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using IPA.Patcher;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Text.RegularExpressions;
using System.Windows.Forms;
using IPA.ArgParsing;
namespace IPA
{
public class Program
{
public enum Architecture
{
x86,
x64,
Unknown
}
public static Version Version => Assembly.GetEntryAssembly().GetName().Version;
public static ArgumentFlag ArgHelp = new ArgumentFlag("--help", "-h") { DocString = "prints this message" };
public static ArgumentFlag ArgWaitFor = new ArgumentFlag("--waitfor", "-w") { DocString = "waits for the specified PID to exit", ValueString = "PID" };
public static ArgumentFlag ArgForce = new ArgumentFlag("--force", "-f") { DocString = "forces the operation to go through" };
public static ArgumentFlag ArgRevert = new ArgumentFlag("--revert", "-r") { DocString = "reverts the IPA installation" };
public static ArgumentFlag ArgNoWait = new ArgumentFlag("--nowait", "-n") { DocString = "doesn't wait for user input after the operation" };
public static ArgumentFlag ArgStart = new ArgumentFlag("--start", "-s") { DocString = "uses value as arguments to start the game after the patch/unpatch", ValueString = "ARGUMENTS" };
public static ArgumentFlag ArgLaunch = new ArgumentFlag("--launch", "-l") { DocString = "uses positional parameters as arguments to start the game after patch/unpatch" };
public static ArgumentFlag ArgDestructive = new ArgumentFlag("--destructive", "-d") { DocString = "patches the game using the now outdated destructive methods" };
[STAThread]
static void Main(string[] args)
{
Arguments.CmdLine.Flags(ArgHelp, ArgWaitFor, ArgForce, ArgRevert, ArgNoWait, ArgStart, ArgLaunch, ArgDestructive).Process();
if (ArgHelp)
{
Arguments.CmdLine.PrintHelp();
return;
}
try
{
if (ArgWaitFor.HasValue)
{ // wait for process if necessary
int pid = int.Parse(ArgWaitFor.Value);
try
{ // wait for beat saber to exit (ensures we can modify the file)
var parent = Process.GetProcessById(pid);
Console.WriteLine($"Waiting for parent ({pid}) process to die...");
parent.WaitForExit();
}
catch (Exception) { }
}
PatchContext context = null;
Assembly AssemblyLibLoader(object source, ResolveEventArgs e)
{
var libsDir = context.LibsPathSrc;
var asmName = new AssemblyName(e.Name);
var testFilen = Path.Combine(libsDir, $"{asmName.Name}.{asmName.Version}.dll");
if (File.Exists(testFilen))
return Assembly.LoadFile(testFilen);
Console.WriteLine($"Could not load library {asmName}");
return null;
}
AppDomain.CurrentDomain.AssemblyResolve += AssemblyLibLoader;
var argExeName = Arguments.CmdLine.PositionalArgs.FirstOrDefault(s => s.EndsWith(".exe"));
if (argExeName == null)
context = PatchContext.Create(new DirectoryInfo(Directory.GetCurrentDirectory()).GetFiles()
.First(o => o.Extension == ".exe" && o.FullName != Assembly.GetCallingAssembly().Location)
.FullName);
else
context = PatchContext.Create(argExeName);
// Sanitizing
Validate(context);
if (ArgRevert || Keyboard.IsKeyDown(Keys.LMenu))
Revert(context);
else
{
Install(context);
StartIfNeedBe(context);
}
}
catch (Exception e)
{
Fail(e.Message);
}
WaitForEnd();
}
private static void WaitForEnd()
{
if (!ArgNoWait)
{
Console.ForegroundColor = ConsoleColor.DarkYellow;
Console.WriteLine("[Press any key to continue]");
Console.ResetColor();
Console.ReadLine();
}
}
private static void Validate(PatchContext c)
{
if (!Directory.Exists(c.DataPathDst) || !File.Exists(c.EngineFile))
{
Fail("Game does not seem to be a Unity project. Could not find the libraries to patch.");
Console.WriteLine($"DataPath: {c.DataPathDst}");
Console.WriteLine($"EngineFile: {c.EngineFile}");
}
}
private static void Install(PatchContext context)
{
try
{
var backup = new BackupUnit(context);
if (ArgDestructive)
{
#region Patch Version Check
var patchedModule = PatchedModule.Load(context.EngineFile);
#if DEBUG
var isCurrentNewer = Version.CompareTo(patchedModule.Data.Version) >= 0;
#else
var isCurrentNewer = Version.CompareTo(patchedModule.Data.Version) > 0;
#endif
Console.WriteLine($"Current: {Version} Patched: {patchedModule.Data.Version}");
if (isCurrentNewer)
{
Console.ForegroundColor = ConsoleColor.White;
Console.WriteLine(
$"Preparing for update, {(patchedModule.Data.Version == null ? "UnPatched" : patchedModule.Data.Version.ToString())} => {Version}");
Console.WriteLine("--- Starting ---");
Revert(context);
Console.ResetColor();
#region File Copying
Console.ForegroundColor = ConsoleColor.Magenta;
Console.WriteLine("Updating files... ");
var nativePluginFolder = Path.Combine(context.DataPathDst, "Plugins");
bool isFlat = Directory.Exists(nativePluginFolder) &&
Directory.GetFiles(nativePluginFolder).Any(f => f.EndsWith(".dll"));
bool force = !BackupManager.HasBackup(context) || ArgForce;
var architecture = DetectArchitecture(context.Executable);
Console.WriteLine("Architecture: {0}", architecture);
CopyAll(new DirectoryInfo(context.DataPathSrc), new DirectoryInfo(context.DataPathDst), force,
backup,
(from, to) => NativePluginInterceptor(from, to, new DirectoryInfo(nativePluginFolder), isFlat,
architecture));
CopyAll(new DirectoryInfo(context.LibsPathSrc), new DirectoryInfo(context.LibsPathDst), force,
backup,
(from, to) => NativePluginInterceptor(from, to, new DirectoryInfo(nativePluginFolder), isFlat,
architecture));
Console.WriteLine("Successfully updated files!");
#endregion
}
else
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine($"Files up to date @ Version {Version}!");
Console.ResetColor();
}
#endregion
#region Patching
if (!patchedModule.Data.IsPatched || isCurrentNewer)
{
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine($"Patching UnityEngine.dll with Version {Application.ProductVersion}... ");
backup.Add(context.EngineFile);
patchedModule.Patch(Version);
Console.WriteLine("Done!");
Console.ResetColor();
}
#endregion
#region Creating shortcut
if (!File.Exists(context.ShortcutPath))
{
Console.ForegroundColor = ConsoleColor.DarkGreen;
Console.WriteLine("Creating shortcut to IPA ({0})... ", context.IPA);
try
{
Shortcut.Create(
fileName: context.ShortcutPath,
targetPath: context.IPA,
arguments: Args(context.Executable, "-ln"),
workingDirectory: context.ProjectRoot,
description: "Launches the game and makes sure it's in a patched state",
hotkey: "",
iconPath: context.Executable
);
}
catch (Exception)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.Error.WriteLine("Failed to create shortcut, but game was patched!");
}
Console.ResetColor();
}
#endregion
}
else
{
Console.ForegroundColor = ConsoleColor.Cyan;
Console.WriteLine("Restoring old version... ");
if (BackupManager.HasBackup(context))
BackupManager.Restore(context);
var nativePluginFolder = Path.Combine(context.DataPathDst, "Plugins");
bool isFlat = Directory.Exists(nativePluginFolder) &&
Directory.GetFiles(nativePluginFolder).Any(f => f.EndsWith(".dll"));
bool force = !BackupManager.HasBackup(context) || ArgForce;
var architecture = DetectArchitecture(context.Executable);
Console.ForegroundColor = ConsoleColor.DarkCyan;
Console.WriteLine("Installing files... ");
CopyAll(new DirectoryInfo(context.DataPathSrc), new DirectoryInfo(context.DataPathDst), force,
backup,
(from, to) => NativePluginInterceptor(from, to, new DirectoryInfo(nativePluginFolder), isFlat,
architecture));
CopyAll(new DirectoryInfo(context.LibsPathSrc), new DirectoryInfo(context.LibsPathDst), force,
backup,
(from, to) => NativePluginInterceptor(from, to, new DirectoryInfo(nativePluginFolder), isFlat,
architecture));
CopyAll(new DirectoryInfo(context.IPARoot), new DirectoryInfo(context.ProjectRoot), force,
backup,
null, false);
}
#region Create Plugin Folder
if (!Directory.Exists(context.PluginsFolder))
{
Console.ForegroundColor = ConsoleColor.DarkYellow;
Console.WriteLine("Creating plugins folder... ");
Directory.CreateDirectory(context.PluginsFolder);
Console.ResetColor();
}
#endregion
#region Virtualizing
if (ArgDestructive && File.Exists(context.AssemblyFile))
{
var virtualizedModule = VirtualizedModule.Load(context.AssemblyFile);
if (!virtualizedModule.IsVirtualized)
{
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine("Virtualizing Assembly-Csharp.dll... ");
backup.Add(context.AssemblyFile);
virtualizedModule.Virtualize();
Console.WriteLine("Done!");
Console.ResetColor();
}
}
#endregion
}
catch (Exception e)
{
Console.ForegroundColor = ConsoleColor.Red;
Fail("Oops! This should not have happened.\n\n" + e);
}
Console.ResetColor();
}
private static void Revert(PatchContext context)
{
Console.ForegroundColor = ConsoleColor.Cyan;
Console.Write("Restoring backup... ");
if (BackupManager.Restore(context))
{
Console.WriteLine("Done!");
}
else
{
Console.WriteLine("Already vanilla or you removed your backups!");
}
if (File.Exists(context.ShortcutPath))
{
Console.WriteLine("Deleting shortcut...");
File.Delete(context.ShortcutPath);
}
Console.WriteLine("");
Console.WriteLine("--- Done reverting ---");
Console.ResetColor();
}
private static void StartIfNeedBe(PatchContext context)
{
if (ArgStart.HasValue)
{
Process.Start(context.Executable, ArgStart.Value);
}
else
{
var argList = Arguments.CmdLine.PositionalArgs.ToList();
argList.Remove(context.Executable);
if (ArgLaunch)
{
Process.Start(context.Executable, Args(argList.ToArray()));
}
}
}
public static IEnumerable<FileInfo> NativePluginInterceptor(FileInfo from, FileInfo to,
DirectoryInfo nativePluginFolder, bool isFlat, Architecture preferredArchitecture)
{
if (to.FullName.StartsWith(nativePluginFolder.FullName))
{
var relevantBit = to.FullName.Substring(nativePluginFolder.FullName.Length + 1);
// Goes into the plugin folder!
bool isFileFlat = !relevantBit.StartsWith("x86");
if (isFlat && !isFileFlat)
{
// Flatten structure
bool is64Bit = relevantBit.StartsWith("x86_64");
if (!is64Bit && preferredArchitecture == Architecture.x86)
{
// 32 bit
yield return new FileInfo(Path.Combine(nativePluginFolder.FullName,
relevantBit.Substring("x86".Length + 1)));
}
else if (is64Bit && (preferredArchitecture == Architecture.x64 ||
preferredArchitecture == Architecture.Unknown))
{
// 64 bit
yield return new FileInfo(Path.Combine(nativePluginFolder.FullName,
relevantBit.Substring("x86_64".Length + 1)));
}
else
{
// Throw away
yield break;
}
}
else if (!isFlat && isFileFlat)
{
// Deepen structure
yield return new FileInfo(Path.Combine(Path.Combine(nativePluginFolder.FullName, "x86"),
relevantBit));
yield return new FileInfo(Path.Combine(Path.Combine(nativePluginFolder.FullName, "x86_64"),
relevantBit));
}
else
{
yield return to;
}
}
else
{
yield return to;
}
}
public static void ClearLine()
{
Console.SetCursorPosition(0, Console.CursorTop);
int tpos = Console.CursorTop;
Console.Write(new string(' ', Console.WindowWidth));
Console.SetCursorPosition(0, tpos);
}
private static IEnumerable<FileInfo> PassThroughInterceptor(FileInfo from, FileInfo to)
{
yield return to;
}
public static void CopyAll(DirectoryInfo source, DirectoryInfo target, bool aggressive, BackupUnit backup,
Func<FileInfo, FileInfo, IEnumerable<FileInfo>> interceptor = null, bool recurse = true)
{
if (interceptor == null)
{
interceptor = PassThroughInterceptor;
}
// Copy each file into the new directory.
foreach (FileInfo fi in source.GetFiles())
{
foreach (var targetFile in interceptor(fi, new FileInfo(Path.Combine(target.FullName, fi.Name))))
{
if (!targetFile.Exists || targetFile.LastWriteTimeUtc < fi.LastWriteTimeUtc || aggressive)
{
targetFile.Directory.Create();
Console.CursorTop--;
ClearLine();
Console.WriteLine(@"Copying {0}", targetFile.FullName);
backup.Add(targetFile);
fi.CopyTo(targetFile.FullName, true);
}
}
}
// Copy each subdirectory using recursion.
if (recurse)
foreach (DirectoryInfo diSourceSubDir in source.GetDirectories())
{
DirectoryInfo nextTargetSubDir = new DirectoryInfo(Path.Combine(target.FullName, diSourceSubDir.Name));
CopyAll(diSourceSubDir, nextTargetSubDir, aggressive, backup, interceptor, recurse);
}
}
static void Fail(string message)
{
Console.Error.WriteLine("ERROR: " + message);
WaitForEnd();
Environment.Exit(1);
}
public static string Args(params string[] args)
{
return string.Join(" ", args.Select(EncodeParameterArgument).ToArray());
}
/// <summary>
/// Encodes an argument for passing into a program
/// </summary>
/// <param name="original">The value that should be received by the program</param>
/// <returns>The value which needs to be passed to the program for the original value
/// to come through</returns>
public static string EncodeParameterArgument(string original)
{
if (string.IsNullOrEmpty(original))
return original;
string value = Regex.Replace(original, @"(\\*)" + "\"", @"$1\$0");
value = Regex.Replace(value, @"^(.*\s.*?)(\\*)$", "\"$1$2$2\"");
return value;
}
public static Architecture DetectArchitecture(string assembly)
{
using (var reader = new BinaryReader(File.OpenRead(assembly)))
{
var header = reader.ReadUInt16();
if (header == 0x5a4d)
{
reader.BaseStream.Seek(60, SeekOrigin.Begin); // this location contains the offset for the PE header
var peOffset = reader.ReadUInt32();
reader.BaseStream.Seek(peOffset + 4, SeekOrigin.Begin);
var machine = reader.ReadUInt16();
if (machine == 0x8664) // IMAGE_FILE_MACHINE_AMD64
return Architecture.x64;
else if (machine == 0x014c) // IMAGE_FILE_MACHINE_I386
return Architecture.x86;
else if (machine == 0x0200) // IMAGE_FILE_MACHINE_IA64
return Architecture.x64;
else
return Architecture.Unknown;
}
else
{
// Not a supported binary
return Architecture.Unknown;
}
}
}
public abstract class Keyboard
{
[Flags]
private enum KeyStates
{
None = 0,
Down = 1,
Toggled = 2
}
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
private static extern short GetKeyState(int keyCode);
private static KeyStates GetKeyState(Keys key)
{
KeyStates state = KeyStates.None;
short retVal = GetKeyState((int)key);
//If the high-order bit is 1, the key is down
//otherwise, it is up.
if ((retVal & 0x8000) == 0x8000)
state |= KeyStates.Down;
//If the low-order bit is 1, the key is toggled.
if ((retVal & 1) == 1)
state |= KeyStates.Toggled;
return state;
}
public static bool IsKeyDown(Keys key)
{
return KeyStates.Down == (GetKeyState(key) & KeyStates.Down);
}
public static bool IsKeyToggled(Keys key)
{
return KeyStates.Toggled == (GetKeyState(key) & KeyStates.Toggled);
}
}
}
}