DoorstopEntrypoint.cs 3.4 KB

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  1. using System;
  2. using System.IO;
  3. using System.Linq;
  4. using System.Reflection;
  5. using BepInEx.Preloader.RuntimeFixes;
  6. namespace BepInEx.Preloader.Unity
  7. {
  8. internal static class UnityPreloaderRunner
  9. {
  10. public static void PreloaderPreMain()
  11. {
  12. string bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2);
  13. Paths.SetExecutablePath(EnvVars.DOORSTOP_MANAGED_FOLDER_DIR, bepinPath);
  14. AppDomain.CurrentDomain.AssemblyResolve += LocalResolve;
  15. PreloaderMain();
  16. }
  17. private static void PreloaderMain()
  18. {
  19. if (UnityPreloader.ConfigApplyRuntimePatches.Value)
  20. {
  21. XTermFix.Apply();
  22. ConsoleSetOutFix.Apply();
  23. }
  24. UnityPreloader.Run(EnvVars.DOORSTOP_MANAGED_FOLDER_DIR);
  25. }
  26. private static Assembly LocalResolve(object sender, ResolveEventArgs args)
  27. {
  28. var assemblyName = new AssemblyName(args.Name);
  29. // Use parse assembly name on managed side because native GetName() can fail on some locales
  30. // if the game path has "exotic" characters
  31. var foundAssembly = AppDomain.CurrentDomain.GetAssemblies()
  32. .FirstOrDefault(x => new AssemblyName(x.FullName).Name == assemblyName.Name);
  33. if (foundAssembly != null)
  34. return foundAssembly;
  35. if (Utility.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly)
  36. || Utility.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly)
  37. || Utility.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly))
  38. return foundAssembly;
  39. return null;
  40. }
  41. }
  42. internal static class DoorstopEntrypoint
  43. {
  44. private static string preloaderPath;
  45. /// <summary>
  46. /// The main entrypoint of BepInEx, called from Doorstop.
  47. /// </summary>
  48. public static void Main()
  49. {
  50. // We set it to the current directory first as a fallback, but try to use the same location as the .exe file.
  51. string silentExceptionLog = $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log";
  52. try
  53. {
  54. EnvVars.LoadVars();
  55. string gamePath = Path.GetDirectoryName(EnvVars.DOORSTOP_PROCESS_PATH) ?? ".";
  56. silentExceptionLog = Path.Combine(gamePath, silentExceptionLog);
  57. // Get the path of this DLL via Doorstop env var because Assembly.Location mangles non-ASCII characters on some versions of Mono for unknown reasons
  58. preloaderPath = Path.GetDirectoryName(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH));
  59. AppDomain.CurrentDomain.AssemblyResolve += ResolveCurrentDirectory;
  60. // In some versions of Unity 4, Mono tries to resolve BepInEx.dll prematurely because of the call to Paths.SetExecutablePath
  61. // To prevent that, we have to use reflection and a separate startup class so that we can install required assembly resolvers before the main code
  62. typeof(DoorstopEntrypoint).Assembly.GetType($"BepInEx.Preloader.Unity.{nameof(UnityPreloaderRunner)}")
  63. ?.GetMethod(nameof(UnityPreloaderRunner.PreloaderPreMain))
  64. ?.Invoke(null, null);
  65. AppDomain.CurrentDomain.AssemblyResolve -= ResolveCurrentDirectory;
  66. }
  67. catch (Exception ex)
  68. {
  69. File.WriteAllText(silentExceptionLog, ex.ToString());
  70. }
  71. }
  72. private static Assembly ResolveCurrentDirectory(object sender, ResolveEventArgs args)
  73. {
  74. var name = new AssemblyName(args.Name);
  75. try
  76. {
  77. return Assembly.LoadFile(Path.Combine(preloaderPath, $"{name.Name}.dll"));
  78. }
  79. catch (Exception)
  80. {
  81. return null;
  82. }
  83. }
  84. }
  85. }