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- using IPA.Patcher;
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.IO;
- using System.Linq;
- using System.Reflection;
- using System.Runtime.InteropServices;
- using System.Text;
- using System.Text.RegularExpressions;
- using System.Windows.Forms;
-
- namespace IPA
- {
-
- class Program
- {
-
- static void Main(string[] args)
- {
- if(args.Length < 1 || !args[0].EndsWith(".exe"))
- {
- Fail("Drag an (executable) file on the exe!");
- }
-
- try
- {
- var context = PatchContext.Create(args);
- bool isRevert = args.Contains("--revert") || Keyboard.IsKeyDown(Keys.LMenu);
- // Sanitizing
- Validate(context);
-
- if (isRevert)
- {
- Revert(context);
- }
- else
- {
- Install(context);
- StartIfNeedBe(context);
- }
- } catch(Exception e)
- {
- Fail(e.Message);
- }
- }
-
- private static void Validate(PatchContext c)
- {
- if (!File.Exists(c.LauncherPathSrc)) Fail("Couldn't find DLLs! Make sure you extracted all contents of the release archive.");
- if (!Directory.Exists(c.DataPathDst) || !File.Exists(c.EngineFile) || !File.Exists(c.AssemblyFile))
- {
- Fail("Game does not seem to be a Unity project. Could not find the libraries to patch.");
- }
- }
-
- private static void Install(PatchContext context)
- {
- try
- {
- // Copying
- Console.Write("Updating files... ");
- CopyAll(new DirectoryInfo(context.DataPathSrc), new DirectoryInfo(context.DataPathDst));
- Console.WriteLine("Successfully updated files!");
-
- if (!Directory.Exists(context.PluginsFolder))
- {
- Console.WriteLine("Creating plugins folder... ");
- Directory.CreateDirectory(context.PluginsFolder);
- }
-
- // Patching
- var patchedModule = PatchedModule.Load(context.EngineFile);
- if (!patchedModule.IsPatched)
- {
- Console.Write("Patching UnityEngine.dll... ");
- BackupManager.MakeBackup(context.EngineFile);
- patchedModule.Patch();
- Console.WriteLine("Done!");
- }
-
- // Virtualizing
- var virtualizedModule = VirtualizedModule.Load(context.AssemblyFile);
- if (!virtualizedModule.IsVirtualized)
- {
- Console.Write("Virtualizing Assembly-Csharp.dll... ");
- BackupManager.MakeBackup(context.AssemblyFile);
- virtualizedModule.Virtualize();
- Console.WriteLine("Done!");
- }
-
- // Creating shortcut
- if(!File.Exists(context.ShortcutPath))
- {
- Console.Write("Creating shortcut to IPA ({0})... ", context.IPA);
- Shortcut.Create(
- fileName: context.ShortcutPath,
- targetPath: context.IPA,
- arguments: Args(context.Executable, "--launch"),
- workingDirectory: context.ProjectRoot,
- description: "Launches the game and makes sure it's in a patched state",
- hotkey: "",
- iconPath: context.Executable
- );
-
- Console.WriteLine("Created");
- }
- }
- catch (Exception e)
- {
- Fail("Oops! This should not have happened.\n\n" + e);
- }
-
- Console.WriteLine("Finished!");
-
- }
-
- private static void Revert(PatchContext context)
- {
- Console.Write("Restoring game assembly... ");
- if(BackupManager.Restore(context.AssemblyFile))
- {
- Console.WriteLine("Done!");
- } else
- {
- Console.WriteLine("Already vanilla!");
- }
-
- Console.Write("Restoring unity engine... ");
- if(BackupManager.Restore(context.EngineFile))
- {
- Console.WriteLine("Done!");
- }
- else
- {
- Console.WriteLine("Already vanilla!");
- }
-
- if (File.Exists(context.ShortcutPath))
- {
- Console.WriteLine("Deleting shortcut...");
- File.Delete(context.ShortcutPath);
- }
-
- Console.WriteLine("");
- Console.WriteLine("--- Done reverting ---");
-
- if (!Environment.CommandLine.Contains("--nowait"))
- {
- Console.WriteLine("\n\n[Press any key to quit]");
- Console.ReadKey();
- }
- }
-
- private static void StartIfNeedBe(PatchContext context)
- {
- var argList = context.Args.ToList();
- bool launch = argList.Remove("--launch");
-
- argList.RemoveAt(0);
-
- if(launch)
- {
- Process.Start(context.Executable, Args(argList.ToArray()));
- }
- }
-
- public static void CopyAll(DirectoryInfo source, DirectoryInfo target)
- {
- Directory.CreateDirectory(target.FullName);
-
- // Copy each file into the new directory.
- foreach (FileInfo fi in source.GetFiles())
- {
- string targetFile = Path.Combine(target.FullName, fi.Name);
- if (!File.Exists(targetFile) || File.GetLastWriteTimeUtc(targetFile) < fi.LastWriteTimeUtc)
- {
- Console.WriteLine(@"Copying {0}\{1}", target.FullName, fi.Name);
- fi.CopyTo(Path.Combine(target.FullName, fi.Name), true);
- }
- }
-
- // Copy each subdirectory using recursion.
- foreach (DirectoryInfo diSourceSubDir in source.GetDirectories())
- {
- DirectoryInfo nextTargetSubDir =
- target.CreateSubdirectory(diSourceSubDir.Name);
- CopyAll(diSourceSubDir, nextTargetSubDir);
- }
- }
-
-
- static void Fail(string message)
- {
- Console.Error.Write("ERROR: " + message);
- if (!Environment.CommandLine.Contains("--nowait"))
- {
- Console.WriteLine("\n\n[Press any key to quit]");
- Console.ReadKey();
- }
- Environment.Exit(1);
- }
-
- public static string Args(params string[] args)
- {
- return string.Join(" ", args.Select(EncodeParameterArgument).ToArray());
- }
-
- /// <summary>
- /// Encodes an argument for passing into a program
- /// </summary>
- /// <param name="original">The value that should be received by the program</param>
- /// <returns>The value which needs to be passed to the program for the original value
- /// to come through</returns>
- public static string EncodeParameterArgument(string original)
- {
- if (string.IsNullOrEmpty(original))
- return original;
- string value = Regex.Replace(original, @"(\\*)" + "\"", @"$1\$0");
- value = Regex.Replace(value, @"^(.*\s.*?)(\\*)$", "\"$1$2$2\"");
- return value;
- }
-
-
- public abstract class Keyboard
- {
- [Flags]
- private enum KeyStates
- {
- None = 0,
- Down = 1,
- Toggled = 2
- }
-
- [DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
- private static extern short GetKeyState(int keyCode);
-
- private static KeyStates GetKeyState(Keys key)
- {
- KeyStates state = KeyStates.None;
-
- short retVal = GetKeyState((int)key);
-
- //If the high-order bit is 1, the key is down
- //otherwise, it is up.
- if ((retVal & 0x8000) == 0x8000)
- state |= KeyStates.Down;
-
- //If the low-order bit is 1, the key is toggled.
- if ((retVal & 1) == 1)
- state |= KeyStates.Toggled;
-
- return state;
- }
-
- public static bool IsKeyDown(Keys key)
- {
- return KeyStates.Down == (GetKeyState(key) & KeyStates.Down);
- }
-
- public static bool IsKeyToggled(Keys key)
- {
- return KeyStates.Toggled == (GetKeyState(key) & KeyStates.Toggled);
- }
- }
- }
- }
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