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)";
}
}