示例#1
0
    public static void Run()
    {
        try
        {
            HarmonyBackendFix.Initialize();

            ConsoleManager.Initialize(false, false);

            PreloaderLog = new PreloaderConsoleListener();
            Logger.Listeners.Add(PreloaderLog);

            if (ConsoleManager.ConsoleEnabled)
            {
                ConsoleManager.CreateConsole();
                Logger.Listeners.Add(new ConsoleLogListener());
            }

            ChainloaderLogHelper.PrintLogInfo(Log);

            Log.Log(LogLevel.Debug, $"Game executable path: {Paths.ExecutablePath}");
            Log.Log(LogLevel.Debug, $"Unhollowed assembly directory: {IL2CPPUnhollowedPath}");
            Log.Log(LogLevel.Debug, $"BepInEx root path: {Paths.BepInExRootPath}");

            UnhollowerLog              = Logger.CreateLogSource("Unhollower");
            LogSupport.InfoHandler    += UnhollowerLog.LogInfo;
            LogSupport.WarningHandler += UnhollowerLog.LogWarning;
            LogSupport.TraceHandler   += UnhollowerLog.LogDebug;
            LogSupport.ErrorHandler   += UnhollowerLog.LogError;

            InitializeUnityVersion();

            if (ProxyAssemblyGenerator.CheckIfGenerationRequired())
            {
                ProxyAssemblyGenerator.GenerateAssemblies();
            }

            UnityVersionHandler.Initialize(UnityVersion.Major, UnityVersion.Minor, UnityVersion.Build);

            using (var assemblyPatcher = new AssemblyPatcher())
            {
                assemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath);

                Log.LogInfo($"{assemblyPatcher.PatcherContext.PatcherPlugins.Count} patcher plugin{(assemblyPatcher.PatcherContext.PatcherPlugins.Count == 1 ? "" : "s")} loaded");

                assemblyPatcher.LoadAssemblyDirectories(IL2CPPUnhollowedPath);

                Log.LogInfo($"{assemblyPatcher.PatcherContext.PatcherPlugins.Count} assemblies discovered");

                assemblyPatcher.PatchAndLoad();
            }


            Logger.Listeners.Remove(PreloaderLog);


            Chainloader = new IL2CPPChainloader();

            Chainloader.Initialize();
        }
        catch (Exception ex)
        {
            Log.Log(LogLevel.Fatal, ex);

            throw;
        }
    }
示例#2
0
    public static void Run()
    {
        try
        {
            HarmonyBackendFix.Initialize();

            ConsoleManager.Initialize(false, true);
            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 v{GetUnityVersion()}");
            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())
            {
                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);
        }
    }