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- 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;
- /// <summary>
- /// The main entrypoint of BepInEx, called from Doorstop.
- /// </summary>
- 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;
- }
- }
- }
- }
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