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using IPA.Config;
using IPA.Injector.Backups;
using IPA.Loader;
using IPA.Logging;
using Mono.Cecil;
using Mono.Cecil.Cil;
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using UnityEngine;
using static IPA.Logging.Logger;
using MethodAttributes = Mono.Cecil.MethodAttributes;
namespace IPA.Injector
{
// ReSharper disable once UnusedMember.Global
public static class Injector
{
private static Task pluginAsyncLoadTask;
// ReSharper disable once UnusedParameter.Global
public static void Main(string[] args)
{ // entry point for doorstop
// At this point, literally nothing but mscorlib is loaded,
// and since this class doesn't have any static fields that
// aren't defined in mscorlib, we can control exactly what
// gets loaded.
try
{
if (!Environment.GetCommandLineArgs().Contains("--no-console"))
WinConsole.Initialize();
SetupLibraryLoading();
EnsureUserData();
//log.Debug("Initializing logger");
SelfConfig.Set();
loader.Debug("Prepping bootstrapper");
InstallBootstrapPatch();
Updates.InstallPendingUpdates();
pluginAsyncLoadTask = PluginLoader.LoadTask();
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
private static void EnsureUserData()
{
string path;
if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
Directory.CreateDirectory(path);
}
private static void SetupLibraryLoading()
{
if (loadingDone) return;
loadingDone = true;
AppDomain.CurrentDomain.AssemblyResolve += LibLoader.AssemblyLibLoader;
}
private static void InstallBootstrapPatch()
{
var cAsmName = Assembly.GetExecutingAssembly().GetName();
loader.Debug("Finding backup");
var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", "Beat Saber");
var bkp = BackupManager.FindLatestBackup(backupPath);
if (bkp == null)
loader.Warn("No backup found! Was BSIPA installed using the installer?");
loader.Debug("Ensuring patch on UnityEngine.CoreModule exists");
#region Insert patch into UnityEngine.CoreModule.dll
{
var unityPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed",
"UnityEngine.CoreModule.dll");
var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters
{
ReadWrite = false,
InMemory = true,
ReadingMode = ReadingMode.Immediate
});
var unityModDef = unityAsmDef.MainModule;
bool modified = false;
foreach (var asmref in unityModDef.AssemblyReferences)
{
if (asmref.Name == cAsmName.Name)
{
if (asmref.Version != cAsmName.Version)
{
asmref.Version = cAsmName.Version;
modified = true;
}
}
}
var application = unityModDef.GetType("UnityEngine", "Application");
MethodDefinition cctor = null;
foreach (var m in application.Methods)
if (m.IsRuntimeSpecialName && m.Name == ".cctor")
cctor = m;
var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
if (cctor == null)
{
cctor = new MethodDefinition(".cctor",
MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
unityModDef.TypeSystem.Void);
application.Methods.Add(cctor);
modified = true;
var ilp = cctor.Body.GetILProcessor();
ilp.Emit(OpCodes.Call, cbs);
ilp.Emit(OpCodes.Ret);
}
else
{
var ilp = cctor.Body.GetILProcessor();
for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
{
var ins = cctor.Body.Instructions[i];
switch (i)
{
case 0 when ins.OpCode != OpCodes.Call:
ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
modified = true;
break;
case 0:
{
var methodRef = ins.Operand as MethodReference;
if (methodRef?.FullName != cbs.FullName)
{
ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
modified = true;
}
break;
}
case 1 when ins.OpCode != OpCodes.Ret:
ilp.Replace(ins, ilp.Create(OpCodes.Ret));
modified = true;
break;
}
}
}
if (modified)
{
bkp?.Add(unityPath);
unityAsmDef.Write(unityPath);
}
}
#endregion Insert patch into UnityEngine.CoreModule.dll
loader.Debug("Ensuring Assembly-CSharp is virtualized");
#region Virtualize Assembly-CSharp.dll
{
var ascPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed",
"Assembly-CSharp.dll");
var ascModule = VirtualizedModule.Load(ascPath);
ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
}
#endregion Virtualize Assembly-CSharp.dll
}
private static bool bootstrapped;
private static void CreateBootstrapper()
{
if (bootstrapped) return;
bootstrapped = true;
Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
{
var level = UnityLogInterceptor.LogTypeToLevel(type);
UnityLogInterceptor.UnityLogger.Log(level, $"{condition.Trim()}");
UnityLogInterceptor.UnityLogger.Log(level, $"{stackTrace.Trim()}");
};
// need to reinit streams singe Unity seems to redirect stdout
WinConsole.InitializeStreams();
var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
bootstrapper.Destroyed += Bootstrapper_Destroyed;
}
private static bool loadingDone;
private static void Bootstrapper_Destroyed()
{
// wait for plugins to finish loading
pluginAsyncLoadTask.Wait();
log.Debug("Plugins loaded");
log.Debug(string.Join(", ", PluginLoader.PluginsMetadata));
PluginComponent.Create();
}
}
}