#nullable enable
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using IPA.Config;
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using IPA.Utilities.Async;
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using System;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using UnityEngine;
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#if NET3
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using Path = Net3_Proxy.Path;
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#endif
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namespace IPA.Utilities
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{
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/// <summary>
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/// Provides some basic utility methods and properties of Beat Saber
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/// </summary>
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public static class UnityGame
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{
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private static AlmostVersion? _gameVersion;
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/// <summary>
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/// Provides the current game version.
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/// </summary>
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/// <value>the SemVer version of the game</value>
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public static AlmostVersion GameVersion => _gameVersion ??= new AlmostVersion(ApplicationVersionProxy);
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internal static void SetEarlyGameVersion(AlmostVersion ver)
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{
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_gameVersion = ver;
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Logging.Logger.Default.Debug($"GameVersion set early to {ver}");
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}
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private static string ApplicationVersionProxy
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get
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{
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try
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{
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return Application.version;
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}
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catch(MissingMemberException ex)
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{
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Logging.Logger.Default.Error($"Tried to grab 'Application.version' too early, it's probably broken now.");
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if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
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Logging.Logger.Default.Error(ex);
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}
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catch (Exception ex)
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{
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Logging.Logger.Default.Error($"Error getting Application.version: {ex.Message}");
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if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
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Logging.Logger.Default.Error(ex);
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}
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return string.Empty;
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}
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}
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internal static void EnsureRuntimeGameVersion()
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{
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try
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{
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var rtVer = new AlmostVersion(ApplicationVersionProxy);
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if (!rtVer.Equals(_gameVersion)) // this actually uses stricter equality than == for AlmostVersion
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{
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Logging.Logger.Default.Warn($"Early version {_gameVersion} parsed from game files doesn't match runtime version {rtVer}!");
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_gameVersion = rtVer;
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}
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}
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catch (MissingMethodException e)
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{
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Logging.Logger.Default.Error("Application.version was not found! Cannot check early parsed version");
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if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
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Logging.Logger.Default.Error(e);
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var st = new StackTrace();
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Logging.Logger.Default.Notice($"{st}");
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}
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}
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internal static bool IsGameVersionBoundary { get; private set; }
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internal static AlmostVersion? OldVersion { get; private set; }
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internal static void CheckGameVersionBoundary()
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{
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var gameVer = GameVersion;
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var lastVerS = SelfConfig.LastGameVersion_;
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OldVersion = lastVerS != null ? new AlmostVersion(lastVerS, gameVer) : null;
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IsGameVersionBoundary = OldVersion is not null && gameVer != OldVersion;
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SelfConfig.Instance.LastGameVersion = gameVer.ToString();
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}
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private static Thread? mainThread;
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/// <summary>
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/// Checks if the currently running code is running on the Unity main thread.
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/// </summary>
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/// <value><see langword="true"/> if the curent thread is the Unity main thread, <see langword="false"/> otherwise</value>
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public static bool OnMainThread => Environment.CurrentManagedThreadId == mainThread?.ManagedThreadId;
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/// <summary>
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/// Asynchronously switches the current execution context to the Unity main thread.
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/// </summary>
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/// <returns>An awaitable which causes any following code to execute on the main thread.</returns>
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public static SwitchToUnityMainThreadAwaitable SwitchToMainThreadAsync() => default;
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internal static void SetMainThread()
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=> mainThread = Thread.CurrentThread;
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/// <summary>
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/// The different types of releases of the game.
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/// </summary>
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public enum Release
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{
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/// <summary>
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/// Indicates a Steam release.
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/// </summary>
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Steam,
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/// <summary>
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/// Indicates a non-Steam release.
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/// </summary>
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Other
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}
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private static Release? _releaseCache;
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/// <summary>
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/// Gets the <see cref="Release"/> type of this installation of Beat Saber
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/// </summary>
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/// <remarks>
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/// This only gives a
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/// </remarks>
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/// <value>the type of release this is</value>
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public static Release ReleaseType => _releaseCache ??= CheckIsSteam() ? Release.Steam : Release.Other;
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private static string? _installRoot;
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/// <summary>
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/// Gets the path to the game's install directory.
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/// </summary>
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/// <value>the path of the game install directory</value>
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public static string InstallPath
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{
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get
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{
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if (_installRoot == null)
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_installRoot = Path.GetFullPath(
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Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "..", ".."));
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return _installRoot;
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}
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}
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/// <summary>
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/// The path to the `Libs` folder. Use only if necessary.
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/// </summary>
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/// <value>the path to the library directory</value>
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public static string LibraryPath => Path.Combine(InstallPath, "Libs");
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/// <summary>
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/// The path to the `Libs\Native` folder. Use only if necessary.
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/// </summary>
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/// <value>the path to the native library directory</value>
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public static string NativeLibraryPath => Path.Combine(LibraryPath, "Native");
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/// <summary>
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/// The directory to load plugins from.
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/// </summary>
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/// <value>the path to the plugin directory</value>
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public static string PluginsPath => Path.Combine(InstallPath, "Plugins");
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/// <summary>
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/// The path to the `UserData` folder.
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/// </summary>
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/// <value>the path to the user data directory</value>
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public static string UserDataPath => Path.Combine(InstallPath, "UserData");
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private static bool CheckIsSteam()
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{
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var installDirInfo = new DirectoryInfo(InstallPath);
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return installDirInfo.Parent?.Name == "common"
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&& installDirInfo.Parent?.Parent?.Name == "steamapps";
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}
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}
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/// <summary>
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/// An awaitable which, when awaited, switches the current context to the Unity main thread.
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/// </summary>
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/// <seealso cref="UnityGame.SwitchToMainThreadAsync"/>
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[SuppressMessage("Performance", "CA1815:Override equals and operator equals on value types",
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Justification = "This type should never be compared.")]
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public struct SwitchToUnityMainThreadAwaitable
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{
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/// <summary>
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/// Gets the awaiter for this awaitable.
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/// </summary>
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/// <returns>The awaiter for this awaitable.</returns>
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public SwitchToUnityMainThreadAwaiter GetAwaiter() => default;
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}
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/// <summary>
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/// An awaiter which, when awaited, switches the current context to the Unity main thread.
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/// </summary>
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/// <seealso cref="UnityGame.SwitchToMainThreadAsync"/>
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[SuppressMessage("Performance", "CA1815:Override equals and operator equals on value types",
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Justification = "This type should never be compared.")]
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public struct SwitchToUnityMainThreadAwaiter : INotifyCompletion, ICriticalNotifyCompletion
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{
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private static readonly ContextCallback InvokeAction = static o => ((Action)o!)();
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/// <summary>
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/// Gets whether or not this awaiter is completed.
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/// </summary>
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public bool IsCompleted => UnityGame.OnMainThread;
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/// <summary>
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/// Gets the result of this awaiter.
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/// </summary>
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public void GetResult() { }
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/// <summary>
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/// Registers a continuation to be called when this awaiter finishes.
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/// </summary>
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/// <param name="continuation">The continuation.</param>
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public void OnCompleted(Action continuation)
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{
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var ec = ExecutionContext.Capture();
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UnityMainThreadTaskScheduler.Default.QueueAction(() => ExecutionContext.Run(ec, InvokeAction, continuation));
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}
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/// <summary>
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/// Registers a continuation to be called when this awaiter finishes, without capturing the execution context.
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/// </summary>
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/// <param name="continuation">The continuation.</param>
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public void UnsafeOnCompleted(Action continuation)
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{
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UnityMainThreadTaskScheduler.Default.QueueAction(continuation);
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}
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}
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}
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