DoorstopEntrypoint.cs 3.5 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. /// <param name="args">
  49. /// The arguments passed in from Doorstop. First argument is the path of the currently executing
  50. /// process.
  51. /// </param>
  52. public static void Main(string[] args)
  53. {
  54. // We set it to the current directory first as a fallback, but try to use the same location as the .exe file.
  55. string silentExceptionLog = $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log";
  56. try
  57. {
  58. EnvVars.LoadVars();
  59. string gamePath = Path.GetDirectoryName(EnvVars.DOORSTOP_PROCESS_PATH) ?? ".";
  60. silentExceptionLog = Path.Combine(gamePath, silentExceptionLog);
  61. // Get the path of this DLL via Doorstop env var because Assembly.Location mangles non-ASCII characters on some versions of Mono for unknown reasons
  62. preloaderPath = Path.GetDirectoryName(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH));
  63. AppDomain.CurrentDomain.AssemblyResolve += ResolveCurrentDirectory;
  64. // In some versions of Unity 4, Mono tries to resolve BepInEx.dll prematurely because of the call to Paths.SetExecutablePath
  65. // To prevent that, we have to use reflection and a separate startup class so that we can install required assembly resolvers before the main code
  66. typeof(DoorstopEntrypoint).Assembly.GetType($"BepInEx.Preloader.Unity.{nameof(UnityPreloaderRunner)}")
  67. ?.GetMethod(nameof(UnityPreloaderRunner.PreloaderPreMain))
  68. ?.Invoke(null, null);
  69. AppDomain.CurrentDomain.AssemblyResolve -= ResolveCurrentDirectory;
  70. }
  71. catch (Exception ex)
  72. {
  73. File.WriteAllText(silentExceptionLog, ex.ToString());
  74. }
  75. }
  76. private static Assembly ResolveCurrentDirectory(object sender, ResolveEventArgs args)
  77. {
  78. var name = new AssemblyName(args.Name);
  79. try
  80. {
  81. return Assembly.LoadFile(Path.Combine(preloaderPath, $"{name.Name}.dll"));
  82. }
  83. catch (Exception)
  84. {
  85. return null;
  86. }
  87. }
  88. }
  89. }