Files
BepInEx/Runtimes/Unity/BepInEx.Unity.Mono.Preloader/UnityPreloader.cs
T
aldelaro5 094c43a93b v7: Change the chainloader Unity Mono entrypoint method to be Harmony based (#994)
* Change the Unity Mono entrypoint method to be Harmony based

* Improve the error handling and logging

* Log fatal + return in case of double StaticStart calls
2024-09-24 20:34:13 +02:00

222 lines
8.3 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Reflection;
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 BepInEx.Unity.Common;
using BepInEx.Unity.Mono.Preloader.RuntimeFixes;
using BepInEx.Unity.Mono.Preloader.Utils;
using HarmonyLib;
namespace BepInEx.Unity.Mono.Preloader;
/// <summary>
/// The main entrypoint of BepInEx, and initializes all patchers and the chainloader.
/// </summary>
internal static class UnityPreloader
{
#region Config
internal static readonly ConfigEntry<bool> 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
/// <summary>
/// The log writer that is specific to the preloader.
/// </summary>
private static PreloaderConsoleListener PreloaderLog { get; set; }
private static ManualLogSource Log => PreloaderLogger.Log;
private static readonly Harmony Harmony = new("BepInEx.Unity.Mono.Preloader");
public static void Run()
{
try
{
HarmonyBackendFix.Initialize();
UnityInfo.Initialize(Paths.ExecutablePath, Paths.GameDataPath);
ConsoleManager.Initialize(false, 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 {UnityInfo.Version}");
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");
// Set up the chainloader entrypoint which harmony patches the main Unity assembly as soon as possible and
// unpatch it in our hooking method before calling the chainloader init method
AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
TypeLoader.SearchDirectories.UnionWith(Paths.DllSearchPaths);
using (var assemblyPatcher = new AssemblyPatcher(MonoAssemblyHelper.LoadFromMemory))
{
assemblyPatcher.AddPatchersFromProviders();
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, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"),
log + ex);
}
}
// First step of the chainloader entrypoint: Harmony patch the main Unity assembly with a suitable hook
private static void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
{
const string sceneManagerTypeName = "UnityEngine.SceneManagement.SceneManager";
const string displayTypeName = "UnityEngine.Display";
var assembly = args.LoadedAssembly;
var assemblyName = assembly.GetName().Name;
if (assemblyName is not ("UnityEngine.CoreModule" or "UnityEngine"))
return;
try
{
AppDomain.CurrentDomain.AssemblyLoad -= OnAssemblyLoad;
var sceneManagerType = assembly.GetType(sceneManagerTypeName, false);
if (sceneManagerType != null)
{
var activeSceneChangedMethod = sceneManagerType.GetMethod("Internal_ActiveSceneChanged",
BindingFlags.NonPublic | BindingFlags.Static);
Harmony.Patch(activeSceneChangedMethod, prefix: new HarmonyMethod(typeof(UnityPreloader), nameof(Entrypoint)));
Log.LogInfo($"Hooked into {activeSceneChangedMethod.FullDescription()}");
return;
}
var displayType = assembly.GetType(displayTypeName, false);
if (displayType != null)
{
var recreateDisplayListMethod = displayType.GetMethod("RecreateDisplayList", BindingFlags.NonPublic | BindingFlags.Static);
Harmony.Patch(recreateDisplayListMethod, postfix: new HarmonyMethod(typeof(UnityPreloader), nameof(Entrypoint)));
Log.LogInfo($"Hooked into {recreateDisplayListMethod.FullDescription()}");
return;
}
Log.LogFatal($"Couldn't find a suitable chainloader entrypoint in the {assemblyName} assembly because " +
$"{sceneManagerTypeName} or {displayTypeName} do not exist in the assembly");
}
catch (Exception e)
{
Log.LogFatal($"Unexpected error occured when trying to hook into {assemblyName}: {e}");
}
}
// Second step of the chainloader entrypoint: undo the Harmony patch and call the chainloader init method
private static void Entrypoint()
{
try
{
Harmony.UnpatchSelf();
Assembly.Load("BepInEx.Unity.Mono")
.GetType("BepInEx.Unity.Mono.Bootstrap.UnityChainloader")
.GetMethod("StaticStart", AccessTools.all)!
.Invoke(null, [null]);
}
catch (Exception e)
{
Log.LogFatal(e);
}
}
/// <summary>
/// Allocates a console window for use by BepInEx safely.
/// </summary>
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);
}
}
}