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