using System; using System.IO; using System.Linq; using System.Reflection; using BepInEx.Preloader.Core; namespace BepInEx.Unity.IL2CPP; internal static class UnityPreloaderRunner { public static void PreloaderMain() { var bepinPath = Path.GetDirectoryName(Path.GetDirectoryName(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH))); PlatformUtils.SetPlatform(); Paths.SetExecutablePath(EnvVars.DOORSTOP_PROCESS_PATH, bepinPath, EnvVars.DOORSTOP_MANAGED_FOLDER_DIR, false, EnvVars.DOORSTOP_DLL_SEARCH_DIRS); // Cecil 0.11 requires one to manually set up list of trusted assemblies for assembly resolving // The main BCL path AppDomain.CurrentDomain.AddCecilPlatformAssemblies(Paths.ManagedPath); // The parent path -> .NET has some extra managed DLLs in there AppDomain.CurrentDomain.AddCecilPlatformAssemblies(Path.GetDirectoryName(Paths.ManagedPath)); AppDomain.CurrentDomain.AssemblyResolve += LocalResolve; Preloader.Run(); } internal static Assembly LocalResolve(object sender, ResolveEventArgs args) { var assemblyName = new AssemblyName(args.Name); var foundAssembly = AppDomain.CurrentDomain.GetAssemblies() .FirstOrDefault(x => x.GetName().Name == assemblyName.Name); if (foundAssembly != null) return foundAssembly; if (Utility.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly) || Utility.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly) || Utility.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly)) return foundAssembly; return null; } }