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Allow console attachment to a specific PID

pull/97/head
Meivyn 9 months ago
parent
commit
4e48fe197e
No known key found for this signature in database GPG Key ID: 8BDD3E48158B2F71
3 changed files with 41 additions and 18 deletions
  1. +25
    -6
      IPA.Injector/Injector.cs
  2. +3
    -4
      IPA.Loader/Logging/ConsoleWindow.cs
  3. +13
    -8
      docs/articles/command-line.md

+ 25
- 6
IPA.Injector/Injector.cs View File

@ -43,8 +43,8 @@ namespace IPA.Injector
try
{
if (Environment.GetCommandLineArgs().Contains("--verbose"))
WinConsole.Initialize();
var arguments = Environment.GetCommandLineArgs();
MaybeInitializeConsole(arguments);
SetupLibraryLoading();
@ -63,8 +63,8 @@ namespace IPA.Injector
// this is weird, but it prevents Mono from having issues loading the type.
// IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
var unused = StandardLogger.PrintFilter;
#region // Above hack explaination
/*
#region // Above hack explanation
/*
* Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
* is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
* the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
@ -73,7 +73,7 @@ namespace IPA.Injector
log.Debug("Initializing logger");
SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs());
SelfConfig.ReadCommandLine(arguments);
SelfConfig.Load();
DisabledConfig.Load();
@ -106,6 +106,25 @@ namespace IPA.Injector
}
}
private static void MaybeInitializeConsole(string[] arguments)
{
var i = 0;
while (i < arguments.Length)
{
if (arguments[i++] == "--verbose")
{
if (i == arguments.Length)
{
WinConsole.Initialize(WinConsole.AttachParent);
return;
}
WinConsole.Initialize(int.TryParse(arguments[i], out int processId) ? processId : WinConsole.AttachParent);
return;
}
}
}
private static void EnsureDirectories()
{
string path;
@ -260,7 +279,7 @@ namespace IPA.Injector
using var ascModule = VirtualizedModule.Load(ascPath);
ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
}
catch (Exception e)
catch (Exception e)
{
injector.Error($"Could not virtualize {ascPath}");
if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)


+ 3
- 4
IPA.Loader/Logging/ConsoleWindow.cs View File

@ -22,10 +22,10 @@ namespace IPA.Logging
internal static bool IsInitialized;
public static void Initialize(bool alwaysCreateNewConsole = false)
public static void Initialize(int processId, bool alwaysCreateNewConsole = false)
{
bool consoleAttached;
if (alwaysCreateNewConsole || !(consoleAttached = AttachConsole(AttachParent)))
if (alwaysCreateNewConsole || !(consoleAttached = AttachConsole(processId)))
{
consoleAttached = AllocConsole();
}
@ -132,9 +132,8 @@ namespace IPA.Logging
private const uint FileShareWrite = 0x00000002;
private const uint OpenExisting = 0x00000003;
private const uint FileAttributeNormal = 0x80;
private const uint ErrorAccessDenied = 5;
private const int AttachParent = -1;
internal const int AttachParent = -1;
#endregion
}

+ 13
- 8
docs/articles/command-line.md View File

@ -26,6 +26,16 @@ Here's a quick list of what they are and what they do.
> Makes a console appear with log information at startup.
>
> Optionally, an explicit process ID can be specified to start the game with an external console. This allows it to be
> launched via Steam without being interrupted by its "Allow game launch?" if launched directly from the `.exe`.
>
> Example for Beat Saber using PowerShell:
>
> ```
> .\steam.exe -applaunch 620980 --verbose $PID
> ```
>
> Do note that this isn't going to work from an elevated terminal.
- `--debug`
@ -35,15 +45,13 @@ Here's a quick list of what they are and what they do.
> This option also forces BSIPA to show all debug messages in the console, as well as where they were called.
>
> This overrides the config settings `Debug.ShowDebug` and `Debug.ShowCallSource`.
>
- `--trace`
> Enables trace level messages. By default, they do not ever enter the message queue, and thus cost almost nothing.
> When this or the config option is used, they are added and logged with the same rules as Debug messages.
>
> This overrides the config setting `Debug.ShowTrace`.
>
- `--mono-debug`
@ -53,7 +61,6 @@ Here's a quick list of what they are and what they do.
> debugger server running on port 10000 on `localhost`.
>
> Implies `--debug`.
>
- `--server`
@ -62,7 +69,6 @@ Here's a quick list of what they are and what they do.
> When paired with `--mono-debug`, this option makes the Mono soft debugger act in server mode. It begins listening on
> port 10000 on any address, and will pause startup (with no window) until a debugger is connected. I recommend using
> SDB, but that is a command line debugger and a lot of people don't care for those.
>
- `--no-yeet`
@ -73,7 +79,6 @@ Here's a quick list of what they are and what they do.
> behaviour is disabled.
>
> Overrides the config setting `YeetMods`.
>
- `--condense-logs`
@ -85,11 +90,11 @@ Here's a quick list of what they are and what they do.
> Overrides the config setting `Debug.CondenseModLogs`.
- `--plugin-logs`
> Causes each plugins' log messages to be written to files in their own folder for ease of debugging.
>
> This was the default through 4.1.6, however is now disabled by default.
>
> Overrides the config setting `Debug.CreateModLogs`.
***

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