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... "); Shortcut.Create(context.ShortcutPath, Assembly.GetExecutingAssembly().Location, Args(context.Executable, "--launch"), context.ProjectRoot, "Launches the game and makes sure it's in a patched state", "", 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()); } /// /// Encodes an argument for passing into a program /// /// The value that should be received by the program /// The value which needs to be passed to the program for the original value /// to come through 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); } } } }