using System;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Security.Cryptography;
using Mono.Cecil;
using StardewModdingAPI.Framework.AssemblyRewriting;
namespace StardewModdingAPI.Framework
{
/// Preprocesses and loads mod assemblies.
internal class ModAssemblyLoader
{
/*********
** Properties
*********/
/// The directory in which to cache data.
private readonly string CacheDirPath;
/// Rewrites assembly types to match the current platform.
private readonly AssemblyTypeRewriter AssemblyTypeRewriter;
/// Encapsulates monitoring and logging for a given module.
private readonly IMonitor Monitor;
/*********
** Public methods
*********/
/// Construct an instance.
/// The cache directory.
/// The current game platform.
/// Encapsulates monitoring and logging for a given module.
public ModAssemblyLoader(string cacheDirPath, Platform targetPlatform, IMonitor monitor)
{
this.CacheDirPath = cacheDirPath;
this.Monitor = monitor;
this.AssemblyTypeRewriter = this.GetAssemblyRewriter(targetPlatform);
}
/// Preprocess an assembly and cache the modified version.
/// The assembly file path.
public void ProcessAssembly(string assemblyPath)
{
// read assembly data
string assemblyFileName = Path.GetFileName(assemblyPath);
string assemblyDir = Path.GetDirectoryName(assemblyPath);
byte[] assemblyBytes = File.ReadAllBytes(assemblyPath);
byte[] hash = MD5.Create().ComputeHash(assemblyBytes);
// check cache
CachePaths cachePaths = this.GetCacheInfo(assemblyPath);
bool canUseCache = File.Exists(cachePaths.Assembly) && File.Exists(cachePaths.Hash) && hash.SequenceEqual(File.ReadAllBytes(cachePaths.Hash));
// process assembly if not cached
if (!canUseCache)
{
this.Monitor.Log($"Preprocessing new assembly {assemblyFileName}...");
// read assembly definition
AssemblyDefinition assembly;
using (Stream readStream = new MemoryStream(assemblyBytes))
assembly = AssemblyDefinition.ReadAssembly(readStream);
// rewrite assembly to match platform
this.AssemblyTypeRewriter.RewriteAssembly(assembly);
// write cache
using (MemoryStream outStream = new MemoryStream())
{
// get assembly bytes
assembly.Write(outStream);
byte[] outBytes = outStream.ToArray();
// write assembly data
Directory.CreateDirectory(cachePaths.Directory);
File.WriteAllBytes(cachePaths.Assembly, outBytes);
File.WriteAllBytes(cachePaths.Hash, hash);
// copy any mdb/pdb files
foreach (string path in Directory.GetFiles(assemblyDir, "*.mdb").Concat(Directory.GetFiles(assemblyDir, "*.pdb")))
{
string filename = Path.GetFileName(path);
File.Copy(path, Path.Combine(cachePaths.Directory, filename), overwrite: true);
}
}
}
}
/// Load a preprocessed assembly.
/// The assembly file path.
public Assembly LoadCachedAssembly(string assemblyPath)
{
CachePaths cachePaths = this.GetCacheInfo(assemblyPath);
if (!File.Exists(cachePaths.Assembly))
throw new InvalidOperationException($"The assembly {assemblyPath} doesn't exist in the preprocessed cache.");
return Assembly.UnsafeLoadFrom(cachePaths.Assembly); // unsafe load allows DLLs downloaded from the Internet without the user needing to 'unblock' them
}
/*********
** Private methods
*********/
/// Get the cache details for an assembly.
/// The assembly file path.
private CachePaths GetCacheInfo(string assemblyPath)
{
string key = Path.GetFileNameWithoutExtension(assemblyPath);
string dirPath = Path.Combine(this.CacheDirPath, new DirectoryInfo(Path.GetDirectoryName(assemblyPath)).Name);
string cacheAssemblyPath = Path.Combine(dirPath, $"{key}.dll");
string cacheHashPath = Path.Combine(dirPath, $"{key}.hash");
return new CachePaths(dirPath, cacheAssemblyPath, cacheHashPath);
}
/// Get an assembly rewriter for the target platform.
/// The target game platform.
private AssemblyTypeRewriter GetAssemblyRewriter(Platform targetPlatform)
{
// get assembly changes needed for platform
string[] removeAssemblyReferences;
Assembly[] targetAssemblies;
switch (targetPlatform)
{
case Platform.Mono:
removeAssemblyReferences = new[]
{
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new AssemblyTypeRewriter(targetAssemblies, removeAssemblyReferences);
}
}
}