using System; using System.IO; using System.Security.Cryptography; using AssemblyUnhollower; using BepInEx.Logging; using Il2CppDumper; namespace BepInEx.IL2CPP { internal static class ProxyAssemblyGenerator { public static string GameAssemblyPath => Path.Combine(Paths.GameRootPath, "GameAssembly.dll"); private static string HashPath => Path.Combine(Preloader.IL2CPPUnhollowedPath, "assembly-hash.txt"); private static string tempDumperDirectory => Path.Combine(Preloader.IL2CPPUnhollowedPath, "temp"); private static ManualLogSource Il2cppDumperLogger = Logger.CreateLogSource("Il2CppDumper"); private static string ComputeGameAssemblyHash() { using var md5 = MD5.Create(); using var assemblyStream = File.OpenRead(GameAssemblyPath); var hash = md5.ComputeHash(assemblyStream); return Utility.ByteArrayToString(hash); } public static bool CheckIfGenerationRequired() { if (!Directory.Exists(Preloader.IL2CPPUnhollowedPath)) return true; if (!File.Exists(HashPath)) return true; if (ComputeGameAssemblyHash() != File.ReadAllText(HashPath)) { Preloader.Log.LogInfo("Detected a game update, will regenerate proxy assemblies"); return true; } return false; } public static void GenerateAssemblies() { var domain = AppDomain.CreateDomain("GeneratorDomain", null, new AppDomainSetup { ApplicationBase = Paths.BepInExAssemblyDirectory }); var runner = (AppDomainRunner)domain.CreateInstanceAndUnwrap(typeof(AppDomainRunner).Assembly.FullName, typeof(AppDomainRunner).FullName); runner.Setup(Paths.ExecutablePath, Preloader.IL2CPPUnhollowedPath); runner.GenerateAssembliesInternal(new AppDomainListener()); AppDomain.Unload(domain); Directory.Delete(tempDumperDirectory, true); File.WriteAllText(HashPath, ComputeGameAssemblyHash()); } [Serializable] private class AppDomainListener : MarshalByRefObject { public void DoPreloaderLog(object data, LogLevel level) { Preloader.Log.Log(level, data); } public void DoDumperLog(object data, LogLevel level) { Il2cppDumperLogger.Log(level, data); } public void DoUnhollowerLog(object data, LogLevel level) { Preloader.UnhollowerLog.Log(level, data); } } [Serializable] private class AppDomainRunner : MarshalByRefObject { public void Setup(string executablePath, string unhollowedPath) { Paths.SetExecutablePath(executablePath); Preloader.IL2CPPUnhollowedPath = unhollowedPath; } public void GenerateAssembliesInternal(AppDomainListener listener) { listener.DoPreloaderLog("Generating Il2CppUnhollower assemblies", LogLevel.Message); System.Threading.Thread.Sleep(5000); if (Directory.Exists(Preloader.IL2CPPUnhollowedPath)) Directory.Delete(Preloader.IL2CPPUnhollowedPath, true); Directory.CreateDirectory(Preloader.IL2CPPUnhollowedPath); string tempDumperDirectory = Path.Combine(Preloader.IL2CPPUnhollowedPath, "temp"); Directory.CreateDirectory(tempDumperDirectory); var dumperConfig = new Config { GenerateScript = false, GenerateDummyDll = true }; listener.DoPreloaderLog("Generating Il2CppDumper intermediate assemblies", LogLevel.Info); Il2CppDumper.Il2CppDumper.PerformDump(GameAssemblyPath, Path.Combine(Paths.GameRootPath, $"{Paths.ProcessName}_Data", "il2cpp_data", "Metadata", "global-metadata.dat"), tempDumperDirectory, dumperConfig, s => listener.DoDumperLog(s, LogLevel.Debug)); listener.DoPreloaderLog("Executing Il2CppUnhollower generator", LogLevel.Info); System.Threading.Thread.Sleep(5000); UnhollowerBaseLib.LogSupport.InfoHandler += s => listener.DoUnhollowerLog(s, LogLevel.Info); UnhollowerBaseLib.LogSupport.WarningHandler += s => listener.DoUnhollowerLog(s, LogLevel.Warning); UnhollowerBaseLib.LogSupport.TraceHandler += s => listener.DoUnhollowerLog(s, LogLevel.Debug); UnhollowerBaseLib.LogSupport.ErrorHandler += s => listener.DoUnhollowerLog(s, LogLevel.Error); var unhollowerOptions = new UnhollowerOptions { GameAssemblyPath = GameAssemblyPath, MscorlibPath = Path.Combine(Paths.GameRootPath, "mono", "Managed", "mscorlib.dll"), SourceDir = Path.Combine(tempDumperDirectory, "DummyDll"), OutputDir = Preloader.IL2CPPUnhollowedPath }; AssemblyUnhollower.Program.Main(unhollowerOptions); } } } }