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.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. try { if (Environment.GetCommandLineArgs().Contains("--verbose")) WinConsole.Initialize(); SetupLibraryLoading(); /*var otherNewtonsoft = Path.Combine( Directory.EnumerateDirectories(Environment.CurrentDirectory, "*_Data").First(), "Managed", "Newtonsoft.Json.dll"); if (File.Exists(otherNewtonsoft)) { // this game ships its own Newtonsoft; force load ours and flag loading theirs LibLoader.LoadLibrary(new AssemblyName("Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed")); otherNewtonsoftJson = otherNewtonsoft; }*/ 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 explaination /* * 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 log.Debug("Initializing logger"); SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs()); SelfConfig.Load(); DisabledConfig.Load(); if (AntiPiracy.IsInvalid(Environment.CurrentDirectory)) { loader.Error("Invalid installation; please buy the game to run BSIPA."); return; } CriticalSection.Configure(); loader.Debug("Prepping bootstrapper"); // updates backup InstallBootstrapPatch(); Updates.InstallPendingUpdates(); LibLoader.SetupAssemblyFilenames(true); GameVersionEarly.Load(); //HarmonyProtector.Protect(); pluginAsyncLoadTask = PluginLoader.LoadTask(); permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory)); } catch (Exception e) { Console.WriteLine(e); } } 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; LibLoader.Configure(); } private static void InstallBootstrapPatch() { 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); loader.Debug("Finding backup"); var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName); 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(managedPath, "UnityEngine.CoreModule.dll"); // this is a critical section because if you exit in here, CoreModule can die CriticalSection.EnterExecuteSection(); 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); } CriticalSection.ExitExecuteSection(); } #endregion Insert patch into UnityEngine.CoreModule.dll loader.Debug("Ensuring Assembly-CSharp is virtualized"); { var ascPath = Path.Combine(managedPath, "MainAssembly.dll"); // TODO: change to config option for other games #region Virtualize Assembly-CSharp.dll { CriticalSection.EnterExecuteSection(); try { var ascModule = VirtualizedModule.Load(ascPath); ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath)); } catch (Exception e) { loader.Error($"Could not virtualize {ascPath}"); loader.Error(e); } CriticalSection.ExitExecuteSection(); } #endregion Virtualize Assembly-CSharp.dll #region Anti-Yeet CriticalSection.EnterExecuteSection(); try { loader.Debug("Applying anti-yeet patch"); var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, new ReaderParameters { ReadWrite = false, InMemory = true, ReadingMode = ReadingMode.Immediate }); var ascModDef = ascAsmDef.MainModule; var deleter = ascModDef.GetType("IPAPluginsDirDeleter"); deleter.Methods.Clear(); // delete all methods ascAsmDef.Write(ascPath); } catch (Exception) { // ignore } CriticalSection.ExitExecuteSection(); #endregion } } private static bool bootstrapped; private static void CreateBootstrapper() { if (bootstrapped) return; bootstrapped = true; /*if (otherNewtonsoftJson != null) Assembly.LoadFrom(otherNewtonsoftJson);*/ Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type) { var level = UnityLogRedirector.LogTypeToLevel(type); UnityLogProvider.UnityLogger.Log(level, $"{condition}"); UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}"); }; // need to reinit streams singe Unity seems to redirect stdout StdoutInterceptor.RedirectConsole(); 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(); BeatSaber.EnsureRuntimeGameVersion(); log.Debug("Plugins loaded"); log.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP())); PluginComponent.Create(); } } }