mirror of
https://github.com/BepInEx/BepInEx.git
synced 2026-10-19 15:51:45 +00:00
153 lines
5.3 KiB
C#
153 lines
5.3 KiB
C#
using System;
|
|
using System.IO;
|
|
using System.Linq;
|
|
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;
|
|
|
|
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;
|
|
|
|
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");
|
|
|
|
TypeLoader.SearchDirectories.UnionWith(Paths.DllSearchPaths);
|
|
|
|
using (var assemblyPatcher = new AssemblyPatcher(MonoAssemblyHelper.LoadFromMemory))
|
|
{
|
|
assemblyPatcher.AddPatchersFromDirectory(Paths.BepInExAssemblyDirectory);
|
|
assemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <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);
|
|
}
|
|
}
|
|
}
|