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  1. using IPA.Config;
  2. using IPA.Injector.Backups;
  3. using IPA.Loader;
  4. using IPA.Logging;
  5. using IPA.Utilities;
  6. using Mono.Cecil;
  7. using Mono.Cecil.Cil;
  8. using System;
  9. using System.IO;
  10. using System.Linq;
  11. using System.Reflection;
  12. using System.Threading.Tasks;
  13. using UnityEngine;
  14. using static IPA.Logging.Logger;
  15. using MethodAttributes = Mono.Cecil.MethodAttributes;
  16. #if NET3
  17. using Net3_Proxy;
  18. using Path = Net3_Proxy.Path;
  19. using File = Net3_Proxy.File;
  20. using Directory = Net3_Proxy.Directory;
  21. #endif
  22. namespace IPA.Injector
  23. {
  24. /// <summary>
  25. /// The entry point type for BSIPA's Doorstop injector.
  26. /// </summary>
  27. // ReSharper disable once UnusedMember.Global
  28. internal static class Injector
  29. {
  30. private static Task pluginAsyncLoadTask;
  31. private static Task permissionFixTask;
  32. //private static string otherNewtonsoftJson = null;
  33. // ReSharper disable once UnusedParameter.Global
  34. internal static void Main(string[] args)
  35. { // entry point for doorstop
  36. // At this point, literally nothing but mscorlib is loaded,
  37. // and since this class doesn't have any static fields that
  38. // aren't defined in mscorlib, we can control exactly what
  39. // gets loaded.
  40. try
  41. {
  42. if (Environment.GetCommandLineArgs().Contains("--verbose"))
  43. WinConsole.Initialize();
  44. SetupLibraryLoading();
  45. /*var otherNewtonsoft = Path.Combine(
  46. Directory.EnumerateDirectories(Environment.CurrentDirectory, "*_Data").First(),
  47. "Managed",
  48. "Newtonsoft.Json.dll");
  49. if (File.Exists(otherNewtonsoft))
  50. { // this game ships its own Newtonsoft; force load ours and flag loading theirs
  51. LibLoader.LoadLibrary(new AssemblyName("Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed"));
  52. otherNewtonsoftJson = otherNewtonsoft;
  53. }*/
  54. EnsureDirectories();
  55. // this is weird, but it prevents Mono from having issues loading the type.
  56. // IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
  57. var unused = StandardLogger.PrintFilter;
  58. #region // Above hack explaination
  59. /*
  60. * Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
  61. * is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
  62. * the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
  63. */
  64. #endregion
  65. log.Debug("Initializing logger");
  66. SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs());
  67. SelfConfig.Load();
  68. DisabledConfig.Load();
  69. if (AntiPiracy.IsInvalid(Environment.CurrentDirectory))
  70. {
  71. loader.Error("Invalid installation; please buy the game to run BSIPA.");
  72. return;
  73. }
  74. CriticalSection.Configure();
  75. loader.Debug("Prepping bootstrapper");
  76. // updates backup
  77. InstallBootstrapPatch();
  78. Updates.InstallPendingUpdates();
  79. LibLoader.SetupAssemblyFilenames(true);
  80. GameVersionEarly.Load();
  81. InstallHarmonyProtections();
  82. pluginAsyncLoadTask = PluginLoader.LoadTask();
  83. permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
  84. }
  85. catch (Exception e)
  86. {
  87. Console.WriteLine(e);
  88. }
  89. }
  90. private static void EnsureDirectories()
  91. {
  92. string path;
  93. if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
  94. Directory.CreateDirectory(path);
  95. if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins")))
  96. Directory.CreateDirectory(path);
  97. }
  98. private static void SetupLibraryLoading()
  99. {
  100. if (loadingDone) return;
  101. loadingDone = true;
  102. LibLoader.Configure();
  103. }
  104. private static void InstallHarmonyProtections()
  105. { // proxy function to delay resolution
  106. HarmonyProtector.Protect();
  107. }
  108. private static void InstallBootstrapPatch()
  109. {
  110. var cAsmName = Assembly.GetExecutingAssembly().GetName();
  111. var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
  112. var dataDir = new DirectoryInfo(managedPath).Parent.Name;
  113. var gameName = dataDir.Substring(0, dataDir.Length - 5);
  114. loader.Debug("Finding backup");
  115. var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName);
  116. var bkp = BackupManager.FindLatestBackup(backupPath);
  117. if (bkp == null)
  118. loader.Warn("No backup found! Was BSIPA installed using the installer?");
  119. loader.Debug("Ensuring patch on UnityEngine.CoreModule exists");
  120. #region Insert patch into UnityEngine.CoreModule.dll
  121. {
  122. var unityPath = Path.Combine(managedPath,
  123. "UnityEngine.CoreModule.dll");
  124. // this is a critical section because if you exit in here, CoreModule can die
  125. CriticalSection.EnterExecuteSection();
  126. var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters
  127. {
  128. ReadWrite = false,
  129. InMemory = true,
  130. ReadingMode = ReadingMode.Immediate
  131. });
  132. var unityModDef = unityAsmDef.MainModule;
  133. bool modified = false;
  134. foreach (var asmref in unityModDef.AssemblyReferences)
  135. {
  136. if (asmref.Name == cAsmName.Name)
  137. {
  138. if (asmref.Version != cAsmName.Version)
  139. {
  140. asmref.Version = cAsmName.Version;
  141. modified = true;
  142. }
  143. }
  144. }
  145. var application = unityModDef.GetType("UnityEngine", "Application");
  146. MethodDefinition cctor = null;
  147. foreach (var m in application.Methods)
  148. if (m.IsRuntimeSpecialName && m.Name == ".cctor")
  149. cctor = m;
  150. var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
  151. if (cctor == null)
  152. {
  153. cctor = new MethodDefinition(".cctor",
  154. MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
  155. unityModDef.TypeSystem.Void);
  156. application.Methods.Add(cctor);
  157. modified = true;
  158. var ilp = cctor.Body.GetILProcessor();
  159. ilp.Emit(OpCodes.Call, cbs);
  160. ilp.Emit(OpCodes.Ret);
  161. }
  162. else
  163. {
  164. var ilp = cctor.Body.GetILProcessor();
  165. for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
  166. {
  167. var ins = cctor.Body.Instructions[i];
  168. switch (i)
  169. {
  170. case 0 when ins.OpCode != OpCodes.Call:
  171. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  172. modified = true;
  173. break;
  174. case 0:
  175. {
  176. var methodRef = ins.Operand as MethodReference;
  177. if (methodRef?.FullName != cbs.FullName)
  178. {
  179. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  180. modified = true;
  181. }
  182. break;
  183. }
  184. case 1 when ins.OpCode != OpCodes.Ret:
  185. ilp.Replace(ins, ilp.Create(OpCodes.Ret));
  186. modified = true;
  187. break;
  188. }
  189. }
  190. }
  191. if (modified)
  192. {
  193. bkp?.Add(unityPath);
  194. unityAsmDef.Write(unityPath);
  195. }
  196. CriticalSection.ExitExecuteSection();
  197. }
  198. #endregion Insert patch into UnityEngine.CoreModule.dll
  199. loader.Debug("Ensuring Assembly-CSharp is virtualized");
  200. {
  201. var ascPath = Path.Combine(managedPath,
  202. "Assembly-CSharp.dll");
  203. #region Virtualize Assembly-CSharp.dll
  204. {
  205. CriticalSection.EnterExecuteSection();
  206. var ascModule = VirtualizedModule.Load(ascPath);
  207. ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
  208. CriticalSection.ExitExecuteSection();
  209. }
  210. #endregion Virtualize Assembly-CSharp.dll
  211. #region Anti-Yeet
  212. CriticalSection.EnterExecuteSection();
  213. try
  214. {
  215. loader.Debug("Applying anti-yeet patch");
  216. var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, new ReaderParameters
  217. {
  218. ReadWrite = false,
  219. InMemory = true,
  220. ReadingMode = ReadingMode.Immediate
  221. });
  222. var ascModDef = ascAsmDef.MainModule;
  223. var deleter = ascModDef.GetType("IPAPluginsDirDeleter");
  224. deleter.Methods.Clear(); // delete all methods
  225. ascAsmDef.Write(ascPath);
  226. }
  227. catch (Exception)
  228. {
  229. // ignore
  230. }
  231. CriticalSection.ExitExecuteSection();
  232. #endregion
  233. }
  234. }
  235. private static bool bootstrapped;
  236. private static void CreateBootstrapper()
  237. {
  238. if (bootstrapped) return;
  239. bootstrapped = true;
  240. /*if (otherNewtonsoftJson != null)
  241. Assembly.LoadFrom(otherNewtonsoftJson);*/
  242. Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
  243. {
  244. var level = UnityLogRedirector.LogTypeToLevel(type);
  245. UnityLogProvider.UnityLogger.Log(level, $"{condition}");
  246. UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}");
  247. };
  248. // need to reinit streams singe Unity seems to redirect stdout
  249. StdoutInterceptor.RedirectConsole();
  250. var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
  251. bootstrapper.Destroyed += Bootstrapper_Destroyed;
  252. }
  253. private static bool loadingDone;
  254. private static void Bootstrapper_Destroyed()
  255. {
  256. // wait for plugins to finish loading
  257. pluginAsyncLoadTask.Wait();
  258. permissionFixTask.Wait();
  259. BeatSaber.EnsureRuntimeGameVersion();
  260. log.Debug("Plugins loaded");
  261. log.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP()));
  262. PluginComponent.Create();
  263. }
  264. }
  265. }