UnityPreloader.cs 8.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Diagnostics;
  4. using System.IO;
  5. using System.Linq;
  6. using System.Text;
  7. using BepInEx.Bootstrap;
  8. using BepInEx.Configuration;
  9. using BepInEx.Core.Logging;
  10. using BepInEx.Logging;
  11. using BepInEx.Preloader.Core;
  12. using BepInEx.Preloader.Core.Logging;
  13. using BepInEx.Preloader.Core.RuntimeFixes;
  14. using BepInEx.Preloader.RuntimeFixes;
  15. using Mono.Cecil;
  16. using Mono.Cecil.Cil;
  17. using MonoMod.RuntimeDetour;
  18. using MonoMod.Utils;
  19. using MethodAttributes = Mono.Cecil.MethodAttributes;
  20. namespace BepInEx.Preloader.Unity
  21. {
  22. /// <summary>
  23. /// The main entrypoint of BepInEx, and initializes all patchers and the chainloader.
  24. /// </summary>
  25. internal static class UnityPreloader
  26. {
  27. /// <summary>
  28. /// The log writer that is specific to the preloader.
  29. /// </summary>
  30. private static PreloaderConsoleListener PreloaderLog { get; set; }
  31. private static ManualLogSource Log => PreloaderLogger.Log;
  32. public static string ManagedPath { get; private set; } = Utility.CombinePaths(Paths.GameRootPath, $"{Paths.ProcessName}_Data", "Managed");
  33. public static bool IsPostUnity2017 { get; } = File.Exists(Path.Combine(ManagedPath, "UnityEngine.CoreModule.dll"));
  34. public static void Run(string managedDirectory)
  35. {
  36. try
  37. {
  38. ConsoleManager.Initialize(false);
  39. AllocateConsole();
  40. if (managedDirectory != null)
  41. ManagedPath = managedDirectory;
  42. Utility.TryDo(() =>
  43. {
  44. if (ConfigApplyRuntimePatches.Value)
  45. UnityPatches.Apply();
  46. }, out var runtimePatchException);
  47. Logger.Sources.Add(TraceLogSource.CreateSource());
  48. HarmonyFixes.Apply();
  49. PreloaderLog = new PreloaderConsoleListener(ConfigPreloaderCOutLogging.Value);
  50. Logger.Listeners.Add(PreloaderLog);
  51. ChainloaderLogHelper.PrintLogInfo(Log);
  52. Log.LogInfo($"Running under Unity v{GetUnityVersion()}");
  53. Log.LogInfo($"CLR runtime version: {Environment.Version}");
  54. Log.LogInfo($"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}");
  55. Log.LogDebug($"Game executable path: {Paths.ExecutablePath}");
  56. Log.LogDebug($"Unity Managed directory: {ManagedPath}");
  57. Log.LogDebug($"BepInEx root path: {Paths.BepInExRootPath}");
  58. if (runtimePatchException != null)
  59. Log.LogWarning($"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}");
  60. Log.LogMessage("Preloader started");
  61. TypeLoader.SearchDirectories.Add(ManagedPath);
  62. using (var assemblyPatcher = new AssemblyPatcher())
  63. {
  64. assemblyPatcher.PatcherPlugins.Add(new PatcherPlugin
  65. {
  66. TargetDLLs = () => new[] { ConfigEntrypointAssembly.Value },
  67. Patcher = PatchEntrypoint,
  68. TypeName = "BepInEx.Chainloader"
  69. });
  70. assemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath);
  71. Log.LogInfo($"{assemblyPatcher.PatcherPlugins.Count} patcher plugin(s) loaded");
  72. assemblyPatcher.LoadAssemblyDirectory(ManagedPath);
  73. Log.LogInfo($"{assemblyPatcher.PatcherPlugins.Count} assemblies discovered");
  74. assemblyPatcher.PatchAndLoad();
  75. }
  76. Log.LogMessage("Preloader finished");
  77. Logger.Listeners.Remove(PreloaderLog);
  78. Logger.Listeners.Add(new ConsoleLogListener());
  79. PreloaderLog.Dispose();
  80. Logger.Listeners.Add(new StdOutLogListener());
  81. }
  82. catch (Exception ex)
  83. {
  84. try
  85. {
  86. Log.LogFatal("Could not run preloader!");
  87. Log.LogFatal(ex);
  88. if (!ConsoleManager.ConsoleActive)
  89. {
  90. //if we've already attached the console, then the log will already be written to the console
  91. AllocateConsole();
  92. Console.Write(PreloaderLog);
  93. }
  94. }
  95. catch { }
  96. string log = string.Empty;
  97. try
  98. {
  99. // We could use platform-dependent newlines, however the developers use Windows so this will be easier to read :)
  100. log = string.Join("\r\n", PreloaderConsoleListener.LogEvents.Select(x => x.ToString()).ToArray());
  101. log += "\r\n";
  102. PreloaderLog?.Dispose();
  103. PreloaderLog = null;
  104. }
  105. catch { }
  106. File.WriteAllText(
  107. Path.Combine(Paths.GameRootPath, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"),
  108. log + ex);
  109. }
  110. }
  111. /// <summary>
  112. /// Inserts BepInEx's own chainloader entrypoint into UnityEngine.
  113. /// </summary>
  114. /// <param name="assembly">The assembly that will be attempted to be patched.</param>
  115. public static void PatchEntrypoint(ref AssemblyDefinition assembly)
  116. {
  117. if (assembly.MainModule.AssemblyReferences.Any(x => x.Name.Contains("BepInEx")))
  118. throw new Exception("BepInEx has been detected to be patched! Please unpatch before using a patchless variant!");
  119. string entrypointType = ConfigEntrypointType.Value;
  120. string entrypointMethod = ConfigEntrypointMethod.Value;
  121. bool isCctor = entrypointMethod.IsNullOrWhiteSpace() || entrypointMethod == ".cctor";
  122. var entryType = assembly.MainModule.Types.FirstOrDefault(x => x.Name == entrypointType);
  123. if (entryType == null)
  124. throw new Exception("The entrypoint type is invalid! Please check your config/BepInEx.cfg file");
  125. string chainloaderAssemblyPath = Path.Combine(Paths.BepInExAssemblyDirectory, "BepInEx.Unity.dll");
  126. var readerParameters = new ReaderParameters
  127. {
  128. AssemblyResolver = TypeLoader.CecilResolver
  129. };
  130. using (var chainloaderAssemblyDefinition = AssemblyDefinition.ReadAssembly(chainloaderAssemblyPath, readerParameters))
  131. {
  132. var chainloaderType = chainloaderAssemblyDefinition.MainModule.Types.First(x => x.Name == "UnityChainloader");
  133. var originalStartMethod = chainloaderType.EnumerateAllMethods().First(x => x.Name == "StaticStart");
  134. var startMethod = assembly.MainModule.ImportReference(originalStartMethod);
  135. var methods = new List<MethodDefinition>();
  136. if (isCctor)
  137. {
  138. var cctor = entryType.Methods.FirstOrDefault(m => m.IsConstructor && m.IsStatic);
  139. if (cctor == null)
  140. {
  141. cctor = new MethodDefinition(".cctor",
  142. MethodAttributes.Static | MethodAttributes.Private | MethodAttributes.HideBySig
  143. | MethodAttributes.SpecialName | MethodAttributes.RTSpecialName,
  144. assembly.MainModule.ImportReference(typeof(void)));
  145. entryType.Methods.Add(cctor);
  146. var il = cctor.Body.GetILProcessor();
  147. il.Append(il.Create(OpCodes.Ret));
  148. }
  149. methods.Add(cctor);
  150. }
  151. else
  152. {
  153. methods.AddRange(entryType.Methods.Where(x => x.Name == entrypointMethod));
  154. }
  155. if (!methods.Any())
  156. throw new Exception("The entrypoint method is invalid! Please check your config.ini");
  157. foreach (var method in methods)
  158. {
  159. var il = method.Body.GetILProcessor();
  160. var ins = il.Body.Instructions.First();
  161. il.InsertBefore(ins,
  162. il.Create(OpCodes.Ldnull)); // gameExePath (always null, we initialize the Paths class in Entrypoint
  163. il.InsertBefore(ins,
  164. il.Create(OpCodes.Call, startMethod)); // UnityChainloader.StaticStart(string gameExePath)
  165. }
  166. }
  167. }
  168. /// <summary>
  169. /// Allocates a console window for use by BepInEx safely.
  170. /// </summary>
  171. public static void AllocateConsole()
  172. {
  173. if (!ConsoleManager.ConfigConsoleEnabled.Value)
  174. return;
  175. try
  176. {
  177. ConsoleManager.CreateConsole();
  178. }
  179. catch (Exception ex)
  180. {
  181. Log.LogError("Failed to allocate console!");
  182. Log.LogError(ex);
  183. }
  184. }
  185. public static string GetUnityVersion()
  186. {
  187. if (Utility.CurrentPlatform == Platform.Windows)
  188. return FileVersionInfo.GetVersionInfo(Paths.ExecutablePath).FileVersion;
  189. return $"Unknown ({(IsPostUnity2017 ? "post" : "pre")}-2017)";
  190. }
  191. #region Config
  192. private static readonly ConfigEntry<string> ConfigEntrypointAssembly = ConfigFile.CoreConfig.Bind(
  193. "Preloader.Entrypoint", "Assembly",
  194. IsPostUnity2017 ? "UnityEngine.CoreModule.dll" : "UnityEngine.dll",
  195. "The local filename of the assembly to target.");
  196. private static readonly ConfigEntry<string> ConfigEntrypointType = ConfigFile.CoreConfig.Bind(
  197. "Preloader.Entrypoint", "Type",
  198. "Application",
  199. "The name of the type in the entrypoint assembly to search for the entrypoint method.");
  200. private static readonly ConfigEntry<string> ConfigEntrypointMethod = ConfigFile.CoreConfig.Bind(
  201. "Preloader.Entrypoint", "Method",
  202. ".cctor",
  203. "The name of the method in the specified entrypoint assembly and type to hook and load Chainloader from.");
  204. internal static readonly ConfigEntry<bool> ConfigApplyRuntimePatches = ConfigFile.CoreConfig.Bind(
  205. "Preloader", "ApplyRuntimePatches",
  206. true,
  207. "Enables or disables runtime patches.\nThis should always be true, unless you cannot start the game due to a Harmony related issue (such as running .NET Standard runtime) or you know what you're doing.");
  208. private static readonly ConfigEntry<bool> ConfigPreloaderCOutLogging = ConfigFile.CoreConfig.Bind(
  209. "Logging", "PreloaderConsoleOutRedirection",
  210. true,
  211. "Redirects text from Console.Out during preloader patch loading to the BepInEx logging system.");
  212. #endregion
  213. }
  214. }