using System.IO; using System.Linq; using System.Reflection; using MonoMod.Utils; using SemanticVersioning; namespace BepInEx; /// /// Paths used by BepInEx /// public static class Paths { // TODO: Why is this in Paths? /// /// BepInEx version. /// public static Version BepInExVersion { get; } = Version.Parse(MetadataHelper.GetAttributes(typeof(Paths).Assembly)[0] .InformationalVersion); /// /// The path to the Managed folder that contains the main managed assemblies. /// public static string ManagedPath { get; private set; } /// /// The path to the game data folder of the currently running Unity game. /// public static string GameDataPath { get; private set; } /// /// The directory that the core BepInEx DLLs reside in. /// public static string BepInExAssemblyDirectory { get; private set; } /// /// The path to the core BepInEx DLL. /// public static string BepInExAssemblyPath { get; private set; } /// /// The path to the main BepInEx folder. /// public static string BepInExRootPath { get; private set; } /// /// The path of the currently executing program BepInEx is encapsulated in. /// public static string ExecutablePath { get; private set; } /// /// The directory that the currently executing process resides in. /// On OSX however, this is the parent directory of the game.app folder. /// public static string GameRootPath { get; private set; } /// /// The path to the config directory. /// public static string ConfigPath { get; private set; } /// /// The path to the global BepInEx configuration file. /// public static string BepInExConfigPath { get; private set; } /// /// The path to temporary cache files. /// public static string CachePath { get; private set; } /// /// The path to the patcher plugin folder which resides in the BepInEx folder. /// public static string PatcherPluginPath { get; private set; } /// /// The path to the plugin provider folder which resides in the BepInEx folder. /// public static string PluginProviderPath { get; private set; } /// /// The path to the patcher plugin provider folder which resides in the BepInEx folder. /// public static string PatcherProviderPath { get; private set; } /// /// The path to the plugin folder which resides in the BepInEx folder. /// /// This is ONLY guaranteed to be set correctly when Chainloader has been initialized. /// /// public static string PluginPath { get; private set; } /// /// The name of the currently executing process. /// public static string ProcessName { get; private set; } /// /// List of directories from where Mono will search assemblies before assembly resolving is invoked. /// public static string[] DllSearchPaths { get; private set; } public static void SetExecutablePath(string executablePath, string bepinRootPath = null, string managedPath = null, bool gameDataRelativeToManaged = false, string[] dllSearchPath = null) { ExecutablePath = executablePath; ProcessName = Path.GetFileNameWithoutExtension(executablePath); GameRootPath = PlatformHelper.Is(Platform.MacOS) ? Utility.ParentDirectory(executablePath, 4) : Path.GetDirectoryName(executablePath); if (managedPath != null && gameDataRelativeToManaged) { GameDataPath = Path.GetDirectoryName(managedPath); } else { // According to some experiments, Unity checks whether globalgamemanagers/data.unity3d exists in the data folder before picking it. // 'ProcessName_Data' folder is checked first, then if that fails 'Data' folder is checked. If neither is valid, the player crashes. // A simple Directory.Exists check is accurate enough while being less likely to break in case these conditions change. GameDataPath = Path.Combine(GameRootPath, $"{ProcessName}_Data"); if (!Directory.Exists(GameDataPath)) GameDataPath = Path.Combine(GameRootPath, "Data"); } if (string.IsNullOrEmpty(GameDataPath) || !Directory.Exists(GameDataPath)) throw new DirectoryNotFoundException("Failed to extract valid GameDataPath from executablePath: " + executablePath); ManagedPath = managedPath ?? Path.Combine(GameDataPath, "Managed"); BepInExRootPath = bepinRootPath ?? Path.Combine(GameRootPath, "BepInEx"); ConfigPath = Path.Combine(BepInExRootPath, "config"); BepInExConfigPath = Path.Combine(ConfigPath, "BepInEx.cfg"); PluginProviderPath = Path.Combine(BepInExRootPath, "plugins-providers"); PluginPath = Path.Combine(BepInExRootPath, "plugins"); PatcherProviderPath = Path.Combine(BepInExRootPath, "patchers-providers"); PatcherPluginPath = Path.Combine(BepInExRootPath, "patchers"); BepInExAssemblyDirectory = Path.Combine(BepInExRootPath, "core"); BepInExAssemblyPath = Path.Combine(BepInExAssemblyDirectory, $"{Assembly.GetExecutingAssembly().GetName().Name}.dll"); CachePath = Path.Combine(BepInExRootPath, "cache"); DllSearchPaths = (dllSearchPath ?? new string[0]).Concat(new[] { ManagedPath }).Distinct().ToArray(); } internal static void SetPluginPath(string pluginPath) => PluginPath = Utility.CombinePaths(BepInExRootPath, pluginPath); }