using System; using System.IO; using System.Linq; using System.Reflection; using BepInEx.Preloader.Core; using BepInEx.Preloader.RuntimeFixes; using BepInEx.Unity.Mono.Preloader.RuntimeFixes; using BepInEx.Unity.Mono.Preloader.Utils; namespace BepInEx.Unity.Mono.Preloader; 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", "MonoMod.Utils.dll", "MonoMod.RuntimeDetour.dll", "0Harmony.dll" }; private static void LoadCriticalAssemblies() { foreach (var criticalAssembly in CriticalAssemblies) try { MonoAssemblyHelper.Load(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() { PlatformUtils.SetPlatform(); var bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2); Paths.SetExecutablePath(EnvVars.DOORSTOP_PROCESS_PATH, bepinPath, EnvVars.DOORSTOP_MANAGED_FOLDER_DIR, true, EnvVars.DOORSTOP_DLL_SEARCH_DIRS); LoadCriticalAssemblies(); AppDomain.CurrentDomain.AssemblyResolve += LocalResolve; PreloaderMain(); } private static void PreloaderMain() { if (UnityPreloader.ConfigApplyRuntimePatches.Value) { XTermFix.Apply(); ConsoleSetOutFix.Apply(); } UnityPreloader.Run(); } private static Assembly LocalResolve(object sender, ResolveEventArgs args) { if (!Utility.TryParseAssemblyName(args.Name, out var assemblyName)) return null; // Use parse assembly name on managed side because native GetName() can fail on some locales // if the game path has "exotic" characters var validAssemblies = AppDomain.CurrentDomain .GetAssemblies() .Select(a => new { assembly = a, name = Utility.TryParseAssemblyName(a.FullName, out var name) ? name : null }) .Where(a => a.name != null && a.name.Name == assemblyName.Name) .OrderByDescending(a => a.name.Version) .ToList(); // First try to match by version, then just pick the best match (generally highest) // This should mainly affect cases where the game itself loads some assembly (like Mono.Cecil) var foundMatch = validAssemblies.FirstOrDefault(a => a.name.Version == assemblyName.Version) ?? validAssemblies.FirstOrDefault(); var foundAssembly = foundMatch?.assembly; if (foundAssembly != null) return foundAssembly; if (MonoAssemblyHelper.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly) || MonoAssemblyHelper.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly) || MonoAssemblyHelper.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly)) return foundAssembly; return null; } }