. var bootstrapper = new GameObject("Bootstrapper").AddComponent<Bootstrapper>();
  134. bootstrapper.Destroyed += Bootstrapper_Destroyed;
  135. }
  136. }
  137. private static bool loadingDone = false;
  138. public static void SetupLibraryLoading()
  139. {
  140. if (loadingDone) return;
  141. loadingDone = true;
  142. #region Add Library load locations
  143. AppDomain.CurrentDomain.AssemblyResolve += LibLoader.AssemblyLibLoader;
  144. try
  145. {
  146. if (!SetDllDirectory(LibLoader.NativeDir))
  147. {
  148. libLoader.Warn("Unable to add native library path to load path");
  149. }
  150. }
  151. catch (Exception) { }
  152. #endregion
  153. }
  154. [DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
  155. [return: MarshalAs(UnmanagedType.Bool)]
  156. static extern bool SetDllDirectory(string lpPathName);
  157. private static void Bootstrapper_Destroyed()
  158. {
  159. PluginComponent.Create();
  160. }
  161. }
  162. }