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Diffstat (limited to 'src/StardewModdingAPI/Framework/AssemblyLoader.cs')
-rw-r--r--src/StardewModdingAPI/Framework/AssemblyLoader.cs134
1 files changed, 91 insertions, 43 deletions
diff --git a/src/StardewModdingAPI/Framework/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/AssemblyLoader.cs
index 123211b9..f6fe89f5 100644
--- a/src/StardewModdingAPI/Framework/AssemblyLoader.cs
+++ b/src/StardewModdingAPI/Framework/AssemblyLoader.cs
@@ -5,7 +5,6 @@ using System.Linq;
using System.Reflection;
using Mono.Cecil;
using Mono.Cecil.Cil;
-using Mono.Cecil.Rocks;
using StardewModdingAPI.AssemblyRewriters;
namespace StardewModdingAPI.Framework
@@ -55,14 +54,17 @@ namespace StardewModdingAPI.Framework
/// <summary>Preprocess and load an assembly.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
+ /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
/// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
- public Assembly Load(string assemblyPath)
+ /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
+ public Assembly Load(string assemblyPath, bool assumeCompatible)
{
// get referenced local assemblies
AssemblyParseResult[] assemblies;
{
AssemblyDefinitionResolver resolver = new AssemblyDefinitionResolver();
- assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), new HashSet<string>(), resolver).ToArray();
+ HashSet<string> visitedAssemblyNames = new HashSet<string>(AppDomain.CurrentDomain.GetAssemblies().Select(p => p.GetName().Name)); // don't try loading assemblies that are already loaded
+ assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), visitedAssemblyNames, resolver).ToArray();
if (!assemblies.Any())
throw new InvalidOperationException($"Could not load '{assemblyPath}' because it doesn't exist.");
resolver.Add(assemblies.Select(p => p.Definition).ToArray());
@@ -72,10 +74,10 @@ namespace StardewModdingAPI.Framework
Assembly lastAssembly = null;
foreach (AssemblyParseResult assembly in assemblies)
{
- this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace);
- bool changed = this.RewriteAssembly(assembly.Definition);
+ bool changed = this.RewriteAssembly(assembly.Definition, assumeCompatible);
if (changed)
{
+ this.Monitor.Log($"Loading {assembly.File.Name} (rewritten in memory)...", LogLevel.Trace);
using (MemoryStream outStream = new MemoryStream())
{
assembly.Definition.Write(outStream);
@@ -84,7 +86,10 @@ namespace StardewModdingAPI.Framework
}
}
else
+ {
+ this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace);
lastAssembly = Assembly.UnsafeLoadFrom(assembly.File.FullName);
+ }
}
// last assembly loaded is the root
@@ -116,18 +121,16 @@ namespace StardewModdingAPI.Framework
****/
/// <summary>Get a list of referenced local assemblies starting from the mod assembly, ordered from leaf to root.</summary>
/// <param name="file">The assembly file to load.</param>
- /// <param name="visitedAssemblyPaths">The assembly paths that should be skipped.</param>
+ /// <param name="visitedAssemblyNames">The assembly names that should be skipped.</param>
+ /// <param name="assemblyResolver">A resolver which resolves references to known assemblies.</param>
/// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
- private IEnumerable<AssemblyParseResult> GetReferencedLocalAssemblies(FileInfo file, HashSet<string> visitedAssemblyPaths, IAssemblyResolver assemblyResolver)
+ private IEnumerable<AssemblyParseResult> GetReferencedLocalAssemblies(FileInfo file, HashSet<string> visitedAssemblyNames, IAssemblyResolver assemblyResolver)
{
// validate
if (file.Directory == null)
throw new InvalidOperationException($"Could not get directory from file path '{file.FullName}'.");
- if (visitedAssemblyPaths.Contains(file.FullName))
- yield break; // already visited
if (!file.Exists)
yield break; // not a local assembly
- visitedAssemblyPaths.Add(file.FullName);
// read assembly
byte[] assemblyBytes = File.ReadAllBytes(file.FullName);
@@ -135,11 +138,16 @@ namespace StardewModdingAPI.Framework
using (Stream readStream = new MemoryStream(assemblyBytes))
assembly = AssemblyDefinition.ReadAssembly(readStream, new ReaderParameters(ReadingMode.Deferred) { AssemblyResolver = assemblyResolver });
+ // skip if already visited
+ if (visitedAssemblyNames.Contains(assembly.Name.Name))
+ yield break;
+ visitedAssemblyNames.Add(assembly.Name.Name);
+
// yield referenced assemblies
foreach (AssemblyNameReference dependency in assembly.MainModule.AssemblyReferences)
{
FileInfo dependencyFile = new FileInfo(Path.Combine(file.Directory.FullName, $"{dependency.Name}.dll"));
- foreach (AssemblyParseResult result in this.GetReferencedLocalAssemblies(dependencyFile, visitedAssemblyPaths, assemblyResolver))
+ foreach (AssemblyParseResult result in this.GetReferencedLocalAssemblies(dependencyFile, visitedAssemblyNames, assemblyResolver))
yield return result;
}
@@ -152,62 +160,88 @@ namespace StardewModdingAPI.Framework
****/
/// <summary>Rewrite the types referenced by an assembly.</summary>
/// <param name="assembly">The assembly to rewrite.</param>
+ /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
/// <returns>Returns whether the assembly was modified.</returns>
- private bool RewriteAssembly(AssemblyDefinition assembly)
+ /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
+ private bool RewriteAssembly(AssemblyDefinition assembly, bool assumeCompatible)
{
- ModuleDefinition module = assembly.Modules.Single(); // technically an assembly can have multiple modules, but none of the build tools (including MSBuild) support it; simplify by assuming one module
+ ModuleDefinition module = assembly.MainModule;
+ HashSet<string> loggedMessages = new HashSet<string>();
- // remove old assembly references
- bool shouldRewrite = false;
+ // swap assembly references if needed (e.g. XNA => MonoGame)
+ bool platformChanged = false;
for (int i = 0; i < module.AssemblyReferences.Count; i++)
{
+ // remove old assembly reference
if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name))
{
- shouldRewrite = true;
+ this.LogOnce(this.Monitor, loggedMessages, $"Rewriting {assembly.Name.Name} for OS...");
+ platformChanged = true;
module.AssemblyReferences.RemoveAt(i);
i--;
}
}
- if (!shouldRewrite)
- return false;
-
- // add target assembly references
- foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values)
- module.AssemblyReferences.Add(target);
+ if (platformChanged)
+ {
+ // add target assembly references
+ foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values)
+ module.AssemblyReferences.Add(target);
- // rewrite type scopes to use target assemblies
- IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName);
- foreach (TypeReference type in typeReferences)
- this.ChangeTypeScope(type);
+ // rewrite type scopes to use target assemblies
+ IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName);
+ foreach (TypeReference type in typeReferences)
+ this.ChangeTypeScope(type);
+ }
- // rewrite incompatible methods
- IMethodRewriter[] methodRewriters = Constants.GetMethodRewriters().ToArray();
+ // find (and optionally rewrite) incompatible instructions
+ bool anyRewritten = false;
+ IInstructionRewriter[] rewriters = Constants.GetRewriters().ToArray();
foreach (MethodDefinition method in this.GetMethods(module))
{
- // skip methods with no rewritable method
- bool hasMethodToRewrite = method.Body.Instructions.Any(op => (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt) && methodRewriters.Any(rewriter => rewriter.ShouldRewrite((MethodReference)op.Operand)));
- if (!hasMethodToRewrite)
- continue;
+ // check method definition
+ foreach (IInstructionRewriter rewriter in rewriters)
+ {
+ try
+ {
+ if (rewriter.Rewrite(module, method, this.AssemblyMap, platformChanged))
+ {
+ this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}...");
+ anyRewritten = true;
+ }
+ }
+ catch (IncompatibleInstructionException)
+ {
+ if (!assumeCompatible)
+ throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}.");
+ this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
+ }
+ }
- // rewrite method references
- method.Body.SimplifyMacros();
+ // check CIL instructions
ILProcessor cil = method.Body.GetILProcessor();
- Instruction[] instructions = cil.Body.Instructions.ToArray();
- foreach (Instruction op in instructions)
+ foreach (Instruction instruction in cil.Body.Instructions.ToArray())
{
- if (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt)
+ foreach (IInstructionRewriter rewriter in rewriters)
{
- IMethodRewriter rewriter = methodRewriters.FirstOrDefault(p => p.ShouldRewrite((MethodReference)op.Operand));
- if (rewriter != null)
+ try
{
- MethodReference methodRef = (MethodReference)op.Operand;
- rewriter.Rewrite(module, cil, op, methodRef, this.AssemblyMap);
+ if (rewriter.Rewrite(module, cil, instruction, this.AssemblyMap, platformChanged))
+ {
+ this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}...");
+ anyRewritten = true;
+ }
+ }
+ catch (IncompatibleInstructionException)
+ {
+ if (!assumeCompatible)
+ throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}.");
+ this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
}
}
}
- method.Body.OptimizeMacros();
}
- return true;
+
+ return platformChanged || anyRewritten;
}
/// <summary>Get the correct reference to use for compatibility with the current platform.</summary>
@@ -240,5 +274,19 @@ namespace StardewModdingAPI.Framework
select method
);
}
+
+ /// <summary>Log a message for the player or developer the first time it occurs.</summary>
+ /// <param name="monitor">The monitor through which to log the message.</param>
+ /// <param name="hash">The hash of logged messages.</param>
+ /// <param name="message">The message to log.</param>
+ /// <param name="level">The log severity level.</param>
+ private void LogOnce(IMonitor monitor, HashSet<string> hash, string message, LogLevel level = LogLevel.Trace)
+ {
+ if (!hash.Contains(message))
+ {
+ this.Monitor.Log(message, level);
+ hash.Add(message);
+ }
+ }
}
}