public static void Run() { try { AllocateConsole(); bool bridgeInitialized = Utility.TryDo(() => { if (ConfigShimHarmony.Value) { HarmonyDetourBridge.Init(); } }, out var harmonyBridgeException); Exception runtimePatchException = null; if (bridgeInitialized) { Utility.TryDo(() => { if (ConfigApplyRuntimePatches.Value) { UnityPatches.Apply(); } }, out runtimePatchException); } Logger.Sources.Add(TraceLogSource.CreateSource()); HarmonyFixes.Apply(); PreloaderLog = new PreloaderConsoleListener(ConfigPreloaderCOutLogging.Value); Logger.Listeners.Add(PreloaderLog); string consoleTile = $"BepInEx {typeof(Paths).Assembly.GetName().Version} - {Process.GetCurrentProcess().ProcessName}"; ConsoleWindow.Title = consoleTile; Logger.LogMessage(consoleTile); //See BuildInfoAttribute for more information about this section. object[] attributes = typeof(BuildInfoAttribute).Assembly.GetCustomAttributes(typeof(BuildInfoAttribute), false); if (attributes.Length > 0) { var attribute = (BuildInfoAttribute)attributes[0]; Logger.LogMessage(attribute.Info); } Logger.LogInfo($"Running under Unity v{FileVersionInfo.GetVersionInfo(Paths.ExecutablePath).FileVersion}"); Logger.LogInfo($"CLR runtime version: {Environment.Version}"); Logger.LogInfo($"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}"); if (harmonyBridgeException != null) { Logger.LogWarning($"Failed to enable fix for Harmony for .NET Standard API. Error message: {harmonyBridgeException.Message}"); } if (runtimePatchException != null) { Logger.LogWarning($"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}"); } Logger.LogMessage("Preloader started"); AssemblyPatcher.AddPatcher(new PatcherPlugin { TargetDLLs = () => new[] { ConfigEntrypointAssembly.Value }, Patcher = PatchEntrypoint, TypeName = "BepInEx.Chainloader" }); AssemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath); Logger.LogInfo($"{AssemblyPatcher.PatcherPlugins.Count} patcher plugin(s) loaded"); AssemblyPatcher.PatchAndLoad(Paths.ManagedPath); AssemblyPatcher.DisposePatchers(); Logger.LogMessage("Preloader finished"); Logger.Listeners.Remove(PreloaderLog); Logger.Listeners.Add(new ConsoleLogListener()); PreloaderLog.Dispose(); } catch (Exception ex) { try { Logger.LogFatal("Could not run preloader!"); Logger.LogFatal(ex); PreloaderLog?.Dispose(); if (!ConsoleWindow.IsAttached) { //if we've already attached the console, then the log will already be written to the console AllocateConsole(); Console.Write(PreloaderLog); } PreloaderLog = null; } finally { File.WriteAllText( Path.Combine(Paths.GameRootPath, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"), PreloaderLog + "\r\n" + ex); PreloaderLog?.Dispose(); PreloaderLog = null; } } }
public static void Run() { try { ConsoleManager.Initialize(false); AllocateConsole(); Utility.TryDo(() => { if (ConfigApplyRuntimePatches.Value) { UnityPatches.Apply(); } }, out var runtimePatchException); Logger.InitializeInternalLoggers(); Logger.Sources.Add(TraceLogSource.CreateSource()); PreloaderLog = new PreloaderConsoleListener(ConfigPreloaderCOutLogging.Value); Logger.Listeners.Add(PreloaderLog); string consoleTile = $"BepInEx {typeof(Paths).Assembly.GetName().Version} - {Path.GetFileNameWithoutExtension(Process.GetCurrentProcess().ProcessName)}"; if (ConsoleManager.ConsoleActive) { ConsoleManager.SetConsoleTitle(consoleTile); } Logger.LogMessage(consoleTile); //See BuildInfoAttribute for more information about this section. object[] attributes = typeof(BuildInfoAttribute).Assembly.GetCustomAttributes(typeof(BuildInfoAttribute), false); if (attributes.Length > 0) { var attribute = (BuildInfoAttribute)attributes[0]; Logger.LogMessage(attribute.Info); } Logger.LogInfo($"Running under Unity v{GetUnityVersion()}"); Logger.LogInfo($"CLR runtime version: {Environment.Version}"); Logger.LogInfo($"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}"); if (runtimePatchException != null) { Logger.LogWarning($"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}"); } Logger.LogMessage("Preloader started"); AssemblyPatcher.AddPatcher(new PatcherPlugin { TargetDLLs = () => new[] { ConfigEntrypointAssembly.Value }, Patcher = PatchEntrypoint, TypeName = "BepInEx.Chainloader" }); AssemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath); Logger.LogInfo($"{AssemblyPatcher.PatcherPlugins.Count} patcher plugin(s) loaded"); AssemblyPatcher.PatchAndLoad(Paths.ManagedPath); AssemblyPatcher.DisposePatchers(); Logger.LogMessage("Preloader finished"); Logger.Listeners.Remove(PreloaderLog); Logger.Listeners.Add(new ConsoleLogListener()); PreloaderLog.Dispose(); } catch (Exception ex) { try { Logger.LogFatal("Could not run preloader!"); Logger.LogFatal(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 { } string 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); } }
public static void Run() { try { AllocateConsole(); UnityPatches.Apply(); Logger.Sources.Add(TraceLogSource.CreateSource()); PreloaderLog = new PreloaderConsoleListener(Utility.SafeParseBool(Config.GetEntry("preloader-logconsole", "false", "BepInEx"))); Logger.Listeners.Add(PreloaderLog); string consoleTile = $"BepInEx {typeof(Paths).Assembly.GetName().Version} - {Process.GetCurrentProcess().ProcessName}"; ConsoleWindow.Title = consoleTile; Logger.LogMessage(consoleTile); //See BuildInfoAttribute for more information about this section. object[] attributes = typeof(BuildInfoAttribute).Assembly.GetCustomAttributes(typeof(BuildInfoAttribute), false); if (attributes.Length > 0) { var attribute = (BuildInfoAttribute)attributes[0]; Logger.LogMessage(attribute.Info); } #if UNITY_2018 Logger.LogMessage("Compiled in Unity v2018 mode"); #else Logger.LogMessage("Compiled in Legacy Unity mode"); #endif Logger.LogInfo($"Running under Unity v{Process.GetCurrentProcess().MainModule.FileVersionInfo.FileVersion}"); Logger.LogMessage("Preloader started"); string entrypointAssembly = Config.GetEntry("entrypoint-assembly", "UnityEngine.dll", "Preloader"); AssemblyPatcher.AddPatcher(new PatcherPlugin { TargetDLLs = new[] { entrypointAssembly }, Patcher = PatchEntrypoint }); AssemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath, GetPatcherMethods); Logger.LogInfo($"{AssemblyPatcher.PatcherPlugins.Count} patcher plugin(s) loaded"); AssemblyPatcher.PatchAndLoad(Paths.ManagedPath); AssemblyPatcher.DisposePatchers(); Logger.LogMessage("Preloader finished"); Logger.Listeners.Remove(PreloaderLog); Logger.Listeners.Add(new ConsoleLogListener()); PreloaderLog.Dispose(); } catch (Exception ex) { try { Logger.LogFatal("Could not run preloader!"); Logger.LogFatal(ex); PreloaderLog?.Dispose(); if (!ConsoleWindow.IsAttached) { //if we've already attached the console, then the log will already be written to the console AllocateConsole(); Console.Write(PreloaderLog); } PreloaderLog = null; } finally { File.WriteAllText( Path.Combine(Paths.GameRootPath, $"preloader_{DateTime.Now:yyyyMMdd_HHmmss_fff}.log"), PreloaderLog + "\r\n" + ex); PreloaderLog?.Dispose(); PreloaderLog = null; } } }
public static void Run() { try { InitializeHarmony(); ConsoleManager.Initialize(false); AllocateConsole(); Utility.TryDo(() => { if (ConfigApplyRuntimePatches.Value) { UnityPatches.Apply(); } }, out var runtimePatchException); Logger.Sources.Add(new HarmonyLogSource()); Logger.Sources.Add(TraceLogSource.CreateSource()); Logger.Listeners.Add(new ConsoleLogListener()); PreloaderLog = new PreloaderConsoleListener(); Logger.Listeners.Add(PreloaderLog); ChainloaderLogHelper.PrintLogInfo(Log); Log.LogInfo($"Running under Unity v{GetUnityVersion()}"); Log.LogInfo($"CLR runtime version: {Environment.Version}"); Log.LogInfo($"Supports SRE: {Utility.CLRSupportsDynamicAssemblies}"); Log.LogDebug($"Game executable path: {Paths.ExecutablePath}"); Log.LogDebug($"Unity Managed directory: {Paths.ManagedPath}"); Log.LogDebug($"BepInEx root path: {Paths.BepInExRootPath}"); if (runtimePatchException != null) { Log.LogWarning($"Failed to apply runtime patches for Mono. See more info in the output log. Error message: {runtimePatchException.Message}"); } Log.LogMessage("Preloader started"); TypeLoader.SearchDirectories.UnionWith(Paths.DllSearchPaths); using (var assemblyPatcher = new AssemblyPatcher()) { assemblyPatcher.PatcherPlugins.Add(new PatcherPlugin { TargetDLLs = () => new[] { ConfigEntrypointAssembly.Value }, Patcher = PatchEntrypoint, TypeName = "BepInEx.Chainloader" }); assemblyPatcher.AddPatchersFromDirectory(Paths.PatcherPluginPath); Log.LogInfo($"{assemblyPatcher.PatcherPlugins.Count} patcher plugin{(assemblyPatcher.PatcherPlugins.Count == 1 ? "" : "s")} loaded"); assemblyPatcher.LoadAssemblyDirectories(Paths.DllSearchPaths); Log.LogInfo($"{assemblyPatcher.PatcherPlugins.Count} assemblies discovered"); assemblyPatcher.PatchAndLoad(); } Log.LogMessage("Preloader finished"); Logger.Listeners.Remove(PreloaderLog); PreloaderLog.Dispose(); } catch (Exception ex) { try { Log.LogFatal("Could not run preloader!"); Log.LogFatal(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); } }