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- using Mono.Cecil;
- using Mono.Cecil.Cil;
- using System;
- using System.IO;
- using System.Linq;
- using System.Reflection;
- using MethodAttributes = Mono.Cecil.MethodAttributes;
- namespace BepInEx.Patcher
- {
- class Program
- {
- static void WriteError(string message)
- {
- Console.ForegroundColor = ConsoleColor.Red;
- Console.WriteLine("Failed");
- Console.ResetColor();
- Console.WriteLine(message);
- Console.WriteLine();
- }
- static void WriteSuccess()
- {
- Console.ForegroundColor = ConsoleColor.Green;
- Console.WriteLine("Success");
- Console.ResetColor();
- }
- static string GetUnityEngineAssembly(string managedDir)
- {
- var path = Path.Combine(managedDir, "UnityEngine.CoreModule.dll");
- if (File.Exists(path))
- return path;
- return Path.Combine(managedDir, "UnityEngine.dll");
- }
- static void Main(string[] args)
- {
- Console.WriteLine($"BepInEx Patcher v{Assembly.GetExecutingAssembly().GetName().Version}");
- if (args.Length >= 1) //short circuit for specific dll patch
- Environment.Exit(PatchUnityExe(Path.GetDirectoryName(args[0]), args[0], out string message) ? 0 : 9999);
- bool hasFound = false;
- bool hasFailure = false;
- int patchCount = 0;
- foreach (string exePath in Directory.GetFiles(Directory.GetCurrentDirectory()))
- {
- string gameName = Path.GetFileNameWithoutExtension(exePath);
- string managedDir = Environment.CurrentDirectory + $@"\{gameName}_Data\Managed";
- string unityOutputDLL = GetUnityEngineAssembly(managedDir);
- if (!Directory.Exists(managedDir) || !File.Exists(unityOutputDLL))
- continue;
- hasFound = true;
- Console.Write($"Patching {gameName}... ");
- if (PatchUnityExe(managedDir, unityOutputDLL, out string message))
- {
- WriteSuccess();
- patchCount++;
- }
- else
- {
- WriteError(message);
- hasFailure = true;
- }
- }
- Console.WriteLine();
- if (!hasFound)
- Console.WriteLine("Didn't find any games to patch! Exiting.");
- else
- Console.WriteLine($"Patched {patchCount} assemblies!");
- if (hasFailure)
- {
- Console.WriteLine("Press any key to continue...");
- Console.ReadKey();
- }
- else
- System.Threading.Thread.Sleep(3000);
- }
- static bool PatchUnityExe(string managedDir, string unityOutputDLL, out string message)
- {
- message = null;
- try
- {
- string injectedDLL = Path.GetFullPath($"{managedDir}\\BepInEx.Bootstrap.dll");
- File.WriteAllBytes(injectedDLL, EmbeddedResource.Get("BepInEx.Patcher.BepInEx.Bootstrap.dll"));
- var defaultResolver = new DefaultAssemblyResolver();
- defaultResolver.AddSearchDirectory(managedDir);
- var rp = new ReaderParameters
- {
- AssemblyResolver = defaultResolver
- };
- string unityBackupDLL = $"{GetUnityEngineAssembly(managedDir)}.bak";
- //determine which assembly to use as a base
- AssemblyDefinition unity = AssemblyDefinition.ReadAssembly(unityOutputDLL, rp);
- if (!VerifyAssembly(unity, out message))
- {
- //try and fall back to .bak if exists
- if (File.Exists(unityBackupDLL))
- {
- unity.Dispose();
- unity = AssemblyDefinition.ReadAssembly(unityBackupDLL, rp);
- if (!VerifyAssembly(unity, out message))
- {
- //can't use anything
- unity.Dispose();
- message += "\r\nThe backup is not usable.";
- return false;
- }
- }
- else
- {
- //can't use anything
- unity.Dispose();
- message += "\r\nNo backup exists.";
- return false;
- }
- }
- else
- {
- //make a backup of the assembly
- File.Copy(unityOutputDLL, unityBackupDLL, true);
- unity.Dispose();
- unity = AssemblyDefinition.ReadAssembly(unityBackupDLL, rp);
- }
- //patch
- using (unity)
- using (AssemblyDefinition injected = AssemblyDefinition.ReadAssembly(injectedDLL, rp))
- {
- InjectAssembly(unity, injected);
- unity.Write(unityOutputDLL);
- }
- }
- catch (Exception e)
- {
- message = e.ToString();
- return false;
- }
- return true;
- }
- static void InjectAssembly(AssemblyDefinition unity, AssemblyDefinition injected)
- {
- //Entry point
- var originalInjectMethod = injected.MainModule.Types.First(x => x.Name == "Entrypoint")
- .Methods.First(x => x.Name == "Init");
- var injectMethod = unity.MainModule.ImportReference(originalInjectMethod);
- var sceneManager = unity.MainModule.Types.First(x => x.Name == "Application");
- var voidType = unity.MainModule.ImportReference(typeof(void));
- var cctor = new MethodDefinition(".cctor",
- MethodAttributes.Static
- | MethodAttributes.Private
- | MethodAttributes.HideBySig
- | MethodAttributes.SpecialName
- | MethodAttributes.RTSpecialName,
- voidType);
- var ilp = cctor.Body.GetILProcessor();
- ilp.Append(ilp.Create(OpCodes.Call, injectMethod));
- ilp.Append(ilp.Create(OpCodes.Ret));
- sceneManager.Methods.Add(cctor);
- }
- static bool VerifyAssembly(AssemblyDefinition unity, out string message)
- {
- bool canPatch = true;
- message = "";
- //check if already patched
- if (unity.MainModule.AssemblyReferences.Any(x => x.Name.Contains("BepInEx")))
- {
- canPatch = false;
- message += "This assembly has already been patched by BepInEx.\r\n";
- }
- message = message.Trim();
- return canPatch;
- }
- }
- }
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