Files
BepInEx/BepInEx.Preloader.Unity/UnityPreloaderRunner.cs
T

104 lines
4.1 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Reflection;
using BepInEx.Preloader.Core;
using BepInEx.Preloader.RuntimeFixes;
namespace BepInEx.Preloader.Unity;
internal static class UnityPreloaderRunner
{
// This is a list of important assemblies in BepInEx core folder that should be force-loaded
// Some games can ship these assemblies in Managed folder, in which case assembly resolving bypasses our LocalResolve
// On the other hand, renaming these assemblies is not viable because 3rd party assemblies
// that we don't build (e.g. MonoMod, Harmony, many plugins) depend on them
// As such, we load them early so that the game uses our version instead
// These assemblies should be known to be rarely edited and are known to be shipped as-is with Unity assets
private static readonly string[] CriticalAssemblies =
{
"Mono.Cecil.dll",
"Mono.Cecil.Mdb.dll",
"Mono.Cecil.Pdb.dll",
"Mono.Cecil.Rocks.dll"
};
private static void LoadCriticalAssemblies()
{
foreach (var criticalAssembly in CriticalAssemblies)
try
{
Assembly.LoadFile(Path.Combine(Paths.BepInExAssemblyDirectory, criticalAssembly));
}
catch (Exception)
{
// Suppress error for now
// TODO: Should we crash here if load fails? Can't use logging at this point
}
}
public static void PreloaderPreMain()
{
PlatformUtils.SetPlatform();
var bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2);
Paths.SetExecutablePath(EnvVars.DOORSTOP_PROCESS_PATH, bepinPath,
EnvVars.DOORSTOP_MANAGED_FOLDER_DIR,
EnvVars.DOORSTOP_DLL_SEARCH_DIRS);
LoadCriticalAssemblies();
AppDomain.CurrentDomain.AssemblyResolve += LocalResolve;
PreloaderMain();
}
private static void PreloaderMain()
{
if (UnityPreloader.ConfigApplyRuntimePatches.Value)
{
XTermFix.Apply();
ConsoleSetOutFix.Apply();
}
UnityPreloader.Run();
}
private static Assembly LocalResolve(object sender, ResolveEventArgs args)
{
if (!Utility.TryParseAssemblyName(args.Name, out var assemblyName))
return null;
// Use parse assembly name on managed side because native GetName() can fail on some locales
// if the game path has "exotic" characters
var validAssemblies = AppDomain.CurrentDomain
.GetAssemblies()
.Select(a => new
{
assembly = a,
name = Utility.TryParseAssemblyName(a.FullName, out var name)
? name
: null
})
.Where(a => a.name != null && a.name.Name == assemblyName.Name)
.OrderByDescending(a => a.name.Version)
.ToList();
// First try to match by version, then just pick the best match (generally highest)
// This should mainly affect cases where the game itself loads some assembly (like Mono.Cecil)
var foundMatch = validAssemblies.FirstOrDefault(a => a.name.Version == assemblyName.Version) ??
validAssemblies.FirstOrDefault();
var foundAssembly = foundMatch?.assembly;
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;
}
}