- using System;
- using System.IO;
- using System.Reflection;
- using UnityEngine;
- #if NET3
- using Path = Net3_Proxy.Path;
- #endif
-
- namespace IPA.Utilities
- {
- /// <summary>
- /// Provides some basic utility methods and properties of Beat Saber
- /// </summary>
- public static class BeatSaber
- {
- private static AlmostVersion _gameVersion;
- /// <summary>
- /// Provides the current game version.
- /// </summary>
- /// <value>the SemVer version of the game</value>
- public static AlmostVersion GameVersion => _gameVersion ?? (_gameVersion = new AlmostVersion(Application.version));
-
- internal static void SetEarlyGameVersion(AlmostVersion ver)
- {
- _gameVersion = ver;
- Logging.Logger.log.Debug($"GameVersion set early to {ver}");
- }
- internal static void EnsureRuntimeGameVersion()
- {
- var rtVer = new AlmostVersion(Application.version);
- if (!rtVer.Equals(_gameVersion)) // this actually uses stricter equality than == for AlmostVersion
- {
- Logging.Logger.log.Warn($"Early version {_gameVersion} parsed from game files doesn't match runtime version {rtVer}!");
- _gameVersion = rtVer;
- }
- }
-
- /// <summary>
- /// The different types of releases of the game.
- /// </summary>
- public enum Release
- {
- /// <summary>
- /// Indicates a Steam release.
- /// </summary>
- Steam,
- /// <summary>
- /// Indicates an Oculus release.
- /// </summary>
- Oculus
- }
- private static Release? _releaseCache;
- /// <summary>
- /// Gets the <see cref="Release"/> type of this installation of Beat Saber
- /// </summary>
- /// <value>the type of release this is</value>
- public static Release ReleaseType => (_releaseCache ?? (_releaseCache = FindSteamVRAsset() ? Release.Steam : Release.Oculus)).Value;
-
- private static string _installRoot;
- /// <summary>
- /// Gets the path to the Beat Saber install directory.
- /// </summary>
- /// <value>the path of the game install directory</value>
- public static string InstallPath
- {
- get
- {
- if (_installRoot == null)
- _installRoot = Path.GetFullPath(
- Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "..", ".."));
- return _installRoot;
- }
- }
- /// <summary>
- /// The path to the `Libs` folder. Use only if necessary.
- /// </summary>
- /// <value>the path to the library directory</value>
- public static string LibraryPath => Path.Combine(InstallPath, "Libs");
- /// <summary>
- /// The path to the `Libs\Native` folder. Use only if necessary.
- /// </summary>
- /// <value>the path to the native library directory</value>
- public static string NativeLibraryPath => Path.Combine(LibraryPath, "Native");
- /// <summary>
- /// The directory to load plugins from.
- /// </summary>
- /// <value>the path to the plugin directory</value>
- public static string PluginsPath => Path.Combine(InstallPath, "Plugins");
- /// <summary>
- /// The path to the `UserData` folder.
- /// </summary>
- /// <value>the path to the user data directory</value>
- public static string UserDataPath => Path.Combine(InstallPath, "UserData");
-
- private static bool FindSteamVRAsset()
- {
- // these require assembly qualified names....
- var steamUser = Type.GetType("Steamworks.SteamUser, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", false);
-
- return steamUser != null;
- }
- }
- }
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