using System; using System.Diagnostics; using System.IO; using System.Linq; using BepInEx.Bootstrap; using BepInEx.Configuration; using BepInEx.Logging; using BepInEx.Preloader.Core; using BepInEx.Preloader.Core.Logging; using BepInEx.Preloader.Core.Patching; using BepInEx.Preloader.RuntimeFixes; using MonoMod.Utils; namespace BepInEx.Preloader.Unity; /// /// The main entrypoint of BepInEx, and initializes all patchers and the chainloader. /// internal static class UnityPreloader { #region Config internal static readonly ConfigEntry ConfigApplyRuntimePatches = ConfigFile.CoreConfig.Bind( "Preloader", "ApplyRuntimePatches", true, "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."); #endregion /// /// The log writer that is specific to the preloader. /// private static PreloaderConsoleListener PreloaderLog { get; set; } private static ManualLogSource Log => PreloaderLogger.Log; public static bool IsPostUnity2017 { get; } = File.Exists(Path.Combine(Paths.ManagedPath, "UnityEngine.CoreModule.dll")); public static void Run() { try { HarmonyBackendFix.Initialize(); ConsoleManager.Initialize(false); AllocateConsole(); Utility.TryDo(() => { if (ConfigApplyRuntimePatches.Value) UnityPatches.Apply(); }, out var runtimePatchException); Logger.Sources.Add(new HarmonyLogSource()); Logger.Sources.Add(TraceLogSource.CreateSource()); PreloaderLog = new PreloaderConsoleListener(); Logger.Listeners.Add(PreloaderLog); ChainloaderLogHelper.PrintLogInfo(Log); Log.Log(LogLevel.Info, $"Running under Unity v{GetUnityVersion()}"); Log.Log(LogLevel.Info, $"CLR runtime version: {Environment.Version}"); Log.Log(LogLevel.Info, $"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}"); Log.Log(LogLevel.Debug, $"Game executable path: {Paths.ExecutablePath}"); Log.Log(LogLevel.Debug, $"Unity Managed directory: {Paths.ManagedPath}"); Log.Log(LogLevel.Debug, $"BepInEx root path: {Paths.BepInExRootPath}"); if (runtimePatchException != null) Log.Log(LogLevel.Warning, $"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}"); Log.Log(LogLevel.Message, "Preloader started"); TypeLoader.SearchDirectories.UnionWith(Paths.DllSearchPaths); using (var assemblyPatcher = new AssemblyPatcher()) { assemblyPatcher.AddPatchersFromDirectory(Paths.BepInExAssemblyDirectory); assemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath); Log.Log(LogLevel.Info, $"{assemblyPatcher.PatcherContext.PatcherPlugins.Count} patcher plugin{(assemblyPatcher.PatcherContext.PatcherPlugins.Count == 1 ? "" : "s")} loaded"); assemblyPatcher.LoadAssemblyDirectories(Paths.DllSearchPaths); Log.Log(LogLevel.Info, $"{assemblyPatcher.PatcherContext.AvailableAssemblies.Count} assemblies discovered"); assemblyPatcher.PatchAndLoad(); } Log.Log(LogLevel.Message, "Preloader finished"); Logger.Listeners.Remove(PreloaderLog); PreloaderLog.Dispose(); } catch (Exception ex) { try { Log.Log(LogLevel.Fatal, "Could not run preloader!"); Log.Log(LogLevel.Fatal, ex); if (!ConsoleManager.ConsoleActive) { //if we've already attached the console, then the log will already be written to the console AllocateConsole(); Console.Write(PreloaderLog); } } catch { } var log = string.Empty; try { // We could use platform-dependent newlines, however the developers use Windows so this will be easier to read :) log = string.Join("\r\n", PreloaderConsoleListener.LogEvents.Select(x => x.ToString()).ToArray()); log += "\r\n"; PreloaderLog?.Dispose(); PreloaderLog = null; } catch { } File.WriteAllText( Path.Combine(Paths.GameRootPath, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"), log + ex); } } /// /// Allocates a console window for use by BepInEx safely. /// public static void AllocateConsole() { if (!ConsoleManager.ConsoleEnabled) return; try { ConsoleManager.CreateConsole(); Logger.Listeners.Add(new ConsoleLogListener()); } catch (Exception ex) { Log.LogError("Failed to allocate console!"); Log.LogError(ex); } } public static string GetUnityVersion() { if (PlatformHelper.Is(Platform.Windows)) return FileVersionInfo.GetVersionInfo(Paths.ExecutablePath).FileVersion; return $"Unknown ({(IsPostUnity2017 ? "post" : "pre")}-2017)"; } }