mirror of
https://github.com/BepInEx/BepInEx.git
synced 2026-10-20 11:39:43 +00:00
116 lines
4.7 KiB
C#
116 lines
4.7 KiB
C#
using System.IO;
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using System.Linq;
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using System.Reflection;
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using MonoMod.Utils;
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using SemanticVersioning;
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namespace BepInEx
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{
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/// <summary>
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/// Paths used by BepInEx
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/// </summary>
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public static class Paths
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{
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public static Version BepInExVersion { get; } =
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Version.Parse(MetadataHelper.GetAttributes<AssemblyInformationalVersionAttribute>(typeof(Paths).Assembly)[0]
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.InformationalVersion);
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/// <summary>
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/// The path to the Managed folder of the currently running Unity game.
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/// </summary>
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public static string ManagedPath { get; private set; }
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/// <summary>
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/// The directory that the core BepInEx DLLs reside in.
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/// </summary>
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public static string BepInExAssemblyDirectory { get; private set; }
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/// <summary>
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/// The path to the core BepInEx DLL.
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/// </summary>
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public static string BepInExAssemblyPath { get; private set; }
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/// <summary>
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/// The path to the main BepInEx folder.
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/// </summary>
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public static string BepInExRootPath { get; private set; }
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/// <summary>
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/// The path of the currently executing program BepInEx is encapsulated in.
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/// </summary>
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public static string ExecutablePath { get; private set; }
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/// <summary>
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/// The directory that the currently executing process resides in.
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/// <para>On OSX however, this is the parent directory of the game.app folder.</para>
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/// </summary>
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public static string GameRootPath { get; private set; }
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/// <summary>
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/// The path to the config directory.
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/// </summary>
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public static string ConfigPath { get; private set; }
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/// <summary>
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/// The path to the global BepInEx configuration file.
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/// </summary>
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public static string BepInExConfigPath { get; private set; }
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/// <summary>
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/// The path to temporary cache files.
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/// </summary>
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public static string CachePath { get; private set; }
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/// <summary>
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/// The path to the patcher plugin folder which resides in the BepInEx folder.
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/// </summary>
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public static string PatcherPluginPath { get; private set; }
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/// <summary>
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/// The path to the plugin folder which resides in the BepInEx folder.
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/// <para>
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/// This is ONLY guaranteed to be set correctly when Chainloader has been initialized.
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/// </para>
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/// </summary>
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public static string PluginPath { get; private set; }
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/// <summary>
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/// The name of the currently executing process.
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/// </summary>
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public static string ProcessName { get; private set; }
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/// <summary>
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/// List of directories from where Mono will search assemblies before assembly resolving is invoked.
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/// </summary>
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public static string[] DllSearchPaths { get; private set; }
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public static void SetExecutablePath(string executablePath,
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string bepinRootPath = null,
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string managedPath = null,
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string[] dllSearchPath = null)
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{
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ExecutablePath = executablePath;
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ProcessName = Path.GetFileNameWithoutExtension(executablePath);
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GameRootPath = PlatformHelper.Is(Platform.MacOS)
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? Utility.ParentDirectory(executablePath, 4)
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: Path.GetDirectoryName(executablePath);
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ManagedPath = managedPath ?? Utility.CombinePaths(GameRootPath, $"{ProcessName}_Data", "Managed");
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BepInExRootPath = bepinRootPath ?? Path.Combine(GameRootPath, "BepInEx");
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ConfigPath = Path.Combine(BepInExRootPath, "config");
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BepInExConfigPath = Path.Combine(ConfigPath, "BepInEx.cfg");
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PluginPath = Path.Combine(BepInExRootPath, "plugins");
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PatcherPluginPath = Path.Combine(BepInExRootPath, "patchers");
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BepInExAssemblyDirectory = Path.Combine(BepInExRootPath, "core");
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BepInExAssemblyPath = Path.Combine(BepInExAssemblyDirectory,
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$"{Assembly.GetExecutingAssembly().GetName().Name}.dll");
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CachePath = Path.Combine(BepInExRootPath, "cache");
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DllSearchPaths = (dllSearchPath ?? new string[0]).Concat(new[] { ManagedPath }).Distinct().ToArray();
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}
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internal static void SetPluginPath(string pluginPath) =>
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PluginPath = Utility.CombinePaths(BepInExRootPath, pluginPath);
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}
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}
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