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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-08-25 20:45:24 -0400 |
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committer | GitHub <noreply@github.com> | 2021-08-25 20:45:24 -0400 |
commit | 0ad033908243528a26b48efcbc8727b1d882f236 (patch) | |
tree | 02909317cfd597acc14e932357fd8d2662fa3ea7 /src/SMAPI/Framework/ModLoading/AssemblyLoader.cs | |
parent | b8dac41da8aa7ea8f42b89acd1e9a74829d70532 (diff) | |
parent | 11ecd578e960379db609cae5f9922df11ae79820 (diff) | |
download | SMAPI-0ad033908243528a26b48efcbc8727b1d882f236.tar.gz SMAPI-0ad033908243528a26b48efcbc8727b1d882f236.tar.bz2 SMAPI-0ad033908243528a26b48efcbc8727b1d882f236.zip |
Merge pull request #801 from spacechase0/fix-crash-rewritten-assemblies
Fix assembly rewriting causing VS to error/crash when debugging
Diffstat (limited to 'src/SMAPI/Framework/ModLoading/AssemblyLoader.cs')
-rw-r--r-- | src/SMAPI/Framework/ModLoading/AssemblyLoader.cs | 34 |
1 files changed, 19 insertions, 15 deletions
diff --git a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs index 86b43990..e1ad9d37 100644 --- a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs +++ b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs @@ -7,6 +7,7 @@ using Mono.Cecil; using Mono.Cecil.Cil; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.ModLoading.Framework; +using StardewModdingAPI.Framework.ModLoading.Symbols; using StardewModdingAPI.Metadata; using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Utilities; @@ -34,6 +35,12 @@ namespace StardewModdingAPI.Framework.ModLoading /// <summary>A minimal assembly definition resolver which resolves references to known loaded assemblies.</summary> private readonly AssemblyDefinitionResolver AssemblyDefinitionResolver; + /// <summary>Provides assembly symbol readers for Mono.Cecil.</summary> + private readonly SymbolReaderProvider SymbolReaderProvider = new SymbolReaderProvider(); + + /// <summary>Provides assembly symbol writers for Mono.Cecil.</summary> + private readonly SymbolWriterProvider SymbolWriterProvider = new SymbolWriterProvider(); + /// <summary>The objects to dispose as part of this instance.</summary> private readonly HashSet<IDisposable> Disposables = new HashSet<IDisposable>(); @@ -134,20 +141,12 @@ namespace StardewModdingAPI.Framework.ModLoading if (!oneAssembly) this.Monitor.Log($" Loading {assembly.File.Name} (rewritten)...", LogLevel.Trace); - // load PDB file if present - byte[] symbols; - { - string symbolsPath = Path.Combine(Path.GetDirectoryName(assemblyPath), Path.GetFileNameWithoutExtension(assemblyPath)) + ".pdb"; - symbols = File.Exists(symbolsPath) - ? File.ReadAllBytes(symbolsPath) - : null; - } - // load assembly - using MemoryStream outStream = new MemoryStream(); - assembly.Definition.Write(outStream); - byte[] bytes = outStream.ToArray(); - lastAssembly = Assembly.Load(bytes, symbols); + using MemoryStream outAssemblyStream = new MemoryStream(); + using MemoryStream outSymbolStream = new MemoryStream(); + assembly.Definition.Write(outAssemblyStream, new WriterParameters { WriteSymbols = true, SymbolStream = outSymbolStream, SymbolWriterProvider = this.SymbolWriterProvider }); + byte[] bytes = outAssemblyStream.ToArray(); + lastAssembly = Assembly.Load(bytes, outSymbolStream.ToArray()); } else { @@ -234,10 +233,15 @@ namespace StardewModdingAPI.Framework.ModLoading if (!file.Exists) yield break; // not a local assembly - // read assembly + // read assembly and symbols byte[] assemblyBytes = File.ReadAllBytes(file.FullName); Stream readStream = this.TrackForDisposal(new MemoryStream(assemblyBytes)); - AssemblyDefinition assembly = this.TrackForDisposal(AssemblyDefinition.ReadAssembly(readStream, new ReaderParameters(ReadingMode.Immediate) { AssemblyResolver = assemblyResolver, InMemory = true })); + { + FileInfo symbolsFile = new FileInfo(Path.Combine(Path.GetDirectoryName(file.FullName)!, Path.GetFileNameWithoutExtension(file.FullName)) + ".pdb"); + if (symbolsFile.Exists) + this.SymbolReaderProvider.TryAddSymbolData(file.Name, () => this.TrackForDisposal(symbolsFile.OpenRead())); + } + AssemblyDefinition assembly = this.TrackForDisposal(AssemblyDefinition.ReadAssembly(readStream, new ReaderParameters(ReadingMode.Immediate) { AssemblyResolver = assemblyResolver, InMemory = true, ReadSymbols = true, SymbolReaderProvider = this.SymbolReaderProvider })); // skip if already visited if (visitedAssemblyNames.Contains(assembly.Name.Name)) |