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#nullable enable
using IPA.AntiMalware;
using IPA.Config;
using IPA.Injector.Backups;
using IPA.Loader;
using IPA.Logging;
using IPA.Utilities;
using Mono.Cecil;
using Mono.Cecil.Cil;
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using UnityEngine;
using static IPA.Logging.Logger;
using MethodAttributes = Mono.Cecil.MethodAttributes;
#if NET3
using Net3_Proxy;
using Path = Net3_Proxy.Path;
using File = Net3_Proxy.File;
using Directory = Net3_Proxy.Directory;
#endif
namespace IPA.Injector
{
/// <summary>
/// The entry point type for BSIPA's Doorstop injector.
/// </summary>
// ReSharper disable once UnusedMember.Global
internal static class Injector
{
private static Task? pluginAsyncLoadTask;
private static Task? permissionFixTask;
//private static string otherNewtonsoftJson = null;
// ReSharper disable once UnusedParameter.Global
internal static void Main(string[] args)
{ // entry point for doorstop
// At this point, literally nothing but mscorlib is loaded,
// and since this class doesn't have any static fields that
// aren't defined in mscorlib, we can control exactly what
// gets loaded.
_ = args;
try
{
if (Environment.GetCommandLineArgs().Contains("--verbose"))
WinConsole.Initialize();
SetupLibraryLoading();
EnsureDirectories();
// this is weird, but it prevents Mono from having issues loading the type.
// IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
var unused = StandardLogger.PrintFilter;
#region // Above hack explaination
/*
* Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
* is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
* the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
*/
#endregion
Default.Debug("Initializing logger");
SelfConfig.ReadCommandLine(Environment.GetCommandLineArgs());
SelfConfig.Load();
DisabledConfig.Load();
if (AntiPiracy.IsInvalid(Environment.CurrentDirectory))
{
Default.Error("Invalid installation; please buy the game to run BSIPA.");
return;
}
CriticalSection.Configure();
Logging.Logger.Injector.Debug("Prepping bootstrapper");
// make sure to load the game version and check boundaries before installing the bootstrap, because that uses the game assemblies property
GameVersionEarly.Load();
SelfConfig.Instance.CheckVersionBoundary();
// updates backup
InstallBootstrapPatch();
AntiMalwareEngine.Initialize();
Updates.InstallPendingUpdates();
Loader.LibLoader.SetupAssemblyFilenames(true);
pluginAsyncLoadTask = PluginLoader.LoadTask();
permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
private static void EnsureDirectories()
{
string path;
if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
_ = Directory.CreateDirectory(path);
if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins")))
_ = Directory.CreateDirectory(path);
}
private static void SetupLibraryLoading()
{
if (loadingDone) return;
loadingDone = true;
Loader.LibLoader.Configure();
}
private static void InstallHarmonyProtections()
{ // proxy function to delay resolution
HarmonyProtectorProxy.ProtectNull();
}
private static void InstallBootstrapPatch()
{
var sw = Stopwatch.StartNew();
var cAsmName = Assembly.GetExecutingAssembly().GetName();
var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
var dataDir = new DirectoryInfo(managedPath).Parent.Name;
var gameName = dataDir.Substring(0, dataDir.Length - 5);
Logging.Logger.Injector.Debug("Finding backup");
var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName);
var bkp = BackupManager.FindLatestBackup(backupPath);
if (bkp == null)
Logging.Logger.Injector.Warn("No backup found! Was BSIPA installed using the installer?");
Logging.Logger.Injector.Debug("Ensuring patch on UnityEngine.CoreModule exists");
#region Insert patch into UnityEngine.CoreModule.dll
{
var unityPath = Path.Combine(managedPath,
"UnityEngine.CoreModule.dll");
// this is a critical section because if you exit in here, CoreModule can die
using var critSec = CriticalSection.ExecuteSection();
using var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, new ReaderParameters
{
ReadWrite = false,
InMemory = true,
ReadingMode = ReadingMode.Immediate
});
var unityModDef = unityAsmDef.MainModule;
bool modified = false;
foreach (var asmref in unityModDef.AssemblyReferences)
{
if (asmref.Name == cAsmName.Name)
{
if (asmref.Version != cAsmName.Version)
{
asmref.Version = cAsmName.Version;
modified = true;
}
}
}
var application = unityModDef.GetType("UnityEngine", "Camera");
if (application == null)
{
Logging.Logger.Injector.Critical("UnityEngine.CoreModule doesn't have a definition for UnityEngine.Camera!"
+ "Nothing to patch to get ourselves into the Unity run cycle!");
goto endPatchCoreModule;
}
MethodDefinition? cctor = null;
foreach (var m in application.Methods)
if (m.IsRuntimeSpecialName && m.Name == ".cctor")
cctor = m;
var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
if (cctor == null)
{
cctor = new MethodDefinition(".cctor",
MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
unityModDef.TypeSystem.Void);
application.Methods.Add(cctor);
modified = true;
var ilp = cctor.Body.GetILProcessor();
ilp.Emit(OpCodes.Call, cbs);
ilp.Emit(OpCodes.Ret);
}
else
{
var ilp = cctor.Body.GetILProcessor();
for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
{
var ins = cctor.Body.Instructions[i];
switch (i)
{
case 0 when ins.OpCode != OpCodes.Call:
ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
modified = true;
break;
case 0:
{
var methodRef = ins.Operand as MethodReference;
if (methodRef?.FullName != cbs.FullName)
{
ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
modified = true;
}
break;
}
case 1 when ins.OpCode != OpCodes.Ret:
ilp.Replace(ins, ilp.Create(OpCodes.Ret));
modified = true;
break;
}
}
}
if (modified)
{
bkp?.Add(unityPath);
unityAsmDef.Write(unityPath);
}
}
endPatchCoreModule:
#endregion Insert patch into UnityEngine.CoreModule.dll
Logging.Logger.Injector.Debug("Ensuring game assemblies are virtualized");
#region Virtualize game assemblies
bool isFirst = true;
foreach (var name in SelfConfig.GameAssemblies_)
{
var ascPath = Path.Combine(managedPath, name);
using var execSec = CriticalSection.ExecuteSection();
try
{
Logging.Logger.Injector.Debug($"Virtualizing {name}");
using var ascModule = VirtualizedModule.Load(ascPath);
ascModule.Virtualize(cAsmName, () => bkp?.Add(ascPath));
}
catch (Exception e)
{
Logging.Logger.Injector.Error($"Could not virtualize {ascPath}");
if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
Logging.Logger.Injector.Error(e);
}
#if BeatSaber
if (isFirst)
{
try
{
Logging.Logger.Injector.Debug("Applying anti-yeet patch");
using var ascAsmDef = AssemblyDefinition.ReadAssembly(ascPath, new ReaderParameters
{
ReadWrite = false,
InMemory = true,
ReadingMode = ReadingMode.Immediate
});
var ascModDef = ascAsmDef.MainModule;
var deleter = ascModDef.GetType("IPAPluginsDirDeleter");
deleter.Methods.Clear(); // delete all methods
ascAsmDef.Write(ascPath);
isFirst = false;
}
catch (Exception e)
{
Logging.Logger.Injector.Warn($"Could not apply anti-yeet patch to {ascPath}");
if (SelfConfig.Debug_.ShowHandledErrorStackTraces_)
Logging.Logger.Injector.Warn(e);
}
}
#endif
}
#endregion
sw.Stop();
Logging.Logger.Injector.Info($"Installing bootstrapper took {sw.Elapsed}");
}
private static bool bootstrapped;
private static void CreateBootstrapper()
{
if (bootstrapped) return;
bootstrapped = true;
Application.logMessageReceived += delegate (string condition, string stackTrace, LogType type)
{
var level = UnityLogRedirector.LogTypeToLevel(type);
UnityLogProvider.UnityLogger.Log(level, $"{condition}");
UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}");
};
StdoutInterceptor.EnsureHarmonyLogging();
// need to reinit streams singe Unity seems to redirect stdout
StdoutInterceptor.RedirectConsole();
InstallHarmonyProtections();
var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
bootstrapper.Destroyed += Bootstrapper_Destroyed;
}
private static bool loadingDone;
private static void Bootstrapper_Destroyed()
{
// wait for plugins to finish loading
pluginAsyncLoadTask?.Wait();
permissionFixTask?.Wait();
Default.Debug("Plugins loaded");
Default.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP()));
_ = PluginComponent.Create();
}
}
}