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using Harmony;
using IPA.Injector.Backups;
using IPA.Loader;
using IPA.Logging;
using Mono.Cecil;
using Mono.Cecil.Cil;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
using UnityEngine;
using static IPA.Logging.Logger;
using Logger = IPA.Logging.Logger;
using MethodAttributes = Mono.Cecil.MethodAttributes;
namespace IPA.Injector
{
public static class Injector
{
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
{
// This loads System.Runtime.InteropServices, and Microsoft.Win32.SafeHandles.
Windows.WinConsole.Initialize();
// This loads AppDomain, System.IO, System.Collections.Generic, and System.Reflection.
// If kernel32.dll is not already loaded, this will also load it.
// This call also loads IPA.Loader and initializes the logging system. In the process
// it loads Ionic.Zip.
SetupLibraryLoading();
loader.Debug("Prepping bootstrapper");
// This will load Mono.Cecil
InstallBootstrapPatch();
// loads Assembly-CSharp-firstpass
PiracyChecks();
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
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);
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.Import(((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 (int i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
{
var ins = cctor.Body.Instructions[i];
if (i == 0)
{
if (ins.OpCode != OpCodes.Call)
{
ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
modified = true;
}
else
{
var mref = ins.Operand as MethodReference;
if (mref.FullName != cbs.FullName)
{
ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
modified = true;
}
}
}
if (i == 1 && ins.OpCode != OpCodes.Ret)
{
ilp.Replace(ins, ilp.Create(OpCodes.Ret));
modified = true;
}
}
}
if (modified)
{
bkp?.Add(unityPath);
unityAsmDef.Write(unityPath);
}
#endregion
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
}
private static void PiracyChecks()
{
if (Utilities.AntiPiracy.PiracyChecks.IsPirated)
{
log.Critical("You are using a pirated copy of the game! You will not recieve support for any mods.");
}
}
private static bool bootstrapped = false;
private static void CreateBootstrapper()
{
if (bootstrapped) return;
bootstrapped = true;
// need to reinit streams singe Unity seems to redirect stdout
Windows.WinConsole.InitializeStreams();
var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
bootstrapper.Destroyed += Bootstrapper_Destroyed;
}
private static bool injected = false;
public static void Inject()
{
if (!injected)
{
injected = true;
Windows.WinConsole.Initialize();
SetupLibraryLoading();
var bootstrapper = new GameObject("Bootstrapper").AddComponent<Bootstrapper>();
bootstrapper.Destroyed += Bootstrapper_Destroyed;
}
}
private static bool loadingDone = false;
public static void SetupLibraryLoading()
{
if (loadingDone) return;
loadingDone = true;
#region Add Library load locations
AppDomain.CurrentDomain.AssemblyResolve += LibLoader.AssemblyLibLoader;
try
{
if (!SetDllDirectory(LibLoader.NativeDir))
{
libLoader.Warn("Unable to add native library path to load path");
}
}
catch (Exception) { }
#endregion
}
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
private static void Bootstrapper_Destroyed()
{
PluginComponent.Create();
}
}
}