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  1. #nullable enable
  2. using IPA.AntiMalware;
  3. using IPA.Config;
  4. using IPA.Injector.Backups;
  5. using IPA.Loader;
  6. using IPA.Logging;
  7. using IPA.Utilities;
  8. using Mono.Cecil;
  9. using Mono.Cecil.Cil;
  10. using System;
  11. using System.Diagnostics;
  12. using System.IO;
  13. using System.Linq;
  14. using System.Reflection;
  15. using System.Threading.Tasks;
  16. using UnityEngine;
  17. using static IPA.Logging.Logger;
  18. using MethodAttributes = Mono.Cecil.MethodAttributes;
  19. #if NET3
  20. using Net3_Proxy;
  21. using Path = Net3_Proxy.Path;
  22. using File = Net3_Proxy.File;
  23. using Directory = Net3_Proxy.Directory;
  24. #endif
  25. namespace IPA.Injector
  26. {
  27. /// <summary>
  28. /// The entry point type for BSIPA's Doorstop injector.
  29. /// </summary>
  30. // ReSharper disable once UnusedMember.Global
  31. internal static class Injector
  32. {
  33. private static Task? pluginAsyncLoadTask;
  34. private static Task? permissionFixTask;
  35. //private static string otherNewtonsoftJson = null;
  36. // ReSharper disable once UnusedParameter.Global
  37. internal static void Main(string[] args)
  38. { // entry point for doorstop
  39. // At this point, literally nothing but mscorlib is loaded,
  40. // and since this class doesn't have any static fields that
  41. // aren't defined in mscorlib, we can control exactly what
  42. // gets loaded.
  43. _ = args;
  44. try
  45. {
  46. var arguments = Environment.GetCommandLineArgs();
  47. MaybeInitializeConsole(arguments);
  48. StdoutInterceptorPipes.Initialize();
  49. SetupLibraryLoading();
  50. EnsureDirectories();
  51. // this is weird, but it prevents Mono from having issues loading the type.
  52. // IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
  53. var unused = StandardLogger.PrintFilter;
  54. #region // Above hack explanation
  55. /*
  56. * Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
  57. * is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
  58. * the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
  59. */
  60. #endregion
  61. Default.Debug("Initializing logger");
  62. SelfConfig.ReadCommandLine(arguments);
  63. SelfConfig.Load();
  64. DisabledConfig.Load();
  65. if (AntiPiracy.IsInvalid(Environment.CurrentDirectory))
  66. {
  67. Default.Error("Invalid installation; please buy the game to run BSIPA.");
  68. return;
  69. }
  70. CriticalSection.Configure();
  71. Logging.Logger.Injector.Debug("Prepping bootstrapper");
  72. // make sure to load the game version and check boundaries before installing the bootstrap, because that uses the game assemblies property
  73. GameVersionEarly.Load();
  74. SelfConfig.Instance.CheckVersionBoundary();
  75. // updates backup
  76. InstallBootstrapPatch();
  77. AntiMalwareEngine.Initialize();
  78. Updates.InstallPendingUpdates();
  79. Loader.LibLoader.SetupAssemblyFilenames(true);
  80. pluginAsyncLoadTask = PluginLoader.LoadTask();
  81. permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
  82. }
  83. catch (Exception e)
  84. {
  85. Console.WriteLine(e);
  86. }
  87. }
  88. private static void MaybeInitializeConsole(string[] arguments)
  89. {
  90. var i = 0;
  91. while (i < arguments.Length)
  92. {
  93. if (arguments[i++] == "--verbose")
  94. {
  95. if (i == arguments.Length)
  96. {
  97. WinConsole.Initialize(WinConsole.AttachParent);
  98. return;
  99. }
  100. WinConsole.Initialize(int.TryParse(arguments[i], out var processId) ? processId : WinConsole.AttachParent);
  101. }
  102. }
  103. }
  104. private static void EnsureDirectories()
  105. {
  106. string path;
  107. if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
  108. _ = Directory.CreateDirectory(path);
  109. if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins")))
  110. _ = Directory.CreateDirectory(path);
  111. }
  112. private static void SetupLibraryLoading()
  113. {
  114. if (loadingDone) return;
  115. loadingDone = true;
  116. Loader.LibLoader.Configure();
  117. }
  118. private static void InstallHarmonyProtections()
  119. { // proxy function to delay resolution
  120. HarmonyProtectorProxy.ProtectNull();
  121. }
  122. private static void InstallBootstrapPatch()
  123. {
  124. var sw = Stopwatch.StartNew();
  125. var cAsmName = Assembly.GetExecutingAssembly().GetName();
  126. var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
  127. var dataDir = new DirectoryInfo(managedPath).Parent.Name;
  128. var gameName = dataDir.Substring(0, dataDir.Length - 5);
  129. Logging.Logger.Injector.Debug("Finding backup");
  130. var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName);
  131. var bkp = BackupManager.FindLatestBackup(backupPath);
  132. if (bkp == null)
  133. Logging.Logger.Injector.Warn("No backup found! Was BSIPA installed using the installer?");
  134. Logging.Logger.Injector.Debug("Ensuring patch on UnityEngine.CoreModule exists");
  135. #region Insert patch into UnityEngine.CoreModule.dll
  136. {
  137. var unityPath = Path.Combine(managedPath,
  138. "UnityEngine.CoreModule.dll");
  139. // this is a critical section because if you exit in here, CoreModule can die
  140. using var critSec = CriticalSection.ExecuteSection();
  141. using var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters
  142. {
  143. ReadWrite = false,
  144. InMemory = true,
  145. ReadingMode = ReadingMode.Immediate
  146. });
  147. var unityModDef = unityAsmDef.MainModule;
  148. bool modified = false;
  149. foreach (var asmref in unityModDef.AssemblyReferences)
  150. {
  151. if (asmref.Name == cAsmName.Name)
  152. {
  153. if (asmref.Version != cAsmName.Version)
  154. {
  155. asmref.Version = cAsmName.Version;
  156. modified = true;
  157. }
  158. }
  159. }
  160. var application = unityModDef.GetType("UnityEngine", "Camera");
  161. if (application == null)
  162. {
  163. Logging.Logger.Injector.Critical("UnityEngine.CoreModule doesn't have a definition for UnityEngine.Camera!"
  164. + "Nothing to patch to get ourselves into the Unity run cycle!");
  165. goto endPatchCoreModule;
  166. }
  167. MethodDefinition? cctor = null;
  168. foreach (var m in application.Methods)
  169. if (m.IsRuntimeSpecialName && m.Name == ".cctor")
  170. cctor = m;
  171. var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
  172. if (cctor == null)
  173. {
  174. cctor = new MethodDefinition(".cctor",
  175. MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
  176. unityModDef.TypeSystem.Void);
  177. application.Methods.Add(cctor);
  178. modified = true;
  179. var ilp = cctor.Body.GetILProcessor();
  180. ilp.Emit(OpCodes.Call, cbs);
  181. ilp.Emit(OpCodes.Ret);
  182. }
  183. else
  184. {
  185. var ilp = cctor.Body.GetILProcessor();
  186. for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
  187. {
  188. var ins = cctor.Body.Instructions[i];
  189. switch (i)
  190. {
  191. case 0 when ins.OpCode != OpCodes.Call:
  192. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  193. modified = true;
  194. break;
  195. case 0:
  196. {
  197. var methodRef = ins.Operand as MethodReference;
  198. if (methodRef?.FullName != cbs.FullName)
  199. {
  200. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  201. modified = true;
  202. }
  203. break;
  204. }
  205. case 1 when ins.OpCode != OpCodes.Ret:
  206. ilp.Replace(ins, ilp.Create(OpCodes.Ret));
  207. modified = true;
  208. break;
  209. }
  210. }
  211. }
  212. if (modified)
  213. {
  214. bkp?.Add(unityPath);
  215. unityAsmDef.Write(unityPath);
  216. }
  217. }
  218. endPatchCoreModule:
  219. #endregion Insert patch into UnityEngine.CoreModule.dll
  220. Logging.Logger.Injector.Debug("Ensuring game assemblies are virtualized");
  221. #region Virtualize game assemblies
  222. bool isFirst = true;
  223. foreach (var name in SelfConfig.GameAssemblies_)
  224. {
  225. var ascPath = Path.Combine(managedPath, name);
  226. using var execSec = CriticalSection.ExecuteSection();
  227. try
  228. {
  229. Logging.Logger.Injector.Debug($"Virtualizing {name}");
  230. using var ascModule = VirtualizedModule.Load(ascPath);
  231. ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
  232. }
  233. catch (Exception e)
  234. {
  235. Logging.Logger.Injector.Error($"Could not virtualize {ascPath}");
  236. if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
  237. Logging.Logger.Injector.Error(e);
  238. }
  239. #if BeatSaber
  240. if (isFirst)
  241. {
  242. try
  243. {
  244. Logging.Logger.Injector.Debug("Applying anti-yeet patch");
  245. using var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, new ReaderParameters
  246. {
  247. ReadWrite = false,
  248. InMemory = true,
  249. ReadingMode = ReadingMode.Immediate
  250. });
  251. var ascModDef = ascAsmDef.MainModule;
  252. var deleter = ascModDef.GetType("IPAPluginsDirDeleter");
  253. deleter.Methods.Clear(); // delete all methods
  254. ascAsmDef.Write(ascPath);
  255. isFirst = false;
  256. }
  257. catch (Exception e)
  258. {
  259. Logging.Logger.Injector.Warn($"Could not apply anti-yeet patch to {ascPath}");
  260. if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
  261. Logging.Logger.Injector.Warn(e);
  262. }
  263. }
  264. #endif
  265. }
  266. #endregion
  267. sw.Stop();
  268. Logging.Logger.Injector.Info($"Installing bootstrapper took {sw.Elapsed}");
  269. }
  270. private static bool bootstrapped;
  271. private static void CreateBootstrapper()
  272. {
  273. if (bootstrapped) return;
  274. bootstrapped = true;
  275. Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
  276. {
  277. var level = UnityLogRedirector.LogTypeToLevel(type);
  278. UnityLogProvider.UnityLogger.Log(level, $"{condition}");
  279. UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}");
  280. };
  281. StdoutInterceptor.EnsureHarmonyLogging();
  282. // need to reinit streams singe Unity seems to redirect stdout
  283. StdoutInterceptor.RedirectConsole();
  284. InstallHarmonyProtections();
  285. var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
  286. bootstrapper.Destroyed += Bootstrapper_Destroyed;
  287. }
  288. private static bool loadingDone;
  289. private static void Bootstrapper_Destroyed()
  290. {
  291. // wait for plugins to finish loading
  292. pluginAsyncLoadTask?.Wait();
  293. permissionFixTask?.Wait();
  294. Default.Debug("Plugins loaded");
  295. Default.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP()));
  296. _ = PluginComponent.Create();
  297. }
  298. }
  299. }