#nullable enable using IPA.AntiMalware; using IPA.Config; using IPA.Injector.Backups; using IPA.Loader; using IPA.Logging; using IPA.Utilities; using Mono.Cecil; using Mono.Cecil.Cil; using System; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Threading.Tasks; using UnityEngine; using static IPA.Logging.Logger; using MethodAttributes = Mono.Cecil.MethodAttributes; #if NET3 using Net3_Proxy; using Path = Net3_Proxy.Path; using File = Net3_Proxy.File; using Directory = Net3_Proxy.Directory; #endif namespace IPA.Injector { /// /// The entry point type for BSIPA's Doorstop injector. /// // ReSharper disable once UnusedMember.Global internal static class Injector { private static Task? pluginAsyncLoadTask; private static Task? permissionFixTask; //private static string otherNewtonsoftJson = null; // ReSharper disable once UnusedParameter.Global internal static void Main(string[] args) { // entry point for doorstop // At this point, literally nothing but mscorlib is loaded, // and since this class doesn't have any static fields that // aren't defined in mscorlib, we can control exactly what // gets loaded. _ = args; try { var arguments = Environment.GetCommandLineArgs(); MaybeInitializeConsole(arguments); SetupLibraryLoading(); EnsureDirectories(); // 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 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. */ #endregion Default.Debug("Initializing logger"); SelfConfig.ReadCommandLine(arguments); SelfConfig.Load(); DisabledConfig.Load(); if (AntiPiracy.IsInvalid(Environment.CurrentDirectory)) { Default.Error("Invalid installation; please buy the game to run BSIPA."); return; } CriticalSection.Configure(); Logging.Logger.Injector.Debug("Prepping bootstrapper"); // make sure to load the game version and check boundaries before installing the bootstrap, because that uses the game assemblies property GameVersionEarly.Load(); SelfConfig.Instance.CheckVersionBoundary(); // updates backup InstallBootstrapPatch(); AntiMalwareEngine.Initialize(); Updates.InstallPendingUpdates(); Loader.LibLoader.SetupAssemblyFilenames(true); pluginAsyncLoadTask = PluginLoader.LoadTask(); permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory)); } catch (Exception e) { Console.WriteLine(e); } } 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; if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData"))) _ = Directory.CreateDirectory(path); if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins"))) _ = Directory.CreateDirectory(path); } private static void SetupLibraryLoading() { if (loadingDone) return; loadingDone = true; Loader.LibLoader.Configure(); } private static void InstallHarmonyProtections() { // proxy function to delay resolution HarmonyProtectorProxy.ProtectNull(); } private static void InstallBootstrapPatch() { var sw = Stopwatch.StartNew(); var cAsmName = Assembly.GetExecutingAssembly().GetName(); var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location)!; var dataDir = new DirectoryInfo(managedPath).Parent!.Name; var gameName = dataDir.Substring(0, dataDir.Length - 5); Logging.Logger.Injector.Debug("Finding backup"); var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName); var bkp = BackupManager.FindLatestBackup(backupPath); if (bkp == null) Logging.Logger.Injector.Warn("No backup found! Was BSIPA installed using the installer?"); // TODO: Investigate if this ever worked properly. // this is a critical section because if you exit in here, assembly can die using var critSec = CriticalSection.ExecuteSection(); var readerParameters = new ReaderParameters { ReadWrite = false, InMemory = true, ReadingMode = ReadingMode.Immediate }; Logging.Logger.Injector.Debug("Ensuring patch on UnityEngine.CoreModule exists"); #region Insert patch into UnityEngine.CoreModule.dll var unityPath = Path.Combine(managedPath, "UnityEngine.CoreModule.dll"); using var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, readerParameters); var unityModDef = unityAsmDef.MainModule; bool modified = false; foreach (var asmref in unityModDef.AssemblyReferences) { if (asmref.Name == cAsmName.Name) { if (asmref.Version != cAsmName.Version) { asmref.Version = cAsmName.Version; modified = true; } } } var application = unityModDef.GetType("UnityEngine", "Camera"); if (application == null) { Logging.Logger.Injector.Critical("UnityEngine.CoreModule doesn't have a definition for UnityEngine.Camera!" + "Nothing to patch to get ourselves into the Unity run cycle!"); goto endPatchCoreModule; } MethodDefinition? cctor = null; foreach (var m in application.Methods) if (m.IsRuntimeSpecialName && m.Name == ".cctor") cctor = m; var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method); if (cctor == null) { cctor = new MethodDefinition(".cctor", MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName, unityModDef.TypeSystem.Void); application.Methods.Add(cctor); modified = true; var ilp = cctor.Body.GetILProcessor(); ilp.Emit(OpCodes.Call, cbs); ilp.Emit(OpCodes.Ret); } else { var ilp = cctor.Body.GetILProcessor(); for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++) { var ins = cctor.Body.Instructions[i]; switch (i) { case 0 when ins.OpCode != OpCodes.Call: ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs)); modified = true; break; case 0: { var methodRef = ins.Operand as MethodReference; if (methodRef?.FullName != cbs.FullName) { ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs)); modified = true; } break; } case 1 when ins.OpCode != OpCodes.Ret: ilp.Replace(ins, ilp.Create(OpCodes.Ret)); modified = true; break; } } } if (modified) { string tempFilePath = Path.GetTempFileName(); bkp?.Add(unityPath); unityAsmDef.Write(tempFilePath); File.Delete(unityPath); File.Move(tempFilePath, unityPath); } endPatchCoreModule: #endregion Insert patch into UnityEngine.CoreModule.dll #if BeatSaber Logging.Logger.Injector.Debug("Ensuring anti-yeet patch exists"); var name = SelfConfig.GameAssemblies_.FirstOrDefault() ?? SelfConfig.GetDefaultGameAssemblies().First(); var ascPath = Path.Combine(managedPath, name); try { using var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, readerParameters); var ascModDef = ascAsmDef.MainModule; var deleter = ascModDef.GetType("IPAPluginsDirDeleter"); if (deleter.Methods.Count > 0) { deleter.Methods.Clear(); // delete all methods string tempFilePath = Path.GetTempFileName(); bkp?.Add(ascPath); ascAsmDef.Write(tempFilePath); File.Delete(ascPath); File.Move(tempFilePath, ascPath); } } catch (Exception e) { Logging.Logger.Injector.Warn($"Could not apply anti-yeet patch to {ascPath}"); if (SelfConfig.Debug_.ShowHandledErrorStackTraces_) Logging.Logger.Injector.Warn(e); } #endif sw.Stop(); Logging.Logger.Injector.Info($"Installing bootstrapper took {sw.Elapsed}"); } private static bool bootstrapped; private static void CreateBootstrapper() { if (bootstrapped) return; bootstrapped = true; Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type) { var level = UnityLogRedirector.LogTypeToLevel(type); UnityLogProvider.UnityLogger.Log(level, $"{condition}"); UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}"); }; StdoutInterceptor.EnsureHarmonyLogging(); // need to reinit streams singe Unity seems to redirect stdout StdoutInterceptor.RedirectConsole(); InstallHarmonyProtections(); var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent(); bootstrapper.Destroyed += Bootstrapper_Destroyed; } private static bool loadingDone; private static void Bootstrapper_Destroyed() { // wait for plugins to finish loading pluginAsyncLoadTask?.Wait(); permissionFixTask?.Wait(); Default.Debug("Plugins loaded"); Default.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP())); _ = PluginComponent.Create(); } } }