| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105 | using System;using System.IO;using System.Linq;using System.Reflection;using BepInEx.Preloader.RuntimeFixes;namespace BepInEx.Preloader.Unity{	internal static class UnityPreloaderRunner	{		public static void PreloaderPreMain()		{			string bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2);			Paths.SetExecutablePath(EnvVars.DOORSTOP_MANAGED_FOLDER_DIR, bepinPath);			AppDomain.CurrentDomain.AssemblyResolve += LocalResolve;			PreloaderMain();		}		private static void PreloaderMain()		{			if (UnityPreloader.ConfigApplyRuntimePatches.Value)				XTermFix.Apply();			UnityPreloader.Run(EnvVars.DOORSTOP_MANAGED_FOLDER_DIR);		}		private static Assembly LocalResolve(object sender, ResolveEventArgs args)		{			var assemblyName = new AssemblyName(args.Name);			// Use parse assembly name on managed side because native GetName() can fail on some locales			// if the game path has "exotic" characters			var foundAssembly = AppDomain.CurrentDomain.GetAssemblies()										 .FirstOrDefault(x => new AssemblyName(x.FullName).Name == assemblyName.Name);			if (foundAssembly != null)				return foundAssembly;			if (Utility.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly)				|| Utility.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly)				|| Utility.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly))				return foundAssembly;			return null;		}	}	internal static class DoorstopEntrypoint	{		private static string preloaderPath;		/// <summary>		///     The main entrypoint of BepInEx, called from Doorstop.		/// </summary>		/// <param name="args">		///     The arguments passed in from Doorstop. First argument is the path of the currently executing		///     process.		/// </param>		public static void Main(string[] args)		{			// We set it to the current directory first as a fallback, but try to use the same location as the .exe file.			string silentExceptionLog = $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log";			try			{				EnvVars.LoadVars();				silentExceptionLog = Path.Combine(EnvVars.DOORSTOP_PROCESS_PATH, silentExceptionLog);				// Get the path of this DLL via Doorstop env var because Assembly.Location mangles non-ASCII characters on some versions of Mono for unknown reasons				preloaderPath = Path.GetDirectoryName(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH));				AppDomain.CurrentDomain.AssemblyResolve += ResolveCurrentDirectory;				// In some versions of Unity 4, Mono tries to resolve BepInEx.dll prematurely because of the call to Paths.SetExecutablePath				// To prevent that, we have to use reflection and a separate startup class so that we can install required assembly resolvers before the main code				typeof(DoorstopEntrypoint).Assembly.GetType($"BepInEx.Preloader.Unity.{nameof(UnityPreloaderRunner)}")								  ?.GetMethod(nameof(UnityPreloaderRunner.PreloaderPreMain))								  ?.Invoke(null, null);				AppDomain.CurrentDomain.AssemblyResolve -= ResolveCurrentDirectory;			}			catch (Exception ex)			{				File.WriteAllText(silentExceptionLog, ex.ToString());			}		}		private static Assembly ResolveCurrentDirectory(object sender, ResolveEventArgs args)		{			var name = new AssemblyName(args.Name);			try			{				return Assembly.LoadFile(Path.Combine(preloaderPath, $"{name.Name}.dll"));			}			catch (Exception)			{				return null;			}		}	}}
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