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