Specify and preload a list of critical assemblies

Rebase of c77eee6
This commit is contained in:
Bepis committed 2020-11-06 13:19:53 +11:00
1 parent 3c90a7fb92
commit 665b6536aa
1 file changed
+31
@@ -8,6 +8,36 @@ namespace BepInEx.Preloader.Unity
{
internal static class UnityPreloaderRunner
{
// This is a list of important assemblies in BepInEx core folder that should be force-loaded
// Some games can ship these assemblies in Managed folder, in which case assembly resolving bypasses our LocalResolve
// On the other hand, renaming these assemblies is not viable because 3rd party assemblies
// that we don't build (e.g. MonoMod, Harmony, many plugins) depend on them
// As such, we load them early so that the game uses our version instead
// These assemblies should be known to be rarely edited and are known to be shipped as-is with Unity assets
private static readonly string[] CriticalAssemblies =
{
"Mono.Cecil.dll",
"Mono.Cecil.Mdb.dll",
"Mono.Cecil.Pdb.dll",
"Mono.Cecil.Rocks.dll",
};
private static void LoadCriticalAssemblies()
{
foreach (string criticalAssembly in CriticalAssemblies)
{
try
{
Assembly.LoadFile(Path.Combine(Paths.BepInExAssemblyDirectory, criticalAssembly));
}
catch (Exception)
{
// Suppress error for now
// TODO: Should we crash here if load fails? Can't use logging at this point
}
}
}
public static void PreloaderPreMain()
{
string bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2);
@@ -17,6 +47,7 @@ namespace BepInEx.Preloader.Unity
// Remove temporary resolver early so it won't override local resolver
AppDomain.CurrentDomain.AssemblyResolve -= DoorstopEntrypoint.ResolveCurrentDirectory;
LoadCriticalAssemblies();
PreloaderMain();
}