mirror of
https://github.com/BepInEx/BepInEx.git
synced 2026-10-20 01:46:13 +00:00
105 lines
4.1 KiB
C#
105 lines
4.1 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.Preloader.Core;
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using BepInEx.Preloader.RuntimeFixes;
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using BepInEx.Preloader.UnityMono.RuntimeFixes;
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namespace BepInEx.Preloader.UnityMono;
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internal static class UnityPreloaderRunner
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{
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// This is a list of important assemblies in BepInEx core folder that should be force-loaded
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// Some games can ship these assemblies in Managed folder, in which case assembly resolving bypasses our LocalResolve
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// On the other hand, renaming these assemblies is not viable because 3rd party assemblies
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// that we don't build (e.g. MonoMod, Harmony, many plugins) depend on them
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// As such, we load them early so that the game uses our version instead
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// These assemblies should be known to be rarely edited and are known to be shipped as-is with Unity assets
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private static readonly string[] CriticalAssemblies =
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{
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"Mono.Cecil.dll",
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"Mono.Cecil.Mdb.dll",
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"Mono.Cecil.Pdb.dll",
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"Mono.Cecil.Rocks.dll"
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};
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private static void LoadCriticalAssemblies()
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{
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foreach (var criticalAssembly in CriticalAssemblies)
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try
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{
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Assembly.LoadFile(Path.Combine(Paths.BepInExAssemblyDirectory, criticalAssembly));
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}
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catch (Exception)
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{
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// Suppress error for now
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// TODO: Should we crash here if load fails? Can't use logging at this point
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}
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}
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public static void PreloaderPreMain()
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{
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PlatformUtils.SetPlatform();
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var bepinPath = Utility.ParentDirectory(Path.GetFullPath(EnvVars.DOORSTOP_INVOKE_DLL_PATH), 2);
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Paths.SetExecutablePath(EnvVars.DOORSTOP_PROCESS_PATH, bepinPath,
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EnvVars.DOORSTOP_MANAGED_FOLDER_DIR,
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EnvVars.DOORSTOP_DLL_SEARCH_DIRS);
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LoadCriticalAssemblies();
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AppDomain.CurrentDomain.AssemblyResolve += LocalResolve;
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PreloaderMain();
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}
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private static void PreloaderMain()
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{
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if (UnityPreloader.ConfigApplyRuntimePatches.Value)
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{
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XTermFix.Apply();
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ConsoleSetOutFix.Apply();
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}
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UnityPreloader.Run();
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}
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private static Assembly LocalResolve(object sender, ResolveEventArgs args)
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{
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if (!Utility.TryParseAssemblyName(args.Name, out var assemblyName))
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return null;
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// Use parse assembly name on managed side because native GetName() can fail on some locales
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// if the game path has "exotic" characters
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var validAssemblies = AppDomain.CurrentDomain
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.GetAssemblies()
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.Select(a => new
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{
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assembly = a,
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name = Utility.TryParseAssemblyName(a.FullName, out var name)
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? name
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: null
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})
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.Where(a => a.name != null && a.name.Name == assemblyName.Name)
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.OrderByDescending(a => a.name.Version)
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.ToList();
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// First try to match by version, then just pick the best match (generally highest)
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// This should mainly affect cases where the game itself loads some assembly (like Mono.Cecil)
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var foundMatch = validAssemblies.FirstOrDefault(a => a.name.Version == assemblyName.Version) ??
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validAssemblies.FirstOrDefault();
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var foundAssembly = foundMatch?.assembly;
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if (foundAssembly != null)
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return foundAssembly;
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if (Utility.TryResolveDllAssembly(assemblyName, Paths.BepInExAssemblyDirectory, out foundAssembly)
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|| Utility.TryResolveDllAssembly(assemblyName, Paths.PatcherPluginPath, out foundAssembly)
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|| Utility.TryResolveDllAssembly(assemblyName, Paths.PluginPath, out foundAssembly))
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return foundAssembly;
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return null;
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}
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}
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