using IPA.Config; using IPA.Injector.Backups; using IPA.Loader; using IPA.Logging; using Mono.Cecil; using Mono.Cecil.Cil; using System; 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; namespace IPA.Injector { // ReSharper disable once UnusedMember.Global public static class Injector { private static Task pluginAsyncLoadTask; // ReSharper disable once UnusedParameter.Global public 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. try { if (!Environment.GetCommandLineArgs().Contains("--no-console")) WinConsole.Initialize(); SetupLibraryLoading(); EnsureUserData(); //log.Debug("Initializing logger"); SelfConfig.Set(); loader.Debug("Prepping bootstrapper"); InstallBootstrapPatch(); Updates.InstallPendingUpdates(); pluginAsyncLoadTask = PluginLoader.LoadTask(); } catch (Exception e) { Console.WriteLine(e); } } private static void EnsureUserData() { string path; if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData"))) Directory.CreateDirectory(path); } private static void SetupLibraryLoading() { if (loadingDone) return; loadingDone = true; AppDomain.CurrentDomain.AssemblyResolve += LibLoader.AssemblyLibLoader; } private static void InstallBootstrapPatch() { var cAsmName = Assembly.GetExecutingAssembly().GetName(); loader.Debug("Finding backup"); var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", "Beat Saber"); var bkp = BackupManager.FindLatestBackup(backupPath); if (bkp == null) loader.Warn("No backup found! Was BSIPA installed using the installer?"); loader.Debug("Ensuring patch on UnityEngine.CoreModule exists"); #region Insert patch into UnityEngine.CoreModule.dll { var unityPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed", "UnityEngine.CoreModule.dll"); var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters { ReadWrite = false, InMemory = true, ReadingMode = ReadingMode.Immediate }); 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", "Application"); 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) { bkp?.Add(unityPath); unityAsmDef.Write(unityPath); } } #endregion Insert patch into UnityEngine.CoreModule.dll loader.Debug("Ensuring Assembly-CSharp is virtualized"); #region Virtualize Assembly-CSharp.dll { var ascPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed", "Assembly-CSharp.dll"); var ascModule = VirtualizedModule.Load(ascPath); ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath)); } #endregion Virtualize Assembly-CSharp.dll } private static bool bootstrapped; private static void CreateBootstrapper() { if (bootstrapped) return; bootstrapped = true; Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type) { var level = UnityLogInterceptor.LogTypeToLevel(type); UnityLogInterceptor.UnityLogger.Log(level, $"{condition.Trim()}"); UnityLogInterceptor.UnityLogger.Log(level, $"{stackTrace.Trim()}"); }; // need to reinit streams singe Unity seems to redirect stdout WinConsole.InitializeStreams(); 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(); log.Debug("Plugins loaded"); log.Debug(string.Join(", ", PluginLoader.PluginsMetadata)); PluginComponent.Create(); } } }