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- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Linq;
- using System.Reflection;
- using BepInEx.Common;
- using Mono.Cecil;
- namespace BepInEx
- {
- internal static class AssemblyPatcher
- {
- public delegate void AssemblyLoadEventHandler(AssemblyDefinition assembly);
- public static AssemblyLoadEventHandler AssemblyLoad;
- public static void PatchAll(string directory)
- {
- //load all the requested assemblies
- List<AssemblyDefinition> assemblies = new List<AssemblyDefinition>();
- foreach (string assemblyPath in Directory.GetFiles(directory, "*.dll"))
- {
- var assembly = AssemblyDefinition.ReadAssembly(assemblyPath);
-
- //NOTE: this is special cased here because the dependency handling for System.dll is a bit wonky
- //System has an assembly reference to itself, and it also has a reference to Mono.Security causing a circular dependency
- //It's also generally dangerous to change system.dll since so many things rely on it,
- // and it's already loaded into the appdomain since this loader references it, so we might as well skip it
- if (assembly.Name.Name == "System"
- || assembly.Name.Name == "System.Core"
- || assembly.Name.Name == "mscorlib")
- {
- assembly.Dispose();
- continue;
- }
- assemblies.Add(assembly);
- }
- //generate a dictionary of each assembly's dependencies
- Dictionary<AssemblyDefinition, List<AssemblyDefinition>> assemblyDependencyDict = new Dictionary<AssemblyDefinition, List<AssemblyDefinition>>();
-
- foreach (AssemblyDefinition assembly in assemblies)
- {
- assemblyDependencyDict[assembly] = new List<AssemblyDefinition>();
- foreach (var dependencyRef in assembly.MainModule.AssemblyReferences)
- {
- var dependencyAssembly = assemblies.FirstOrDefault(x => x.FullName == dependencyRef.FullName);
- if (dependencyAssembly != null)
- {
- assemblyDependencyDict[assembly].Add(dependencyAssembly);
- }
- }
- }
- //sort the assemblies so load the assemblies that are dependant upon first
- List<AssemblyDefinition> sortedAssemblies = Utility.TopologicalSort(assemblies, x => assemblyDependencyDict[x]);
- //special casing for UnityEngine, needs to be reordered to the front
- var unityEngine = sortedAssemblies.FirstOrDefault(x => x.Name.Name == "UnityEngine");
- if (unityEngine != null)
- {
- sortedAssemblies.Remove(unityEngine);
- sortedAssemblies.Insert(0, unityEngine);
- }
- //call the patchers on the assemblies
- foreach (var assembly in sortedAssemblies)
- {
- using (MemoryStream assemblyStream = new MemoryStream())
- {
- AssemblyLoad?.Invoke(assembly);
-
- assembly.Write(assemblyStream);
- Assembly.Load(assemblyStream.ToArray());
- }
- assembly.Dispose();
- }
- }
- }
- }
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