using Mono.Cecil;
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using Mono.Cecil.Rocks;
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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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namespace IPA.Injector
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{
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internal class VirtualizedModule : IDisposable
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{
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private readonly FileInfo file;
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private ModuleDefinition module;
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public static VirtualizedModule Load(string engineFile)
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{
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return new VirtualizedModule(engineFile);
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}
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private VirtualizedModule(string assemblyFile)
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{
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file = new FileInfo(assemblyFile);
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LoadModules();
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}
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private void LoadModules()
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{
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module = ModuleDefinition.ReadModule(file.FullName, new ReaderParameters
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{
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ReadWrite = false,
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InMemory = true,
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ReadingMode = ReadingMode.Immediate
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});
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}
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public void Virtualize(AssemblyName selfName, Action beforeChangeCallback = null)
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{
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var changed = false;
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var virtualize = true;
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foreach (var r in module.AssemblyReferences)
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{
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if (r.Name == selfName.Name)
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{
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virtualize = false;
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if (r.Version != selfName.Version)
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{
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r.Version = selfName.Version;
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changed = true;
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}
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}
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}
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if (virtualize)
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{
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changed = true;
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module.AssemblyReferences.Add(new AssemblyNameReference(selfName.Name, selfName.Version));
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foreach (var type in module.Types)
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{
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VirtualizeType(type);
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}
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}
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if (changed)
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{
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beforeChangeCallback?.Invoke();
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module.Write(file.FullName);
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}
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}
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private TypeReference inModreqRef;
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// private TypeReference outModreqRef;
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private void VirtualizeType(TypeDefinition type)
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{
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if(type.IsSealed)
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{
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// Unseal
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type.IsSealed = false;
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}
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if (type.IsNestedPrivate)
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{
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type.IsNestedPrivate = false;
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type.IsNestedPublic = true;
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}
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if (type.IsInterface) return;
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if (type.IsAbstract) return;
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// These two don't seem to work.
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if (type.Name == "SceneControl" || type.Name == "ConfigUI") return;
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// Take care of sub types
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foreach (var subType in type.NestedTypes)
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{
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VirtualizeType(subType);
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}
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foreach (var method in type.Methods)
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{
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if (method.IsManaged
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&& method.IsIL
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&& !method.IsStatic
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&& (!method.IsVirtual || method.IsFinal)
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&& !method.IsAbstract
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&& !method.IsAddOn
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&& !method.IsConstructor
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&& !method.IsSpecialName
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&& !method.IsGenericInstance
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&& !method.HasOverrides)
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{
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// fix In parameters to have the modreqs required by the compiler
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foreach (var param in method.Parameters)
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{
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if (param.IsIn)
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{
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inModreqRef ??= module.ImportReference(typeof(System.Runtime.InteropServices.InAttribute));
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param.ParameterType = AddModreqIfNotExist(param.ParameterType, inModreqRef);
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}
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// Breaks override methods if modreq is applied to `out` parameters
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//if (param.IsOut)
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//{
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// outModreqRef ??= module.ImportReference(typeof(System.Runtime.InteropServices.OutAttribute));
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// param.ParameterType = AddModreqIfNotExist(param.ParameterType, outModreqRef);
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//}
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}
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method.IsVirtual = true;
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method.IsFinal = false;
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method.IsPublic = true;
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method.IsPrivate = false;
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method.IsNewSlot = true;
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method.IsHideBySig = true;
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}
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}
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foreach (var field in type.Fields)
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{
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if (field.IsPrivate) field.IsFamily = true;
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}
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}
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private TypeReference AddModreqIfNotExist(TypeReference type, TypeReference mod)
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{
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var (element, opt, req) = GetDecomposedModifiers(type);
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if (!req.Contains(mod))
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{
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req.Add(mod);
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}
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return BuildModifiedType(element, opt, req);
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}
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private (TypeReference Element, List<TypeReference> ModOpt, List<TypeReference> ModReq) GetDecomposedModifiers(TypeReference type)
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{
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var opt = new List<TypeReference>();
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var req = new List<TypeReference>();
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while (type is IModifierType modif)
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{
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if (type.IsOptionalModifier)
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opt.Add(modif.ModifierType);
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if (type.IsRequiredModifier)
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req.Add(modif.ModifierType);
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type = modif.ElementType;
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}
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return (type, opt, req);
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}
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private TypeReference BuildModifiedType(TypeReference type, IEnumerable<TypeReference> opt, IEnumerable<TypeReference> req)
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{
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foreach (var mod in req)
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{
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type = type.MakeRequiredModifierType(mod);
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}
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foreach (var mod in opt)
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{
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type = type.MakeOptionalModifierType(mod);
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}
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return type;
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}
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#region IDisposable Support
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private bool disposedValue = false; // To detect redundant calls
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protected virtual void Dispose(bool disposing)
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{
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if (!disposedValue)
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{
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if (disposing)
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{
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module.Dispose();
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}
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disposedValue = true;
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}
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}
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~VirtualizedModule()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(false);
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}
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// This code added to correctly implement the disposable pattern.
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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#endregion
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}
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}
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