using Harmony;
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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 Mono.Cecil;
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using Mono.Cecil.Cil;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using static IPA.Logging.Logger;
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using Logger = IPA.Logging.Logger;
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using MethodAttributes = Mono.Cecil.MethodAttributes;
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namespace IPA.Injector
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{
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public static class Injector
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{
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public 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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// This loads System.Runtime.InteropServices, and Microsoft.Win32.SafeHandles.
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Windows.WinConsole.Initialize();
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// This loads AppDomain, System.IO, System.Collections.Generic, and System.Reflection.
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// If kernel32.dll is not already loaded, this will also load it.
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// This call also loads IPA.Loader and initializes the logging system. In the process
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// it loads Ionic.Zip.
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SetupLibraryLoading();
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loader.Debug("Prepping bootstrapper");
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// This will load Mono.Cecil
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InstallBootstrapPatch();
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// loads Assembly-CSharp-firstpass
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PiracyChecks();
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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 InstallBootstrapPatch()
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{
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var cAsmName = Assembly.GetExecutingAssembly().GetName();
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loader.Debug("Finding backup");
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var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA","Backups","Beat Saber");
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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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var unityPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed", "UnityEngine.CoreModule.dll");
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var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath);
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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.Import(((Action)CreateBootstrapper).Method);
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if (cctor == null)
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{
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cctor = new MethodDefinition(".cctor", MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName, 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 (int 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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if (i == 0)
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{
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if (ins.OpCode != OpCodes.Call)
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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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else
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{
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var mref = ins.Operand as MethodReference;
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if (mref.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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}
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}
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if (i == 1 && ins.OpCode != OpCodes.Ret)
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{
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ilp.Replace(ins, ilp.Create(OpCodes.Ret));
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modified = true;
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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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#endregion
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loader.Debug("Ensuring Assembly-CSharp is virtualized");
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#region Virtualize Assembly-CSharp.dll
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var ascPath = Path.Combine(Environment.CurrentDirectory, "Beat Saber_Data", "Managed", "Assembly-CSharp.dll");
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var ascModule = VirtualizedModule.Load(ascPath);
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ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
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#endregion
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}
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private static void PiracyChecks()
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{
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if (Utilities.AntiPiracy.PiracyChecks.IsPirated)
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{
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log.Critical("You are using a pirated copy of the game! You will not recieve support for any mods.");
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}
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}
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private static bool bootstrapped = false;
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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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// need to reinit streams singe Unity seems to redirect stdout
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Windows.WinConsole.InitializeStreams();
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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 injected = false;
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public static void Inject()
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{
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if (!injected)
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{
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injected = true;
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Windows.WinConsole.Initialize();
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SetupLibraryLoading();
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var bootstrapper = new GameObject("Bootstrapper").AddComponent<Bootstrapper>();
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bootstrapper.Destroyed += Bootstrapper_Destroyed;
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}
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}
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private static bool loadingDone = false;
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public static void SetupLibraryLoading()
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{
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if (loadingDone) return;
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loadingDone = true;
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#region Add Library load locations
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AppDomain.CurrentDomain.AssemblyResolve += LibLoader.AssemblyLibLoader;
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try
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{
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if (!SetDllDirectory(LibLoader.NativeDir))
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{
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libLoader.Warn("Unable to add native library path to load path");
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}
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}
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catch (Exception) { }
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#endregion
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}
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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private static void Bootstrapper_Destroyed()
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{
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PluginComponent.Create();
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}
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}
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}
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