mirror of
https://github.com/BepInEx/BepInEx.git
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* 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
222 lines
8.3 KiB
C#
222 lines
8.3 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using BepInEx.Bootstrap;
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using BepInEx.Configuration;
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using BepInEx.Logging;
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using BepInEx.Preloader.Core;
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using BepInEx.Preloader.Core.Logging;
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using BepInEx.Preloader.Core.Patching;
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using BepInEx.Preloader.RuntimeFixes;
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using BepInEx.Unity.Common;
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using BepInEx.Unity.Mono.Preloader.RuntimeFixes;
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using BepInEx.Unity.Mono.Preloader.Utils;
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using HarmonyLib;
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namespace BepInEx.Unity.Mono.Preloader;
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/// <summary>
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/// The main entrypoint of BepInEx, and initializes all patchers and the chainloader.
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/// </summary>
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internal static class UnityPreloader
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{
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#region Config
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internal static readonly ConfigEntry<bool> ConfigApplyRuntimePatches = ConfigFile.CoreConfig.Bind(
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"Preloader", "ApplyRuntimePatches",
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true,
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"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.");
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#endregion
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/// <summary>
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/// The log writer that is specific to the preloader.
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/// </summary>
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private static PreloaderConsoleListener PreloaderLog { get; set; }
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private static ManualLogSource Log => PreloaderLogger.Log;
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private static readonly Harmony Harmony = new("BepInEx.Unity.Mono.Preloader");
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public static void Run()
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{
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try
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{
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HarmonyBackendFix.Initialize();
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UnityInfo.Initialize(Paths.ExecutablePath, Paths.GameDataPath);
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ConsoleManager.Initialize(false, false);
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AllocateConsole();
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Utility.TryDo(() =>
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{
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if (ConfigApplyRuntimePatches.Value)
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UnityPatches.Apply();
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}, out var runtimePatchException);
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Logger.Sources.Add(new HarmonyLogSource());
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Logger.Sources.Add(TraceLogSource.CreateSource());
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PreloaderLog = new PreloaderConsoleListener();
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Logger.Listeners.Add(PreloaderLog);
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ChainloaderLogHelper.PrintLogInfo(Log);
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Log.Log(LogLevel.Info, $"Running under Unity {UnityInfo.Version}");
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Log.Log(LogLevel.Info, $"CLR runtime version: {Environment.Version}");
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Log.Log(LogLevel.Info, $"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}");
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Log.Log(LogLevel.Debug, $"Game executable path: {Paths.ExecutablePath}");
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Log.Log(LogLevel.Debug, $"Unity Managed directory: {Paths.ManagedPath}");
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Log.Log(LogLevel.Debug, $"BepInEx root path: {Paths.BepInExRootPath}");
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if (runtimePatchException != null)
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Log.Log(LogLevel.Warning,
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$"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}");
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Log.Log(LogLevel.Message, "Preloader started");
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// Set up the chainloader entrypoint which harmony patches the main Unity assembly as soon as possible and
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// unpatch it in our hooking method before calling the chainloader init method
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AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
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TypeLoader.SearchDirectories.UnionWith(Paths.DllSearchPaths);
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using (var assemblyPatcher = new AssemblyPatcher(MonoAssemblyHelper.LoadFromMemory))
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{
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assemblyPatcher.AddPatchersFromProviders();
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Log.Log(LogLevel.Info,
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$"{assemblyPatcher.PatcherContext.PatcherPlugins.Count} patcher plugin{(assemblyPatcher.PatcherContext.PatcherPlugins.Count == 1 ? "" : "s")} loaded");
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assemblyPatcher.LoadAssemblyDirectories(Paths.DllSearchPaths);
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Log.Log(LogLevel.Info,
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$"{assemblyPatcher.PatcherContext.AvailableAssemblies.Count} assemblies discovered");
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assemblyPatcher.PatchAndLoad();
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}
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Log.Log(LogLevel.Message, "Preloader finished");
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Logger.Listeners.Remove(PreloaderLog);
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PreloaderLog.Dispose();
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}
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catch (Exception ex)
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{
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try
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{
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Log.Log(LogLevel.Fatal, "Could not run preloader!");
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Log.Log(LogLevel.Fatal, ex);
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if (!ConsoleManager.ConsoleActive)
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{
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//if we've already attached the console, then the log will already be written to the console
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AllocateConsole();
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Console.Write(PreloaderLog);
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}
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}
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catch { }
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var log = string.Empty;
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try
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{
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// We could use platform-dependent newlines, however the developers use Windows so this will be easier to read :)
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log = string.Join("\r\n", PreloaderConsoleListener.LogEvents.Select(x => x.ToString()).ToArray());
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log += "\r\n";
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PreloaderLog?.Dispose();
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PreloaderLog = null;
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}
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catch { }
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File.WriteAllText(
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Path.Combine(Paths.GameRootPath, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"),
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log + ex);
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}
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}
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// First step of the chainloader entrypoint: Harmony patch the main Unity assembly with a suitable hook
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private static void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
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{
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const string sceneManagerTypeName = "UnityEngine.SceneManagement.SceneManager";
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const string displayTypeName = "UnityEngine.Display";
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var assembly = args.LoadedAssembly;
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var assemblyName = assembly.GetName().Name;
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if (assemblyName is not ("UnityEngine.CoreModule" or "UnityEngine"))
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return;
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try
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{
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AppDomain.CurrentDomain.AssemblyLoad -= OnAssemblyLoad;
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var sceneManagerType = assembly.GetType(sceneManagerTypeName, false);
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if (sceneManagerType != null)
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{
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var activeSceneChangedMethod = sceneManagerType.GetMethod("Internal_ActiveSceneChanged",
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BindingFlags.NonPublic | BindingFlags.Static);
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Harmony.Patch(activeSceneChangedMethod, prefix: new HarmonyMethod(typeof(UnityPreloader), nameof(Entrypoint)));
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Log.LogInfo($"Hooked into {activeSceneChangedMethod.FullDescription()}");
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return;
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}
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var displayType = assembly.GetType(displayTypeName, false);
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if (displayType != null)
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{
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var recreateDisplayListMethod = displayType.GetMethod("RecreateDisplayList", BindingFlags.NonPublic | BindingFlags.Static);
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Harmony.Patch(recreateDisplayListMethod, postfix: new HarmonyMethod(typeof(UnityPreloader), nameof(Entrypoint)));
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Log.LogInfo($"Hooked into {recreateDisplayListMethod.FullDescription()}");
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return;
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}
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Log.LogFatal($"Couldn't find a suitable chainloader entrypoint in the {assemblyName} assembly because " +
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$"{sceneManagerTypeName} or {displayTypeName} do not exist in the assembly");
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}
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catch (Exception e)
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{
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Log.LogFatal($"Unexpected error occured when trying to hook into {assemblyName}: {e}");
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}
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}
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// Second step of the chainloader entrypoint: undo the Harmony patch and call the chainloader init method
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private static void Entrypoint()
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{
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try
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{
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Harmony.UnpatchSelf();
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Assembly.Load("BepInEx.Unity.Mono")
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.GetType("BepInEx.Unity.Mono.Bootstrap.UnityChainloader")
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.GetMethod("StaticStart", AccessTools.all)!
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.Invoke(null, [null]);
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}
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catch (Exception e)
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{
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Log.LogFatal(e);
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}
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}
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/// <summary>
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/// Allocates a console window for use by BepInEx safely.
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/// </summary>
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public static void AllocateConsole()
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{
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if (!ConsoleManager.ConsoleEnabled)
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return;
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try
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{
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ConsoleManager.CreateConsole();
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Logger.Listeners.Add(new ConsoleLogListener());
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}
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catch (Exception ex)
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{
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Log.LogError("Failed to allocate console!");
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Log.LogError(ex);
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}
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}
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}
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