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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.Load();
  67. SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs());
  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. pluginAsyncLoadTask = PluginLoader.LoadTask();
  82. permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
  83. }
  84. catch (Exception e)
  85. {
  86. Console.WriteLine(e);
  87. }
  88. }
  89. private static void EnsureDirectories()
  90. {
  91. string path;
  92. if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
  93. Directory.CreateDirectory(path);
  94. if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins")))
  95. Directory.CreateDirectory(path);
  96. }
  97. private static void SetupLibraryLoading()
  98. {
  99. if (loadingDone) return;
  100. loadingDone = true;
  101. LibLoader.Configure();
  102. }
  103. private static void InstallBootstrapPatch()
  104. {
  105. var cAsmName = Assembly.GetExecutingAssembly().GetName();
  106. var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
  107. var dataDir = new DirectoryInfo(managedPath).Parent.Name;
  108. var gameName = dataDir.Substring(0, dataDir.Length - 5);
  109. loader.Debug("Finding backup");
  110. var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName);
  111. var bkp = BackupManager.FindLatestBackup(backupPath);
  112. if (bkp == null)
  113. loader.Warn("No backup found! Was BSIPA installed using the installer?");
  114. loader.Debug("Ensuring patch on UnityEngine.CoreModule exists");
  115. #region Insert patch into UnityEngine.CoreModule.dll
  116. {
  117. var unityPath = Path.Combine(managedPath,
  118. "UnityEngine.CoreModule.dll");
  119. // this is a critical section because if you exit in here, CoreModule can die
  120. CriticalSection.EnterExecuteSection();
  121. var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters
  122. {
  123. ReadWrite = false,
  124. InMemory = true,
  125. ReadingMode = ReadingMode.Immediate
  126. });
  127. var unityModDef = unityAsmDef.MainModule;
  128. bool modified = false;
  129. foreach (var asmref in unityModDef.AssemblyReferences)
  130. {
  131. if (asmref.Name == cAsmName.Name)
  132. {
  133. if (asmref.Version != cAsmName.Version)
  134. {
  135. asmref.Version = cAsmName.Version;
  136. modified = true;
  137. }
  138. }
  139. }
  140. var application = unityModDef.GetType("UnityEngine", "Application");
  141. MethodDefinition cctor = null;
  142. foreach (var m in application.Methods)
  143. if (m.IsRuntimeSpecialName && m.Name == ".cctor")
  144. cctor = m;
  145. var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
  146. if (cctor == null)
  147. {
  148. cctor = new MethodDefinition(".cctor",
  149. MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
  150. unityModDef.TypeSystem.Void);
  151. application.Methods.Add(cctor);
  152. modified = true;
  153. var ilp = cctor.Body.GetILProcessor();
  154. ilp.Emit(OpCodes.Call, cbs);
  155. ilp.Emit(OpCodes.Ret);
  156. }
  157. else
  158. {
  159. var ilp = cctor.Body.GetILProcessor();
  160. for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
  161. {
  162. var ins = cctor.Body.Instructions[i];
  163. switch (i)
  164. {
  165. case 0 when ins.OpCode != OpCodes.Call:
  166. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  167. modified = true;
  168. break;
  169. case 0:
  170. {
  171. var methodRef = ins.Operand as MethodReference;
  172. if (methodRef?.FullName != cbs.FullName)
  173. {
  174. ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
  175. modified = true;
  176. }
  177. break;
  178. }
  179. case 1 when ins.OpCode != OpCodes.Ret:
  180. ilp.Replace(ins, ilp.Create(OpCodes.Ret));
  181. modified = true;
  182. break;
  183. }
  184. }
  185. }
  186. if (modified)
  187. {
  188. bkp?.Add(unityPath);
  189. unityAsmDef.Write(unityPath);
  190. }
  191. CriticalSection.ExitExecuteSection();
  192. }
  193. #endregion Insert patch into UnityEngine.CoreModule.dll
  194. loader.Debug("Ensuring Assembly-CSharp is virtualized");
  195. {
  196. var ascPath = Path.Combine(managedPath,
  197. "Assembly-CSharp.dll");
  198. #region Virtualize Assembly-CSharp.dll
  199. {
  200. CriticalSection.EnterExecuteSection();
  201. var ascModule = VirtualizedModule.Load(ascPath);
  202. ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
  203. CriticalSection.ExitExecuteSection();
  204. }
  205. #endregion Virtualize Assembly-CSharp.dll
  206. #region Anti-Yeet
  207. CriticalSection.EnterExecuteSection();
  208. try
  209. {
  210. loader.Debug("Applying anti-yeet patch");
  211. var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, new ReaderParameters
  212. {
  213. ReadWrite = false,
  214. InMemory = true,
  215. ReadingMode = ReadingMode.Immediate
  216. });
  217. var ascModDef = ascAsmDef.MainModule;
  218. var deleter = ascModDef.GetType("IPAPluginsDirDeleter");
  219. deleter.Methods.Clear(); // delete all methods
  220. ascAsmDef.Write(ascPath);
  221. }
  222. catch (Exception)
  223. {
  224. // ignore
  225. }
  226. CriticalSection.ExitExecuteSection();
  227. #endregion
  228. }
  229. }
  230. private static bool bootstrapped;
  231. private static void CreateBootstrapper()
  232. {
  233. if (bootstrapped) return;
  234. bootstrapped = true;
  235. /*if (otherNewtonsoftJson != null)
  236. Assembly.LoadFrom(otherNewtonsoftJson);*/
  237. Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
  238. {
  239. var level = UnityLogRedirector.LogTypeToLevel(type);
  240. UnityLogProvider.UnityLogger.Log(level, $"{condition}");
  241. UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}");
  242. };
  243. // need to reinit streams singe Unity seems to redirect stdout
  244. StdoutInterceptor.RedirectConsole();
  245. var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
  246. bootstrapper.Destroyed += Bootstrapper_Destroyed;
  247. }
  248. private static bool loadingDone;
  249. private static void Bootstrapper_Destroyed()
  250. {
  251. // wait for plugins to finish loading
  252. pluginAsyncLoadTask.Wait();
  253. permissionFixTask.Wait();
  254. BeatSaber.EnsureRuntimeGameVersion();
  255. log.Debug("Plugins loaded");
  256. log.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP()));
  257. PluginComponent.Create();
  258. }
  259. }
  260. }