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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
{
/// <summary>Preprocesses and loads mod assemblies.</summary>
internal class ModAssemblyLoader
{
/*********
** Properties
*********/
/// <summary>The directory in which to cache data.</summary>
private readonly string CacheDirPath;
/// <summary>Encapsulates monitoring and logging for a given module.</summary>
private readonly IMonitor Monitor;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="cacheDirPath">The cache directory.</param>
/// <param name="targetPlatform">The current game platform.</param>
/// <param name="monitor">Encapsulates monitoring and logging for a given module.</param>
public ModAssemblyLoader(string cacheDirPath, Platform targetPlatform, IMonitor monitor)
{
this.CacheDirPath = cacheDirPath;
this.Monitor = monitor;
}
/// <summary>Preprocess an assembly and cache the modified version.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
public void ProcessAssembly(string assemblyPath)
{
// read assembly data
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($"Preprocessing new assembly {assemblyPath}...");
// read assembly definition
AssemblyDefinition definition;
using (Stream readStream = new MemoryStream(assemblyBytes))
definition = AssemblyDefinition.ReadAssembly(readStream);
// write cache
using (MemoryStream outStream = new MemoryStream())
{
definition.Write(outStream);
byte[] outBytes = outStream.ToArray();
Directory.CreateDirectory(cachePaths.Directory);
File.WriteAllBytes(cachePaths.Assembly, outBytes);
File.WriteAllBytes(cachePaths.Hash, hash);
}
}
}
/// <summary>Load a preprocessed assembly.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
public Assembly LoadCachedAssembly(string assemblyPath)
{
CachePaths cachePaths = this.GetCacheInfo(assemblyPath);
if (!File.Exists(cachePaths.Assembly))
throw new InvalidOperationException($"The assembly {assemblyPath} doesn't exist in the preprocessed cache.");
return Assembly.UnsafeLoadFrom(cachePaths.Assembly);
}
/*********
** Private methods
*********/
/// <summary>Get the cache details for an assembly.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
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);
}
}
}
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