using Mono.Cecil; using Mono.Cecil.Rocks; using System; using System.Collections.Generic; using System.IO; using System.Reflection; namespace IPA.Injector { internal class VirtualizedModule : IDisposable { private readonly FileInfo file; private ModuleDefinition module; public static VirtualizedModule Load(string engineFile) { return new VirtualizedModule(engineFile); } private VirtualizedModule(string assemblyFile) { file = new FileInfo(assemblyFile); LoadModules(); } private void LoadModules() { module = ModuleDefinition.ReadModule(file.FullName, new ReaderParameters { ReadWrite = false, InMemory = true, ReadingMode = ReadingMode.Immediate }); } public void Virtualize(AssemblyName selfName, Action beforeChangeCallback = null) { var changed = false; var virtualize = true; foreach (var r in module.AssemblyReferences) { if (r.Name == selfName.Name) { virtualize = false; if (r.Version != selfName.Version) { r.Version = selfName.Version; changed = true; } } } if (virtualize) { changed = true; module.AssemblyReferences.Add(new AssemblyNameReference(selfName.Name, selfName.Version)); foreach (var type in module.Types) { VirtualizeType(type); } } if (changed) { beforeChangeCallback?.Invoke(); module.Write(file.FullName); } } private TypeReference inModreqRef; //private TypeReference outModreqRef; private void VirtualizeType(TypeDefinition type) { if(type.IsSealed) { // Unseal type.IsSealed = false; } if (type.IsNestedPrivate) { type.IsNestedPrivate = false; type.IsNestedPublic = true; } if (type.IsInterface) return; if (type.IsAbstract) return; // These two don't seem to work. if (type.Name == "SceneControl" || type.Name == "ConfigUI") return; // Take care of sub types foreach (var subType in type.NestedTypes) { VirtualizeType(subType); } foreach (var method in type.Methods) { if (method.IsManaged && method.IsIL && !method.IsStatic && (!method.IsVirtual || method.IsFinal) && !method.IsAbstract && !method.IsAddOn && !method.IsConstructor && !method.IsSpecialName && !method.IsGenericInstance && !method.HasOverrides) { // fix In and Out parameters to have the modreqs required by the compiler foreach (var param in method.Parameters) { if (param.IsIn) { inModreqRef ??= module.ImportReference(typeof(System.Runtime.InteropServices.InAttribute)); param.ParameterType = AddModreqIfNotExist(param.ParameterType, inModreqRef); } // Breaks override methods if modreq is applied to `out` parameters //if (param.IsOut) //{ // outModreqRef ??= module.ImportReference(typeof(System.Runtime.InteropServices.OutAttribute)); // param.ParameterType = AddModreqIfNotExist(param.ParameterType, outModreqRef); //} } method.IsVirtual = true; method.IsFinal = false; method.IsPublic = true; method.IsPrivate = false; method.IsNewSlot = true; method.IsHideBySig = true; } } foreach (var field in type.Fields) { if (field.IsPrivate) field.IsFamily = true; } } private TypeReference AddModreqIfNotExist(TypeReference type, TypeReference mod) { var (element, opt, req) = GetDecomposedModifiers(type); if (!req.Contains(mod)) { req.Add(mod); } return BuildModifiedType(element, opt, req); } private (TypeReference Element, List ModOpt, List ModReq) GetDecomposedModifiers(TypeReference type) { var opt = new List(); var req = new List(); while (type is IModifierType modif) { if (type.IsOptionalModifier) opt.Add(modif.ModifierType); if (type.IsRequiredModifier) req.Add(modif.ModifierType); type = modif.ElementType; } return (type, opt, req); } private TypeReference BuildModifiedType(TypeReference type, IEnumerable opt, IEnumerable req) { foreach (var mod in req) { type = type.MakeRequiredModifierType(mod); } foreach (var mod in opt) { type = type.MakeOptionalModifierType(mod); } return type; } #region IDisposable Support private bool disposedValue = false; // To detect redundant calls protected virtual void Dispose(bool disposing) { if (!disposedValue) { if (disposing) { module.Dispose(); } disposedValue = true; } } ~VirtualizedModule() { // Do not change this code. Put cleanup code in Dispose(bool disposing) above. Dispose(false); } // This code added to correctly implement the disposable pattern. public void Dispose() { // Do not change this code. Put cleanup code in Dispose(bool disposing) above. Dispose(true); GC.SuppressFinalize(this); } #endregion } }