using IPA.Config;
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using IPA.Injector.Backups;
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using IPA.Loader;
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using IPA.Logging;
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using IPA.Utilities;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using System;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using UnityEngine;
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using static IPA.Logging.Logger;
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using MethodAttributes = Mono.Cecil.MethodAttributes;
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#if NET3
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using Net3_Proxy;
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using Path = Net3_Proxy.Path;
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using File = Net3_Proxy.File;
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using Directory = Net3_Proxy.Directory;
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#endif
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namespace IPA.Injector
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{
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/// <summary>
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/// The entry point type for BSIPA's Doorstop injector.
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/// </summary>
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// ReSharper disable once UnusedMember.Global
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internal static class Injector
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{
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private static Task pluginAsyncLoadTask;
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private static Task permissionFixTask;
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//private static string otherNewtonsoftJson = null;
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// ReSharper disable once UnusedParameter.Global
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internal static void Main(string[] args)
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{ // entry point for doorstop
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// At this point, literally nothing but mscorlib is loaded,
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// and since this class doesn't have any static fields that
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// aren't defined in mscorlib, we can control exactly what
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// gets loaded.
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try
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{
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if (Environment.GetCommandLineArgs().Contains("--verbose"))
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WinConsole.Initialize();
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SetupLibraryLoading();
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/*var otherNewtonsoft = Path.Combine(
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Directory.EnumerateDirectories(Environment.CurrentDirectory, "*_Data").First(),
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"Managed",
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"Newtonsoft.Json.dll");
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if (File.Exists(otherNewtonsoft))
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{ // this game ships its own Newtonsoft; force load ours and flag loading theirs
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LibLoader.LoadLibrary(new AssemblyName("Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed"));
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otherNewtonsoftJson = otherNewtonsoft;
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}*/
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EnsureDirectories();
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// this is weird, but it prevents Mono from having issues loading the type.
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// IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
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var unused = StandardLogger.PrintFilter;
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#region // Above hack explaination
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/*
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* Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
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* is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
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* the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
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*/
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#endregion
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log.Debug("Initializing logger");
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SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs());
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SelfConfig.Load();
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DisabledConfig.Load();
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if (AntiPiracy.IsInvalid(Environment.CurrentDirectory))
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{
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loader.Error("Invalid installation; please buy the game to run BSIPA.");
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return;
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}
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CriticalSection.Configure();
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Updates.InstallPendingUpdates();
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LibLoader.SetupAssemblyFilenames(true);
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loader.Debug("Prepping bootstrapper");
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// updates backup
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InstallBootstrapPatch();
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GameVersionEarly.Load();
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//HarmonyProtector.Protect();
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pluginAsyncLoadTask = PluginLoader.LoadTask();
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permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
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}
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catch (Exception e)
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{
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Console.WriteLine(e);
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}
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}
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private static void EnsureDirectories()
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{
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string path;
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if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
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Directory.CreateDirectory(path);
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if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins")))
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Directory.CreateDirectory(path);
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}
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private static void SetupLibraryLoading()
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{
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if (loadingDone) return;
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loadingDone = true;
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LibLoader.Configure();
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}
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private static void InstallBootstrapPatch()
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{
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var cAsmName = Assembly.GetExecutingAssembly().GetName();
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var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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var dataDir = new DirectoryInfo(managedPath).Parent.Name;
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var gameName = dataDir.Substring(0, dataDir.Length - 5);
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loader.Debug("Finding backup");
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var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName);
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var bkp = BackupManager.FindLatestBackup(backupPath);
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if (bkp == null)
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loader.Warn("No backup found! Was BSIPA installed using the installer?");
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loader.Debug("Ensuring patch on UnityEngine.CoreModule exists");
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#region Insert patch into UnityEngine.CoreModule.dll
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{
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var unityPath = Path.Combine(managedPath,
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"UnityEngine.CoreModule.dll");
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// this is a critical section because if you exit in here, CoreModule can die
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CriticalSection.EnterExecuteSection();
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var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters
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{
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ReadWrite = false,
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InMemory = true,
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ReadingMode = ReadingMode.Immediate
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});
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var unityModDef = unityAsmDef.MainModule;
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bool modified = false;
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foreach (var asmref in unityModDef.AssemblyReferences)
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{
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if (asmref.Name == cAsmName.Name)
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{
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if (asmref.Version != cAsmName.Version)
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{
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asmref.Version = cAsmName.Version;
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modified = true;
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}
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}
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}
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var application = unityModDef.GetType("UnityEngine", "Application");
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MethodDefinition cctor = null;
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foreach (var m in application.Methods)
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if (m.IsRuntimeSpecialName && m.Name == ".cctor")
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cctor = m;
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var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
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if (cctor == null)
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{
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cctor = new MethodDefinition(".cctor",
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MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
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unityModDef.TypeSystem.Void);
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application.Methods.Add(cctor);
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modified = true;
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var ilp = cctor.Body.GetILProcessor();
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ilp.Emit(OpCodes.Call, cbs);
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ilp.Emit(OpCodes.Ret);
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}
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else
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{
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var ilp = cctor.Body.GetILProcessor();
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for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
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{
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var ins = cctor.Body.Instructions[i];
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switch (i)
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{
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case 0 when ins.OpCode != OpCodes.Call:
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ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
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modified = true;
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break;
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case 0:
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{
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var methodRef = ins.Operand as MethodReference;
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if (methodRef?.FullName != cbs.FullName)
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{
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ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
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modified = true;
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}
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break;
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}
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case 1 when ins.OpCode != OpCodes.Ret:
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ilp.Replace(ins, ilp.Create(OpCodes.Ret));
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modified = true;
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break;
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}
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}
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}
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if (modified)
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{
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bkp?.Add(unityPath);
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unityAsmDef.Write(unityPath);
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}
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CriticalSection.ExitExecuteSection();
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}
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#endregion Insert patch into UnityEngine.CoreModule.dll
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loader.Debug("Ensuring Assembly-CSharp is virtualized");
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{
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var ascPath = Path.Combine(managedPath,
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"MainAssembly.dll"); // TODO: change to config option for other games
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#region Virtualize Assembly-CSharp.dll
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{
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CriticalSection.EnterExecuteSection();
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try
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{
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var ascModule = VirtualizedModule.Load(ascPath);
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ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
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}
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catch (Exception e)
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{
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loader.Error($"Could not virtualize {ascPath}");
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loader.Error(e);
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}
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CriticalSection.ExitExecuteSection();
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}
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#endregion Virtualize Assembly-CSharp.dll
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#region Anti-Yeet
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CriticalSection.EnterExecuteSection();
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try
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{
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loader.Debug("Applying anti-yeet patch");
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var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, new ReaderParameters
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{
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ReadWrite = false,
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InMemory = true,
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ReadingMode = ReadingMode.Immediate
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});
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var ascModDef = ascAsmDef.MainModule;
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var deleter = ascModDef.GetType("IPAPluginsDirDeleter");
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deleter.Methods.Clear(); // delete all methods
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ascAsmDef.Write(ascPath);
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}
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catch (Exception)
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{
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// ignore
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}
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CriticalSection.ExitExecuteSection();
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#endregion
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}
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}
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private static bool bootstrapped;
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private static void CreateBootstrapper()
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{
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if (bootstrapped) return;
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bootstrapped = true;
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/*if (otherNewtonsoftJson != null)
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Assembly.LoadFrom(otherNewtonsoftJson);*/
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Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
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{
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var level = UnityLogRedirector.LogTypeToLevel(type);
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UnityLogProvider.UnityLogger.Log(level, $"{condition}");
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UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}");
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};
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// need to reinit streams singe Unity seems to redirect stdout
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StdoutInterceptor.RedirectConsole();
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var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
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bootstrapper.Destroyed += Bootstrapper_Destroyed;
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}
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private static bool loadingDone;
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private static void Bootstrapper_Destroyed()
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{
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// wait for plugins to finish loading
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pluginAsyncLoadTask.Wait();
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permissionFixTask.Wait();
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BeatSaber.EnsureRuntimeGameVersion();
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log.Debug("Plugins loaded");
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log.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP()));
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PluginComponent.Create();
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}
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}
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}
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