#nullable enable
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using IPA.AntiMalware;
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using IPA.Config;
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using IPA.Injector.Backups;
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using IPA.Loader;
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using IPA.Logging;
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using IPA.Utilities;
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using Microsoft.Win32;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using System;
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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.Threading.Tasks;
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using UnityEngine;
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using static IPA.Logging.Logger;
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using MethodAttributes = Mono.Cecil.MethodAttributes;
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#if NET3
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using Net3_Proxy;
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using Path = Net3_Proxy.Path;
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using File = Net3_Proxy.File;
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using Directory = Net3_Proxy.Directory;
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#endif
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namespace IPA.Injector
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{
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/// <summary>
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/// The entry point type for BSIPA's Doorstop injector.
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/// </summary>
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// ReSharper disable once UnusedMember.Global
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internal static class Injector
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{
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private static Task? pluginAsyncLoadTask;
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private static Task? permissionFixTask;
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//private static string otherNewtonsoftJson = null;
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// ReSharper disable once UnusedParameter.Global
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internal static void Main(string[] args)
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{ // entry point for doorstop
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// At this point, literally nothing but mscorlib is loaded,
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// and since this class doesn't have any static fields that
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// aren't defined in mscorlib, we can control exactly what
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// gets loaded.
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_ = args;
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try
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{
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var arguments = Environment.GetCommandLineArgs();
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MaybeInitializeConsole(arguments);
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SetupLibraryLoading();
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EnsureDirectories();
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// this is weird, but it prevents Mono from having issues loading the type.
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// IMPORTANT: NO CALLS TO ANY LOGGER CAN HAPPEN BEFORE THIS
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var unused = StandardLogger.PrintFilter;
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#region // Above hack explanation
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/*
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* Due to an unknown bug in the version of Mono that Unity uses, if the first access to StandardLogger
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* is a call to a constructor, then Mono fails to load the type correctly. However, if the first access is to
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* the above static property (or maybe any, but I don't really know) it behaves as expected and works fine.
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*/
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#endregion
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Default.Debug("Initializing logger");
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SelfConfig.ReadCommandLine(arguments);
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SelfConfig.Load();
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DisabledConfig.Load();
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if (AntiPiracy.IsInvalid(Environment.CurrentDirectory))
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{
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Default.Error("Invalid installation; please buy the game to run BSIPA.");
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return;
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}
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CriticalSection.Configure();
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Logging.Logger.Injector.Debug("Prepping bootstrapper");
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// make sure to load the game version and check boundaries before installing the bootstrap, because that uses the game assemblies property
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GameVersionEarly.Load();
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SelfConfig.Instance.CheckVersionBoundary();
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SetOpenXRRuntime(arguments);
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// updates backup
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InstallBootstrapPatch();
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AntiMalwareEngine.Initialize();
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Updates.InstallPendingUpdates();
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Loader.LibLoader.SetupAssemblyFilenames(true);
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pluginAsyncLoadTask = PluginLoader.LoadTask();
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permissionFixTask = PermissionFix.FixPermissions(new DirectoryInfo(Environment.CurrentDirectory));
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}
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catch (Exception e)
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{
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Console.WriteLine(e);
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}
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}
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public static void SetOpenXRRuntime(string[] arguments)
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{
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if (arguments == null)
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return;
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string targetRuntime = string.Empty;
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for (int i = 0; i < arguments.Length; i++)
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{
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if (arguments[i] == "-vrmode" && i + 1 < arguments.Length)
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{
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targetRuntime = arguments[i + 1];
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break;
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}
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}
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if (string.IsNullOrEmpty(targetRuntime))
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return;
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targetRuntime = targetRuntime.ToLower(System.Globalization.CultureInfo.CurrentCulture);
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//This forces the OpenXRLoader to error as there is no OpenXR Runtime found, which is intentional as a mod can then select it
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switch (targetRuntime)
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{
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case "none":
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case "fpfc":
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case "controllable":
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Environment.SetEnvironmentVariable("XR_RUNTIME_JSON", targetRuntime); //By checking the env variable you can see what caused the override while still causing the fail
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return;
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}
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string registryPath = @"SOFTWARE\Khronos\OpenXR\1\AvailableRuntimes";
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RegistryKey baseKey = Registry.LocalMachine.OpenSubKey(registryPath);
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string foundRuntime = string.Empty;
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if (baseKey != null)
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{
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foreach (string valueName in baseKey.GetValueNames())
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{
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if (Path.GetFileNameWithoutExtension(valueName).ToLower().Contains(targetRuntime))
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{
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foundRuntime = valueName;
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break;
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}
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}
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baseKey.Close();
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}
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if(!string.IsNullOrEmpty(foundRuntime))
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Environment.SetEnvironmentVariable("XR_RUNTIME_JSON", foundRuntime);
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//This is not stored within CommandLineValues.Debug as you can check the environment variable
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}
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private static void MaybeInitializeConsole(string[] arguments)
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{
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var i = 0;
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while (i < arguments.Length)
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{
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if (arguments[i++] == "--verbose")
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{
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if (i == arguments.Length)
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{
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WinConsole.Initialize(WinConsole.AttachParent);
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return;
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}
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WinConsole.Initialize(int.TryParse(arguments[i], out int processId) ? processId : WinConsole.AttachParent);
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return;
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}
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}
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}
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private static void EnsureDirectories()
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{
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string path;
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if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "UserData")))
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_ = Directory.CreateDirectory(path);
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if (!Directory.Exists(path = Path.Combine(Environment.CurrentDirectory, "Plugins")))
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_ = Directory.CreateDirectory(path);
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}
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private static void SetupLibraryLoading()
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{
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if (loadingDone) return;
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loadingDone = true;
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Loader.LibLoader.Configure();
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}
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private static void InstallBootstrapPatch()
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{
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var sw = Stopwatch.StartNew();
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var cAsmName = Assembly.GetExecutingAssembly().GetName();
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var managedPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location)!;
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var dataDir = new DirectoryInfo(managedPath).Parent!.Name;
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var gameName = dataDir.Substring(0, dataDir.Length - 5);
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Logging.Logger.Injector.Debug("Finding backup");
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var backupPath = Path.Combine(Environment.CurrentDirectory, "IPA", "Backups", gameName);
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var bkp = BackupManager.FindLatestBackup(backupPath);
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if (bkp == null)
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Logging.Logger.Injector.Warn("No backup found! Was BSIPA installed using the installer?");
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// TODO: Investigate if this ever worked properly.
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// this is a critical section because if you exit in here, assembly can die
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using var critSec = CriticalSection.ExecuteSection();
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var readerParameters = 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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Logging.Logger.Injector.Debug("Ensuring patch on UnityEngine.CoreModule exists");
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#region Insert patch into UnityEngine.CoreModule.dll
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var unityPath = Path.Combine(managedPath, "UnityEngine.CoreModule.dll");
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using var unityAsmDef = AssemblyDefinition.ReadAssembly(unityPath, readerParameters);
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var unityModDef = unityAsmDef.MainModule;
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bool modified = false;
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foreach (var asmref in unityModDef.AssemblyReferences)
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{
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if (asmref.Name == cAsmName.Name)
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{
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if (asmref.Version != cAsmName.Version)
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{
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asmref.Version = cAsmName.Version;
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modified = true;
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}
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}
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}
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var application = unityModDef.GetType("UnityEngine", "Camera");
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if (application == null)
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{
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Logging.Logger.Injector.Critical("UnityEngine.CoreModule doesn't have a definition for UnityEngine.Camera!"
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+ "Nothing to patch to get ourselves into the Unity run cycle!");
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goto endPatchCoreModule;
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}
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MethodDefinition? cctor = null;
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foreach (var m in application.Methods)
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if (m.IsRuntimeSpecialName && m.Name == ".cctor")
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cctor = m;
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var cbs = unityModDef.ImportReference(((Action)CreateBootstrapper).Method);
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if (cctor == null)
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{
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cctor = new MethodDefinition(".cctor",
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MethodAttributes.RTSpecialName | MethodAttributes.Static | MethodAttributes.SpecialName,
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unityModDef.TypeSystem.Void);
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application.Methods.Add(cctor);
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modified = true;
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var ilp = cctor.Body.GetILProcessor();
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ilp.Emit(OpCodes.Call, cbs);
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ilp.Emit(OpCodes.Ret);
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}
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else
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{
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var ilp = cctor.Body.GetILProcessor();
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for (var i = 0; i < Math.Min(2, cctor.Body.Instructions.Count); i++)
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{
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var ins = cctor.Body.Instructions[i];
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switch (i)
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{
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case 0 when ins.OpCode != OpCodes.Call:
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ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
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modified = true;
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break;
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case 0:
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{
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var methodRef = ins.Operand as MethodReference;
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if (methodRef?.FullName != cbs.FullName)
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{
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ilp.Replace(ins, ilp.Create(OpCodes.Call, cbs));
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modified = true;
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}
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break;
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}
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case 1 when ins.OpCode != OpCodes.Ret:
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ilp.Replace(ins, ilp.Create(OpCodes.Ret));
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modified = true;
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break;
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}
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}
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}
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if (modified)
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{
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string tempFilePath = Path.GetTempFileName();
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bkp?.Add(unityPath);
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unityAsmDef.Write(tempFilePath);
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File.Delete(unityPath);
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File.Move(tempFilePath, unityPath);
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}
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endPatchCoreModule:
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#endregion Insert patch into UnityEngine.CoreModule.dll
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sw.Stop();
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Logging.Logger.Injector.Info($"Installing bootstrapper took {sw.Elapsed}");
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}
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private static bool bootstrapped;
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private static void CreateBootstrapper()
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{
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if (bootstrapped) return;
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bootstrapped = true;
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Application.logMessageReceivedThreaded += delegate (string condition, string stackTrace, LogType type)
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{
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var level = UnityLogRedirector.LogTypeToLevel(type);
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UnityLogProvider.UnityLogger.Log(level, $"{condition}");
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UnityLogProvider.UnityLogger.Log(level, $"{stackTrace}");
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};
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StdoutInterceptor.EnsureHarmonyLogging();
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// need to reinit streams singe Unity seems to redirect stdout
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StdoutInterceptor.RedirectConsole();
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AntiYeetPatch.Apply();
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var bootstrapper = new GameObject("NonDestructiveBootstrapper").AddComponent<Bootstrapper>();
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bootstrapper.Destroyed += Bootstrapper_Destroyed;
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}
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private static bool loadingDone;
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private static void Bootstrapper_Destroyed()
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{
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// wait for plugins to finish loading
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pluginAsyncLoadTask?.Wait();
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permissionFixTask?.Wait();
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Default.Debug("Plugins loaded");
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Default.Debug(string.Join(", ", PluginLoader.PluginsMetadata.StrJP()));
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_ = PluginComponent.Create();
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}
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}
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}
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