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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
);
}
}
}
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