// See: Bin2Object/BinaryObjectStream.cs public void PreProcessMetadata(BinaryObjectStream stream, PluginPreProcessMetadataEventInfo info) { // Example: check if metadata has correct signature if (stream.ReadUInt32() != Il2CppConstants.MetadataSignature) { Console.Error.WriteLine("Metadata signature is invalid"); } // The file is loaded into memory so you can make edits without affecting the file // See PreProcessImage below for information about using BinaryObjectStream for de-obfuscation // Set info.IsStreamModified if you change the stream contents }
// This executes as soon as the raw global-metadata.dat has been read from storage, // before any attempt is made to analyze its contents // We use it to call UnityPlayer.dll to decrypt the file in memory public void PreProcessMetadata(BinaryObjectStream stream, PluginPreProcessMetadataEventInfo info) { // Assume that your plugin is enabled regardless of what is loading // Therefore, we don't want to process global-metadata.dat files that are not for us! // miHoYo metadata has an invalid signature at the start of the file so we use that as the criteria IsOurs = stream.ReadUInt32(0) != Il2CppConstants.MetadataSignature; if (!IsOurs) { return; } // The DWORD 0x4008 bytes from the end should be an offset to itself var lastBlockPointer = stream.Length - 0x4008; IsOurs = stream.ReadUInt32(lastBlockPointer) == lastBlockPointer; if (!IsOurs) { return; } // Tell the user what is happening in case it takes a while PluginServices.For(this).StatusUpdate("Decrypting metadata"); // Create a delegate which internally is a function pointer to the DecryptMetadata function in the DLL var pDecryptMetadata = (DecryptMetadata)Marshal.GetDelegateForFunctionPointer(ModuleBase + Offsets[game.Value].DecryptMetadata, typeof(DecryptMetadata)); // Call the delegate with the encrypted metadata byte array and length as arguments var decryptedBytesUnmanaged = pDecryptMetadata(stream.ToArray(), (int)stream.Length); // Copy the decrypted data back from unmanaged memory to a byte array metadataBlob = new byte[stream.Length]; Marshal.Copy(decryptedBytesUnmanaged, metadataBlob, 0, (int)stream.Length); // Genshin Impact adds some spice by encrypting 0x10 bytes for every 'step' bytes of the metadata // with a simple XOR key, so we need to apply that too if (game.Value.StartsWith("genshin-impact")) { var key = new byte [] { 0xAD, 0x2F, 0x42, 0x30, 0x67, 0x04, 0xB0, 0x9C, 0x9D, 0x2A, 0xC0, 0xBA, 0x0E, 0xBF, 0xA5, 0x68 }; // The step is based on the file size var step = (int)(stream.Length >> 14) << 6; for (var pos = 0; pos < metadataBlob.Length; pos += step) { for (var b = 0; b < 0x10; b++) { metadataBlob[pos + b] ^= key[b]; } } } // We replace the loaded global-metadata.dat with the newly decrypted version, // allowing Il2CppInspector to analyze it as normal stream.Write(0, metadataBlob); // Some types have reordered fields - these calls tell Il2CppInspector what the correct field order is // See MappedTypes.cs for details stream.AddObjectMapping(typeof(Il2CppInspector.Il2CppGlobalMetadataHeader), typeof(Il2CppGlobalMetadataHeader)); stream.AddObjectMapping(typeof(Il2CppInspector.Il2CppTypeDefinition), typeof(Il2CppTypeDefinition)); stream.AddObjectMapping(typeof(Il2CppInspector.Il2CppMethodDefinition), typeof(Il2CppMethodDefinition)); stream.AddObjectMapping(typeof(Il2CppInspector.Il2CppFieldDefinition), typeof(Il2CppFieldDefinition)); stream.AddObjectMapping(typeof(Il2CppInspector.Il2CppPropertyDefinition), typeof(Il2CppPropertyDefinition)); // We tell Il2CppInspector that we have taken care of the metadata // IsStreamModified marks the original data stream as modified so that the user is able to save the changes // SkipValidation tells Il2CppInspector not to check this global-metadata.dat for validity; // if we don't set this, it will report that the metadata is invalid info.IsStreamModified = true; info.SkipValidation = true; }