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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
Initial commit
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@@ -0,0 +1,126 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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namespace MeatKit
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{
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public static partial class MeatKit
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{
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private const string EditorAssemblyPath = "Library/ScriptAssemblies/";
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public const string BundleOutputPath = "AssetBundles/";
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private static void ExportEditorAssembly(string folder)
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{
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if (!File.Exists(EditorAssemblyPath + AssemblyName + ".dll")) return;
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// Delete the old file
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var settings = BuildWindow.SelectedProfile;
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var exportPath = folder + settings.PackageName + ".dll";
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if (File.Exists(exportPath)) File.Delete(exportPath);
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var rParams = new ReaderParameters
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{
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AssemblyResolver =
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new RedirectedAssemblyResolver(Path.GetDirectoryName(typeof(UnityEngine.Object).Assembly.Location))
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};
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// Get the MeatKitPlugin class and rename it
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string tempFile = Path.GetTempFileName();
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File.Copy(EditorAssemblyPath + AssemblyName + ".dll", tempFile, true);
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using (var asm = AssemblyDefinition.ReadAssembly(tempFile, rParams))
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{
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var plugin = asm.MainModule.GetType("MeatKitPlugin");
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plugin.Name = settings.PackageName + "Plugin";
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// This is some quantum bullshit.
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// If you don't enumerate the constructor arguments for attributes their values aren't updated correctly.
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foreach (var x in GetAllCustomAttributes(asm).SelectMany(a => a.ConstructorArguments))
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{
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}
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// Get the BepInPlugin attribute and replace the values in it with our own
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var str = asm.MainModule.TypeSystem.String;
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var guid = settings.Author + "." + settings.PackageName;
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var pluginAttribute = plugin.CustomAttributes.First(a => a.AttributeType.Name == "BepInPlugin");
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pluginAttribute.ConstructorArguments[0] = new CustomAttributeArgument(str, guid);
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pluginAttribute.ConstructorArguments[1] = new CustomAttributeArgument(str, settings.PackageName);
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pluginAttribute.ConstructorArguments[2] = new CustomAttributeArgument(str, settings.Version);
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// Get the LoadAssets method and make a new body for it
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var loadAssetsMethod = plugin.Methods.First(m => m.Name == "LoadAssets");
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loadAssetsMethod.Body = new MethodBody(loadAssetsMethod);
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var il = loadAssetsMethod.Body.GetILProcessor();
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// Let any build items insert their own code in here
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foreach (var item in settings.BuildItems)
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item.GenerateLoadAssets(plugin, il);
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// Insert a ret at the end so it's valid
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il.Emit(OpCodes.Ret);
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// Module name needs to be changed away from Assembly-CSharp.dll because it is a reserved name.
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asm.Name = new AssemblyNameDefinition(settings.PackageName, asm.Name.Version);
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asm.MainModule.Name = settings.PackageName + ".dll";
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// References to renamed unity code must be swapped out.
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foreach (var ii in asm.MainModule.AssemblyReferences)
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switch (ii.Name)
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{
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case AssemblyRename:
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ii.Name = AssemblyName;
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break;
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case AssemblyFirstpassRename:
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ii.Name = AssemblyFirstpassName;
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break;
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}
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if (BuildWindow.SelectedProfile.StripNamespaces)
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{
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// Remove types not in an allowed namespace or the global namespace
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string[] allowedNamespaces = BuildWindow.SelectedProfile.GetAllAllowedNamespaces();
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List<TypeDefinition> typesToRemove = new List<TypeDefinition>();
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foreach (var type in asm.MainModule.Types)
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{
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if (type.Namespace == "" || allowedNamespaces.Any(x => type.Namespace.Contains(x)))
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continue;
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typesToRemove.Add(type);
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}
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foreach (var type in typesToRemove) asm.MainModule.Types.Remove(type);
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}
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// Remove the same types we didn't want to import. This cannot be skipped.
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foreach (var type in StripAssemblyTypes
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.Select(x => asm.MainModule.GetType(x))
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.Where(x => x != null))
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asm.MainModule.Types.Remove(type);
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try
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{
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// Save it
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asm.Write(exportPath);
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}
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catch (ArgumentException e)
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{
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throw new MeatKitBuildException("Unable to write exported scripts file. This is likely due to namespace stripping being enabled and a required namespace is not whitelisted.", e);
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}
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}
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// Delete temp file now that we're done.
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File.Delete(tempFile);
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}
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private static IEnumerable<CustomAttribute> GetAllCustomAttributes(AssemblyDefinition asm)
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{
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foreach (var type in asm.MainModule.Types)
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{
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foreach (var attrib in type.CustomAttributes) yield return attrib;
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foreach (CustomAttribute attrib in type.Methods.SelectMany(method => method.CustomAttributes))
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yield return attrib;
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}
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}
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}
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}
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