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. if (!Utility.TryParseAssemblyName(args.Name, out var assemblyName))
  29. return null;
  30. // Use parse assembly name on managed side because native GetName() can fail on some locales
  31. // if the game path has "exotic" characters
  32. var foundAssembly = AppDomain.CurrentDomain.GetAssemblies()
  33. .FirstOrDefault(x => Utility.TryParseAssemblyName(x.FullName, out var name) && name.Name == assemblyName.Name);
  34. if (foundAssembly != null)
  35. return foundAssembly;
  36. if (Utility.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly)
  37. || Utility.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly)
  38. || Utility.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly))
  39. return foundAssembly;
  40. return null;
  41. }
  42. }
  43. internal static class DoorstopEntrypoint
  44. {
  45. private static string preloaderPath;
  46. /// <summary>
  47. /// The main entrypoint of BepInEx, called from Doorstop.
  48. /// </summary>
  49. public static void Main()
  50. {
  51. // We set it to the current directory first as a fallback, but try to use the same location as the .exe file.
  52. string silentExceptionLog = $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log";
  53. try
  54. {
  55. EnvVars.LoadVars();
  56. string gamePath = Path.GetDirectoryName(EnvVars.DOORSTOP_PROCESS_PATH) ?? ".";
  57. silentExceptionLog = Path.Combine(gamePath, silentExceptionLog);
  58. // Get the path of this DLL via Doorstop env var because Assembly.Location mangles non-ASCII characters on some versions of Mono for unknown reasons
  59. preloaderPath = Path.GetDirectoryName(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH));
  60. AppDomain.CurrentDomain.AssemblyResolve += ResolveCurrentDirectory;
  61. // In some versions of Unity 4, Mono tries to resolve BepInEx.dll prematurely because of the call to Paths.SetExecutablePath
  62. // To prevent that, we have to use reflection and a separate startup class so that we can install required assembly resolvers before the main code
  63. typeof(DoorstopEntrypoint).Assembly.GetType($"BepInEx.Preloader.Unity.{nameof(UnityPreloaderRunner)}")
  64. ?.GetMethod(nameof(UnityPreloaderRunner.PreloaderPreMain))
  65. ?.Invoke(null, null);
  66. AppDomain.CurrentDomain.AssemblyResolve -= ResolveCurrentDirectory;
  67. }
  68. catch (Exception ex)
  69. {
  70. File.WriteAllText(silentExceptionLog, ex.ToString());
  71. }
  72. }
  73. private static Assembly ResolveCurrentDirectory(object sender, ResolveEventArgs args)
  74. {
  75. // Can't use Utils here because it's not yet resolved
  76. var name = new AssemblyName(args.Name);
  77. try
  78. {
  79. return Assembly.LoadFile(Path.Combine(preloaderPath, $"{name.Name}.dll"));
  80. }
  81. catch (Exception)
  82. {
  83. return null;
  84. }
  85. }
  86. }
  87. }