using IPA.Config;
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using System;
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using System.IO;
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using System.Reflection;
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using UnityEngine;
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#if NET3
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using Path = Net3_Proxy.Path;
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#endif
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namespace IPA.Utilities
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{
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/// <summary>
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/// Provides some basic utility methods and properties of Beat Saber
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/// </summary>
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public static class UnityGame
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{
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private static AlmostVersion _gameVersion;
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/// <summary>
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/// Provides the current game version.
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/// </summary>
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/// <value>the SemVer version of the game</value>
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public static AlmostVersion GameVersion => _gameVersion ?? (_gameVersion = new AlmostVersion(ApplicationVersionProxy));
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internal static void SetEarlyGameVersion(AlmostVersion ver)
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{
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_gameVersion = ver;
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Logging.Logger.log.Debug($"GameVersion set early to {ver}");
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}
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private static string ApplicationVersionProxy => Application.version;
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internal static void EnsureRuntimeGameVersion()
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{
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try
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{
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var rtVer = new AlmostVersion(ApplicationVersionProxy);
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if (!rtVer.Equals(_gameVersion)) // this actually uses stricter equality than == for AlmostVersion
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{
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Logging.Logger.log.Warn($"Early version {_gameVersion} parsed from game files doesn't match runtime version {rtVer}!");
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_gameVersion = rtVer;
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}
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}
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catch (MissingMethodException e)
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{
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Logging.Logger.log.Error("Application.version was not found! Cannot check early parsed version");
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if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
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Logging.Logger.log.Error(e);
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}
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}
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internal static bool IsGameVersionBoundary { get; private set; }
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internal static AlmostVersion OldVersion { get; private set; }
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internal static void CheckGameVersionBoundary()
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{
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var gameVer = GameVersion;
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var lastVerS = SelfConfig.LastGameVersion_;
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OldVersion = lastVerS != null ? new AlmostVersion(lastVerS, gameVer) : null;
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IsGameVersionBoundary = OldVersion != null && gameVer != OldVersion;
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SelfConfig.Instance.LastGameVersion = gameVer.ToString();
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}
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/// <summary>
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/// The different types of releases of the game.
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/// </summary>
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public enum Release
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{
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/// <summary>
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/// Indicates a Steam release.
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/// </summary>
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Steam,
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/// <summary>
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/// Indicates an Oculus release.
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/// </summary>
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Oculus
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}
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private static Release? _releaseCache;
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/// <summary>
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/// Gets the <see cref="Release"/> type of this installation of Beat Saber
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/// </summary>
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/// <remarks>
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/// This only gives a
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/// </remarks>
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/// <value>the type of release this is</value>
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public static Release ReleaseType => (_releaseCache ?? (_releaseCache = FindSteamVRAsset() ? Release.Steam : Release.Oculus)).Value;
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private static string _installRoot;
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/// <summary>
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/// Gets the path to the Beat Saber install directory.
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/// </summary>
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/// <value>the path of the game install directory</value>
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public static string InstallPath
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{
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get
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{
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if (_installRoot == null)
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_installRoot = Path.GetFullPath(
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Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "..", ".."));
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return _installRoot;
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}
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}
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/// <summary>
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/// The path to the `Libs` folder. Use only if necessary.
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/// </summary>
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/// <value>the path to the library directory</value>
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public static string LibraryPath => Path.Combine(InstallPath, "Libs");
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/// <summary>
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/// The path to the `Libs\Native` folder. Use only if necessary.
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/// </summary>
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/// <value>the path to the native library directory</value>
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public static string NativeLibraryPath => Path.Combine(LibraryPath, "Native");
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/// <summary>
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/// The directory to load plugins from.
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/// </summary>
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/// <value>the path to the plugin directory</value>
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public static string PluginsPath => Path.Combine(InstallPath, "Plugins");
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/// <summary>
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/// The path to the `UserData` folder.
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/// </summary>
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/// <value>the path to the user data directory</value>
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public static string UserDataPath => Path.Combine(InstallPath, "UserData");
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private static bool FindSteamVRAsset()
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{
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// TODO: fix this so that it works more consistently and generally
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var steamUser = Type.GetType("Steamworks.SteamUser, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", false);
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return steamUser != null;
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}
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}
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}
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