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using IPA.Loader;
using IPA.Logging;
using System;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
using UnityEngine;
using static IPA.Logging.Logger;
namespace IPA.Injector
{
public static class Injector
{
private static bool injected = false;
public static void Inject()
{
if (!injected)
{
injected = true;
#region Add Library load locations
AppDomain.CurrentDomain.AssemblyResolve += AssemblyLibLoader;
try
{
if (!SetDllDirectory(Path.Combine(Environment.CurrentDirectory, "Libs", "Native")))
{
libLoader.Warn("Unable to add native library path to load path");
}
}
catch (Exception) { }
#endregion
var bootstrapper = new GameObject("Bootstrapper").AddComponent<Bootstrapper>();
bootstrapper.Destroyed += Bootstrapper_Destroyed;
}
}
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
#region Managed library loader
private static string libsDir;
private static Assembly AssemblyLibLoader(object source, ResolveEventArgs e)
{
if (libsDir == null)
libsDir = Path.Combine(Environment.CurrentDirectory, "Libs");
var asmName = new AssemblyName(e.Name);
Log(Level.Debug, $"Resolving library {asmName}");
var testFilen = Path.Combine(libsDir, $"{asmName.Name}.{asmName.Version}.dll");
Log(Level.Debug, $"Looking for file {testFilen}");
if (File.Exists(testFilen))
return Assembly.LoadFile(testFilen);
Log(Level.Critical, $"Could not load library {asmName}");
return null;
}
private static void Log(Level lvl, string message)
{ // multiple proxy methods to delay loading of assemblies until it's done
if (LogCreated)
AssemblyLibLoaderCallLogger(lvl, message);
else
if (((byte)lvl & (byte)StandardLogger.PrintFilter) != 0)
Console.WriteLine($"[{lvl}] {message}");
}
private static void AssemblyLibLoaderCallLogger(Level lvl, string message)
{
libLoader.Log(lvl, message);
}
#endregion
private static void Bootstrapper_Destroyed()
{
PluginComponent.Create();
}
}
}