using System; using System.IO; using System.Linq; using System.Reflection; using BepInEx.Preloader.Core; using BepInEx.Preloader.RuntimeFixes; namespace BepInEx.Preloader.Unity { internal static class UnityPreloaderRunner { // This is a list of important assemblies in BepInEx core folder that should be force-loaded // Some games can ship these assemblies in Managed folder, in which case assembly resolving bypasses our LocalResolve // On the other hand, renaming these assemblies is not viable because 3rd party assemblies // that we don't build (e.g. MonoMod, Harmony, many plugins) depend on them // As such, we load them early so that the game uses our version instead // These assemblies should be known to be rarely edited and are known to be shipped as-is with Unity assets private static readonly string[] CriticalAssemblies = { "Mono.Cecil.dll", "Mono.Cecil.Mdb.dll", "Mono.Cecil.Pdb.dll", "Mono.Cecil.Rocks.dll", }; private static void LoadCriticalAssemblies() { foreach (string criticalAssembly in CriticalAssemblies) { try { Assembly.LoadFile(Path.Combine(Paths.BepInExAssemblyDirectory, criticalAssembly)); } catch (Exception) { // Suppress error for now // TODO: Should we crash here if load fails? Can't use logging at this point } } } public static void PreloaderPreMain() { string bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2); Paths.SetExecutablePath(EnvVars.DOORSTOP_MANAGED_FOLDER_DIR, bepinPath); AppDomain.CurrentDomain.AssemblyResolve += LocalResolve; // Remove temporary resolver early so it won't override local resolver AppDomain.CurrentDomain.AssemblyResolve -= DoorstopEntrypoint.ResolveCurrentDirectory; LoadCriticalAssemblies(); PreloaderMain(); } private static void PreloaderMain() { PlatformUtils.SetPlatform(); if (UnityPreloader.ConfigApplyRuntimePatches.Value) { XTermFix.Apply(); ConsoleSetOutFix.Apply(); } UnityPreloader.Run(EnvVars.DOORSTOP_MANAGED_FOLDER_DIR); } private static Assembly LocalResolve(object sender, ResolveEventArgs args) { if (!Utility.TryParseAssemblyName(args.Name, out var assemblyName)) return null; // Use parse assembly name on managed side because native GetName() can fail on some locales // if the game path has "exotic" characters var validAssemblies = AppDomain.CurrentDomain .GetAssemblies() .Select(a => new { assembly = a, name = Utility.TryParseAssemblyName(a.FullName, out var name) ? name : null }) .Where(a => a.name != null && a.name.Name == assemblyName.Name) .OrderByDescending(a => a.name.Version) .ToList(); // First try to match by version, then just pick the best match (generally highest) // This should mainly affect cases where the game itself loads some assembly (like Mono.Cecil) var foundMatch = validAssemblies.FirstOrDefault(a => a.name.Version == assemblyName.Version) ?? validAssemblies.FirstOrDefault(); var foundAssembly = foundMatch?.assembly; if (foundAssembly != null) return foundAssembly; if (Utility.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly) || Utility.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly) || Utility.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly)) return foundAssembly; return null; } } internal static class DoorstopEntrypoint { private static string preloaderPath; /// /// The main entrypoint of BepInEx, called from Doorstop. /// public static void Main() { // We set it to the current directory first as a fallback, but try to use the same location as the .exe file. string silentExceptionLog = $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"; try { EnvVars.LoadVars(); string gamePath = Path.GetDirectoryName(EnvVars.DOORSTOP_PROCESS_PATH) ?? "."; silentExceptionLog = Path.Combine(gamePath, silentExceptionLog); // Get the path of this DLL via Doorstop env var because Assembly.Location mangles non-ASCII characters on some versions of Mono for unknown reasons preloaderPath = Path.GetDirectoryName(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH)); AppDomain.CurrentDomain.AssemblyResolve += ResolveCurrentDirectory; // In some versions of Unity 4, Mono tries to resolve BepInEx.dll prematurely because of the call to Paths.SetExecutablePath // To prevent that, we have to use reflection and a separate startup class so that we can install required assembly resolvers before the main code typeof(DoorstopEntrypoint).Assembly.GetType($"BepInEx.Preloader.Unity.{nameof(UnityPreloaderRunner)}") ?.GetMethod(nameof(UnityPreloaderRunner.PreloaderPreMain)) ?.Invoke(null, null); } catch (Exception ex) { File.WriteAllText(silentExceptionLog, ex.ToString()); } finally { AppDomain.CurrentDomain.AssemblyResolve -= ResolveCurrentDirectory; } } internal static Assembly ResolveCurrentDirectory(object sender, ResolveEventArgs args) { // Can't use Utils here because it's not yet resolved var name = new AssemblyName(args.Name); try { return Assembly.LoadFile(Path.Combine(preloaderPath, $"{name.Name}.dll")); } catch (Exception) { return null; } } } }