UnityPreloader.cs 9.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Diagnostics;
  4. using System.IO;
  5. using System.Linq;
  6. using System.Text;
  7. using BepInEx.Bootstrap;
  8. using BepInEx.Configuration;
  9. using BepInEx.Core.Logging;
  10. using BepInEx.Logging;
  11. using BepInEx.Preloader.Core;
  12. using BepInEx.Preloader.Core.Logging;
  13. using BepInEx.Preloader.Core.RuntimeFixes;
  14. using BepInEx.Preloader.RuntimeFixes;
  15. using Mono.Cecil;
  16. using Mono.Cecil.Cil;
  17. using MonoMod.RuntimeDetour;
  18. using MonoMod.Utils;
  19. using MethodAttributes = Mono.Cecil.MethodAttributes;
  20. namespace BepInEx.Preloader.Unity
  21. {
  22. /// <summary>
  23. /// The main entrypoint of BepInEx, and initializes all patchers and the chainloader.
  24. /// </summary>
  25. internal static class UnityPreloader
  26. {
  27. /// <summary>
  28. /// The log writer that is specific to the preloader.
  29. /// </summary>
  30. private static PreloaderConsoleListener PreloaderLog { get; set; }
  31. private static ManualLogSource Log => PreloaderLogger.Log;
  32. public static string ManagedPath { get; private set; } = Utility.CombinePaths(Paths.GameRootPath, $"{Paths.ProcessName}_Data", "Managed");
  33. public static bool IsPostUnity2017 { get; } = File.Exists(Path.Combine(ManagedPath, "UnityEngine.CoreModule.dll"));
  34. public static void Run(string managedDirectory)
  35. {
  36. try
  37. {
  38. ConsoleManager.Initialize(false);
  39. AllocateConsole();
  40. if (managedDirectory != null)
  41. ManagedPath = managedDirectory;
  42. bool bridgeInitialized = Utility.TryDo(() =>
  43. {
  44. if (ConfigShimHarmony.Value)
  45. HarmonyDetourBridge.Init();
  46. }, out var harmonyBridgeException);
  47. Exception runtimePatchException = null;
  48. if (bridgeInitialized)
  49. Utility.TryDo(() =>
  50. {
  51. if (ConfigApplyRuntimePatches.Value)
  52. UnityPatches.Apply();
  53. }, out runtimePatchException);
  54. Logger.Sources.Add(TraceLogSource.CreateSource());
  55. HarmonyFixes.Apply();
  56. PreloaderLog = new PreloaderConsoleListener(ConfigPreloaderCOutLogging.Value);
  57. Logger.Listeners.Add(PreloaderLog);
  58. ChainloaderLogHelper.PrintLogInfo(Log);
  59. Log.LogInfo($"Running under Unity v{GetUnityVersion()}");
  60. Log.LogInfo($"CLR runtime version: {Environment.Version}");
  61. Log.LogInfo($"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}");
  62. Log.LogDebug($"Game executable path: {Paths.ExecutablePath}");
  63. Log.LogDebug($"Unity Managed directory: {ManagedPath}");
  64. Log.LogDebug($"BepInEx root path: {Paths.BepInExRootPath}");
  65. if (harmonyBridgeException != null)
  66. Log.LogWarning($"Failed to enable fix for Harmony for .NET Standard API. Error message: {harmonyBridgeException.Message}");
  67. if (runtimePatchException != null)
  68. Log.LogWarning($"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}");
  69. Log.LogMessage("Preloader started");
  70. TypeLoader.SearchDirectories.Add(ManagedPath);
  71. using (var assemblyPatcher = new AssemblyPatcher())
  72. {
  73. assemblyPatcher.PatcherPlugins.Add(new PatcherPlugin
  74. {
  75. TargetDLLs = () => new[] { ConfigEntrypointAssembly.Value },
  76. Patcher = PatchEntrypoint,
  77. TypeName = "BepInEx.Chainloader"
  78. });
  79. assemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath);
  80. Log.LogInfo($"{assemblyPatcher.PatcherPlugins.Count} patcher plugin(s) loaded");
  81. assemblyPatcher.LoadAssemblyDirectory(ManagedPath);
  82. Log.LogInfo($"{assemblyPatcher.PatcherPlugins.Count} assemblies discovered");
  83. assemblyPatcher.PatchAndLoad();
  84. }
  85. Log.LogMessage("Preloader finished");
  86. Logger.Listeners.Remove(PreloaderLog);
  87. Logger.Listeners.Add(new ConsoleLogListener());
  88. PreloaderLog.Dispose();
  89. Logger.Listeners.Add(new StdOutLogListener());
  90. }
  91. catch (Exception ex)
  92. {
  93. try
  94. {
  95. Log.LogFatal("Could not run preloader!");
  96. Log.LogFatal(ex);
  97. PreloaderLog?.Dispose();
  98. if (!ConsoleManager.ConsoleActive)
  99. {
  100. //if we've already attached the console, then the log will already be written to the console
  101. AllocateConsole();
  102. Console.Write(PreloaderLog);
  103. }
  104. PreloaderLog = null;
  105. }
  106. finally
  107. {
  108. File.WriteAllText(
  109. Path.Combine(Paths.GameRootPath, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"),
  110. PreloaderLog + "\r\n" + ex);
  111. PreloaderLog?.Dispose();
  112. PreloaderLog = null;
  113. }
  114. }
  115. }
  116. /// <summary>
  117. /// Inserts BepInEx's own chainloader entrypoint into UnityEngine.
  118. /// </summary>
  119. /// <param name="assembly">The assembly that will be attempted to be patched.</param>
  120. public static void PatchEntrypoint(ref AssemblyDefinition assembly)
  121. {
  122. if (assembly.MainModule.AssemblyReferences.Any(x => x.Name.Contains("BepInEx")))
  123. throw new Exception("BepInEx has been detected to be patched! Please unpatch before using a patchless variant!");
  124. string entrypointType = ConfigEntrypointType.Value;
  125. string entrypointMethod = ConfigEntrypointMethod.Value;
  126. bool isCctor = entrypointMethod.IsNullOrWhiteSpace() || entrypointMethod == ".cctor";
  127. var entryType = assembly.MainModule.Types.FirstOrDefault(x => x.Name == entrypointType);
  128. if (entryType == null)
  129. throw new Exception("The entrypoint type is invalid! Please check your config.ini");
  130. string chainloaderAssemblyPath = Path.Combine(Paths.BepInExAssemblyDirectory, "BepInEx.Unity.dll");
  131. var readerParameters = new ReaderParameters
  132. {
  133. AssemblyResolver = TypeLoader.CecilResolver
  134. };
  135. using (var chainloaderAssemblyDefinition = AssemblyDefinition.ReadAssembly(chainloaderAssemblyPath, readerParameters))
  136. {
  137. var chainloaderType = chainloaderAssemblyDefinition.MainModule.Types.First(x => x.Name == "UnityChainloader");
  138. var originalStartMethod = chainloaderType.EnumerateAllMethods().First(x => x.Name == "StaticStart");
  139. var startMethod = assembly.MainModule.ImportReference(originalStartMethod);
  140. var methods = new List<MethodDefinition>();
  141. if (isCctor)
  142. {
  143. var cctor = entryType.Methods.FirstOrDefault(m => m.IsConstructor && m.IsStatic);
  144. if (cctor == null)
  145. {
  146. cctor = new MethodDefinition(".cctor",
  147. MethodAttributes.Static | MethodAttributes.Private | MethodAttributes.HideBySig
  148. | MethodAttributes.SpecialName | MethodAttributes.RTSpecialName,
  149. assembly.MainModule.ImportReference(typeof(void)));
  150. entryType.Methods.Add(cctor);
  151. var il = cctor.Body.GetILProcessor();
  152. il.Append(il.Create(OpCodes.Ret));
  153. }
  154. methods.Add(cctor);
  155. }
  156. else
  157. {
  158. methods.AddRange(entryType.Methods.Where(x => x.Name == entrypointMethod));
  159. }
  160. if (!methods.Any())
  161. throw new Exception("The entrypoint method is invalid! Please check your config.ini");
  162. foreach (var method in methods)
  163. {
  164. var il = method.Body.GetILProcessor();
  165. var ins = il.Body.Instructions.First();
  166. il.InsertBefore(ins,
  167. il.Create(OpCodes.Ldnull)); // gameExePath (always null, we initialize the Paths class in Entrypoint
  168. il.InsertBefore(ins,
  169. il.Create(OpCodes.Call, startMethod)); // UnityChainloader.StaticStart(string gameExePath)
  170. }
  171. }
  172. }
  173. /// <summary>
  174. /// Allocates a console window for use by BepInEx safely.
  175. /// </summary>
  176. public static void AllocateConsole()
  177. {
  178. if (!ConsoleManager.ConfigConsoleEnabled.Value)
  179. return;
  180. try
  181. {
  182. ConsoleManager.CreateConsole();
  183. }
  184. catch (Exception ex)
  185. {
  186. Log.LogError("Failed to allocate console!");
  187. Log.LogError(ex);
  188. }
  189. }
  190. public static string GetUnityVersion()
  191. {
  192. if (Utility.CurrentPlatform == Platform.Windows)
  193. return FileVersionInfo.GetVersionInfo(Paths.ExecutablePath).FileVersion;
  194. return $"Unknown ({(IsPostUnity2017 ? "post" : "pre")}-2017)";
  195. }
  196. #region Config
  197. private static readonly ConfigEntry<string> ConfigEntrypointAssembly = ConfigFile.CoreConfig.Bind(
  198. "Preloader.Entrypoint", "Assembly",
  199. IsPostUnity2017 ? "UnityEngine.CoreModule.dll" : "UnityEngine.dll",
  200. "The local filename of the assembly to target.");
  201. private static readonly ConfigEntry<string> ConfigEntrypointType = ConfigFile.CoreConfig.Bind(
  202. "Preloader.Entrypoint", "Type",
  203. "Application",
  204. "The name of the type in the entrypoint assembly to search for the entrypoint method.");
  205. private static readonly ConfigEntry<string> ConfigEntrypointMethod = ConfigFile.CoreConfig.Bind(
  206. "Preloader.Entrypoint", "Method",
  207. ".cctor",
  208. "The name of the method in the specified entrypoint assembly and type to hook and load Chainloader from.");
  209. internal static readonly ConfigEntry<bool> ConfigApplyRuntimePatches = ConfigFile.CoreConfig.Bind(
  210. "Preloader", "ApplyRuntimePatches",
  211. true,
  212. "Enables or disables runtime patches.\nThis should always be true, unless you cannot start the game due to a Harmony related issue (such as running .NET Standard runtime) or you know what you're doing.");
  213. private static readonly ConfigEntry<bool> ConfigShimHarmony = ConfigFile.CoreConfig.Bind(
  214. "Preloader", "ShimHarmonySupport",
  215. !Utility.CLRSupportsDynamicAssemblies,
  216. "If enabled, basic Harmony functionality is patched to use MonoMod's RuntimeDetour instead.\nTry using this if Harmony does not work in a game.");
  217. private static readonly ConfigEntry<bool> ConfigPreloaderCOutLogging = ConfigFile.CoreConfig.Bind(
  218. "Logging", "PreloaderConsoleOutRedirection",
  219. true,
  220. "Redirects text from Console.Out during preloader patch loading to the BepInEx logging system.");
  221. #endregion
  222. }
  223. }