summaryrefslogtreecommitdiff
path: root/src/StardewModdingAPI/Framework/AssemblyLoader.cs
blob: 0cf6e569befce5869f5d1993ca10a8ef56e5ce35 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
using Mono.Cecil.Cil;
using StardewModdingAPI.AssemblyRewriters;

namespace StardewModdingAPI.Framework
{
    /// <summary>Preprocesses and loads mod assemblies.</summary>
    internal class AssemblyLoader
    {
        /*********
        ** Properties
        *********/
        /// <summary>Metadata for mapping assemblies to the current platform.</summary>
        private readonly PlatformAssemblyMap AssemblyMap;

        /// <summary>A type => assembly lookup for types which should be rewritten.</summary>
        private readonly IDictionary<string, Assembly> TypeAssemblies;

        /// <summary>Encapsulates monitoring and logging.</summary>
        private readonly IMonitor Monitor;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="targetPlatform">The current game platform.</param>
        /// <param name="monitor">Encapsulates monitoring and logging.</param>
        public AssemblyLoader(Platform targetPlatform, IMonitor monitor)
        {
            this.Monitor = monitor;
            this.AssemblyMap = Constants.GetAssemblyMap(targetPlatform);

            // generate type => assembly lookup for types which should be rewritten
            this.TypeAssemblies = new Dictionary<string, Assembly>();
            foreach (Assembly assembly in this.AssemblyMap.Targets)
            {
                ModuleDefinition module = this.AssemblyMap.TargetModules[assembly];
                foreach (TypeDefinition type in module.GetTypes())
                {
                    if (!type.IsPublic)
                        continue; // no need to rewrite
                    if (type.Namespace.Contains("<"))
                        continue; // ignore assembly metadata
                    this.TypeAssemblies[type.FullName] = assembly;
                }
            }
        }

        /// <summary>Preprocess and load an assembly.</summary>
        /// <param name="assemblyPath">The assembly file path.</param>
        /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
        public Assembly Load(string assemblyPath)
        {
            // get referenced local assemblies
            AssemblyParseResult[] assemblies;
            {
                AssemblyDefinitionResolver resolver = new AssemblyDefinitionResolver();
                assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), new HashSet<string>(), 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());
            }

            // rewrite & load assemblies in leaf-to-root order
            Assembly lastAssembly = null;
            foreach (AssemblyParseResult assembly in assemblies)
            {
                bool changed = this.RewriteAssembly(assembly.Definition);
                if (changed)
                {
                    this.Monitor.Log($"Loading {assembly.File.Name} (rewritten in memory)...", LogLevel.Trace);
                    using (MemoryStream outStream = new MemoryStream())
                    {
                        assembly.Definition.Write(outStream);
                        byte[] bytes = outStream.ToArray();
                        lastAssembly = Assembly.Load(bytes);
                    }
                }
                else
                {
                    this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace);
                    lastAssembly = Assembly.UnsafeLoadFrom(assembly.File.FullName);
                }
            }

            // last assembly loaded is the root
            return lastAssembly;
        }

        /// <summary>Resolve an assembly by its name.</summary>
        /// <param name="name">The assembly name.</param>
        /// <remarks>
        /// This implementation returns the first loaded assembly which matches the short form of
        /// the assembly name, to resolve assembly resolution issues when rewriting
        /// assemblies (especially with Mono). Since this is meant to be called on <see cref="AppDomain.AssemblyResolve"/>,
        /// the implicit assumption is that loading the exact assembly failed.
        /// </remarks>
        public Assembly ResolveAssembly(string name)
        {
            string shortName = name.Split(new[] { ',' }, 2).First(); // get simple name (without version and culture)
            return AppDomain.CurrentDomain
                .GetAssemblies()
                .FirstOrDefault(p => p.GetName().Name == shortName);
        }


        /*********
        ** Private methods
        *********/
        /****
        ** Assembly parsing
        ****/
        /// <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>
        /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
        private IEnumerable<AssemblyParseResult> GetReferencedLocalAssemblies(FileInfo file, HashSet<string> visitedAssemblyPaths, 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);
            AssemblyDefinition assembly;
            using (Stream readStream = new MemoryStream(assemblyBytes))
                assembly = AssemblyDefinition.ReadAssembly(readStream, new ReaderParameters(ReadingMode.Deferred) { AssemblyResolver = assemblyResolver });

            // 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))
                    yield return result;
            }

            // yield assembly
            yield return new AssemblyParseResult(file, assembly);
        }

        /****
        ** Assembly rewriting
        ****/
        /// <summary>Rewrite the types referenced by an assembly.</summary>
        /// <param name="assembly">The assembly to rewrite.</param>
        /// <returns>Returns whether the assembly was modified.</returns>
        private bool RewriteAssembly(AssemblyDefinition assembly)
        {
            ModuleDefinition module = assembly.MainModule;

            // 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))
                {
                    platformChanged = true;
                    module.AssemblyReferences.RemoveAt(i);
                    i--;
                }
            }
            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 incompatible instructions
            bool anyRewritten = false;
            IInstructionRewriter[] rewriters = Constants.GetRewriters().ToArray();
            foreach (MethodDefinition method in this.GetMethods(module))
            {
                // skip methods with no rewritable instructions
                bool canRewrite = method.Body.Instructions.Any(op => rewriters.Any(rewriter => rewriter.ShouldRewrite(op, platformChanged)));
                if (!canRewrite)
                    continue;

                // prepare method
                ILProcessor cil = method.Body.GetILProcessor();

                // rewrite instructions
                foreach (Instruction op in cil.Body.Instructions.ToArray())
                {
                    IInstructionRewriter rewriter = rewriters.FirstOrDefault(p => p.ShouldRewrite(op, platformChanged));
                    rewriter?.Rewrite(module, cil, op, this.AssemblyMap);
                }

                // finalise method
                anyRewritten = true;
            }

            return platformChanged || anyRewritten;
        }

        /// <summary>Get the correct reference to use for compatibility with the current platform.</summary>
        /// <param name="type">The type reference to rewrite.</param>
        private void ChangeTypeScope(TypeReference type)
        {
            // check skip conditions
            if (type == null || type.FullName.StartsWith("System."))
                return;

            // get assembly
            Assembly assembly;
            if (!this.TypeAssemblies.TryGetValue(type.FullName, out assembly))
                return;

            // replace scope
            AssemblyNameReference assemblyRef = this.AssemblyMap.TargetReferences[assembly];
            type.Scope = assemblyRef;
        }

        /// <summary>Get all methods in a module.</summary>
        /// <param name="module">The module to search.</param>
        private IEnumerable<MethodDefinition> GetMethods(ModuleDefinition module)
        {
            return (
                from type in module.GetTypes()
                where type.HasMethods
                from method in type.Methods
                where method.HasBody
                select method
            );
        }
    }
}