| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155 | 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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