using System; using System.IO; using System.Linq; using System.Reflection; using BepInEx.Preloader.RuntimeFixes; namespace BepInEx.Preloader.Unity { internal static class UnityPreloaderRunner { 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; PreloaderMain(); } private static void PreloaderMain() { 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 foundAssembly = AppDomain.CurrentDomain.GetAssemblies() .FirstOrDefault(x => Utility.TryParseAssemblyName(x.FullName, out var name) && name.Name == assemblyName.Name); 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); AppDomain.CurrentDomain.AssemblyResolve -= ResolveCurrentDirectory; } catch (Exception ex) { File.WriteAllText(silentExceptionLog, ex.ToString()); } } private 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; } } } }