using System; using System.Collections.Generic; using System.IO; using System.Reflection; using BepInEx.Logging; using BepInEx.Preloader.RuntimeFixes; using Mono.Cecil; namespace BepInEx.Preloader.Patching { /// /// Delegate used in patching assemblies. /// /// The assembly that is being patched. internal delegate void AssemblyPatcherDelegate(ref AssemblyDefinition assembly); /// /// Worker class which is used for loading and patching entire folders of assemblies, or alternatively patching and /// loading assemblies one at a time. /// internal static class AssemblyPatcher { public static List PatcherPlugins { get; } = new List(); /// /// Configuration value of whether assembly dumping is enabled or not. /// private static bool DumpingEnabled => Utility.SafeParseBool(Config.GetEntry("dump-assemblies", "false", "Preloader")); /// /// Adds a single assembly patcher to the pool of applicable patches. /// /// Patcher to apply. public static void AddPatcher(PatcherPlugin patcher) { PatcherPlugins.Add(patcher); } /// /// Adds all patchers from all managed assemblies specified in a directory. /// /// Directory to search patcher DLLs from. /// A function that locates assembly patchers in a given managed assembly. public static void AddPatchersFromDirectory(string directory, Func> patcherLocator) { if (!Directory.Exists(directory)) return; var sortedPatchers = new SortedDictionary(); foreach (string assemblyPath in Directory.GetFiles(directory, "*.dll")) try { var assembly = Assembly.LoadFrom(assemblyPath); foreach (var patcher in patcherLocator(assembly)) sortedPatchers.Add(patcher.Name, patcher); } catch (BadImageFormatException) { } //unmanaged DLL catch (ReflectionTypeLoadException) { } //invalid references foreach (KeyValuePair patcher in sortedPatchers) AddPatcher(patcher.Value); } private static void InitializePatchers() { foreach (var assemblyPatcher in PatcherPlugins) assemblyPatcher.Initializer?.Invoke(); } private static void FinalizePatching() { foreach (var assemblyPatcher in PatcherPlugins) assemblyPatcher.Finalizer?.Invoke(); } /// /// Releases all patchers to let them be collected by GC. /// public static void DisposePatchers() { PatcherPlugins.Clear(); } /// /// Applies patchers to all assemblies in the given directory and loads patched assemblies into memory. /// /// Directory to load CLR assemblies from. public static void PatchAndLoad(string directory) { // First, load patchable assemblies into Cecil var assemblies = new Dictionary(); foreach (string assemblyPath in Directory.GetFiles(directory, "*.dll")) { var assembly = AssemblyDefinition.ReadAssembly(assemblyPath); //NOTE: this is special cased here because the dependency handling for System.dll is a bit wonky //System has an assembly reference to itself, and it also has a reference to Mono.Security causing a circular dependency //It's also generally dangerous to change system.dll since so many things rely on it, // and it's already loaded into the appdomain since this loader references it, so we might as well skip it if (assembly.Name.Name == "System" || assembly.Name.Name == "mscorlib" ) //mscorlib is already loaded into the appdomain so it can't be patched { assembly.Dispose(); continue; } if (UnityPatches.AssemblyLocations.ContainsKey(assembly.FullName)) { Logger.LogWarning($"Tried to load duplicate assembly {Path.GetFileName(assemblyPath)} from Managed folder! Skipping..."); continue; } assemblies.Add(Path.GetFileName(assemblyPath), assembly); UnityPatches.AssemblyLocations.Add(assembly.FullName, Path.GetFullPath(assemblyPath)); } // Next, initialize all the patchers InitializePatchers(); // Then, perform the actual patching var patchedAssemblies = new HashSet(); foreach (var assemblyPatcher in PatcherPlugins) foreach (string targetDll in assemblyPatcher.TargetDLLs) if (assemblies.TryGetValue(targetDll, out var assembly)) { assemblyPatcher.Patcher?.Invoke(ref assembly); assemblies[targetDll] = assembly; patchedAssemblies.Add(targetDll); } // Finally, load patched assemblies into memory foreach (KeyValuePair kv in assemblies) { string filename = kv.Key; var assembly = kv.Value; if (DumpingEnabled && patchedAssemblies.Contains(filename)) using (var mem = new MemoryStream()) { string dirPath = Path.Combine(Paths.BepInExRootPath, "DumpedAssemblies"); if (!Directory.Exists(dirPath)) Directory.CreateDirectory(dirPath); assembly.Write(mem); File.WriteAllBytes(Path.Combine(dirPath, filename), mem.ToArray()); } // Note that since we only *load* assemblies, they shouldn't trigger dependency loading // Not loading all assemblies is very important not only because of memory reasons, // but because some games *rely* on that because of messed up internal dependencies. if (patchedAssemblies.Contains(filename)) Load(assembly); // Though we have to dispose of all assemblies regardless of them being patched or not assembly.Dispose(); } //run all finalizers FinalizePatching(); } /// /// Loads an individual assembly defintion into the CLR. /// /// The assembly to load. public static void Load(AssemblyDefinition assembly) { using (var assemblyStream = new MemoryStream()) { assembly.Write(assemblyStream); Assembly.Load(assemblyStream.ToArray()); } } } }