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