194 lines
6.7 KiB
C#
194 lines
6.7 KiB
C#
using Mono.Cecil;
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using Mono.Cecil.Rocks;
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using ReCodeIt.Utils;
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using System.Runtime.CompilerServices;
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namespace ReCodeIt.ReMapper;
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public static class Publicizer
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{
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public static void Publicize()
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{
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Logger.Log("Starting publicization...", ConsoleColor.Green);
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foreach (var type in DataProvider.ModuleDefinition.Types)
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{
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if (type.IsNotPublic) { type.IsPublic = true; }
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// We only want to do methods and properties
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if (type.HasMethods)
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{
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foreach (var method in type.Methods)
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{
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method.IsPublic = true;
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}
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}
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if (type.HasProperties)
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{
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foreach (var property in type.Properties)
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{
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if (property.SetMethod != null)
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{
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property.SetMethod.IsPublic = true;
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}
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if (property.GetMethod != null)
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{
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property.GetMethod.IsPublic = true;
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}
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}
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}
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}
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}
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public static void Unseal()
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{
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Logger.Log("Starting unseal...", ConsoleColor.Green);
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foreach (var type in DataProvider.ModuleDefinition.Types)
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{
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if (type.IsSealed) { type.IsSealed = false; }
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}
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}
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}
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internal static class SPTPublicizer
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{
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private static ModuleDefinition MainModule;
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public static void PublicizeClasses(ModuleDefinition definition)
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{
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var types = definition.GetAllTypes();
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foreach (var type in types)
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{
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if (type.IsNested) continue; // Nested types are handled when publicizing the parent type
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PublicizeType(type);
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}
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}
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private static void PublicizeType(TypeDefinition type)
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{
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// if (type.CustomAttributes.Any(a => a.AttributeType.Name ==
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// nameof(CompilerGeneratedAttribute))) { return; }
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if (!type.IsNested && !type.IsPublic || type.IsNested && !type.IsNestedPublic)
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{
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type.Attributes &= ~TypeAttributes.VisibilityMask; // Remove all visibility mask attributes
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type.Attributes |= type.IsNested ? TypeAttributes.NestedPublic : TypeAttributes.Public; // Apply a public visibility attribute
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}
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if (type.IsSealed)
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{
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type.Attributes &= ~TypeAttributes.Sealed; // Remove the Sealed attribute if it exists
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}
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foreach (var method in type.Methods)
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{
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PublicizeMethod(method);
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}
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foreach (var property in type.Properties)
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{
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if (property.GetMethod != null) PublicizeMethod(property.GetMethod);
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if (property.SetMethod != null) PublicizeMethod(property.SetMethod);
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}
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// var eventNames = new HashSet<string>(type.Events.Select(e => e.Name)); foreach (var field
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// in type.Fields) { if (eventNames.Contains(field.Name)) { continue; }
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//
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// // if (type.Name.StartsWith("GClass") || !type.Namespace.Contains("EFT") ||
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// !type.Namespace.Contains("UI") || !string.IsNullOrWhiteSpace(type.Namespace)) // if
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// (type.Namespace.Length > 0 && type.Namespace[0] > 'E') PublicizeField(field); }
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var nestedTypesToPublicize = type.NestedTypes.ToArray();
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// Workaround to not publicize some nested types that cannot be patched easily and cause
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// issues Specifically, we want to find any type that implements the "IHealthController"
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// interface and make sure none of it's nested types that implement "IEffect" are changed
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if (GetFlattenedInterfacesRecursive(type).Any(i => i.InterfaceType.Name == "IHealthController"))
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{
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// Specifically, any type that implements the IHealthController interface needs to not
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// publicize any nested types that implement the IEffect interface
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nestedTypesToPublicize = type.NestedTypes.Where(t => t.IsAbstract || t.Interfaces.All(i => i.InterfaceType.Name != "IEffect")).ToArray();
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}
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foreach (var nestedType in nestedTypesToPublicize)
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{
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PublicizeType(nestedType);
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}
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}
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// Don't publicize methods that implement interfaces not belonging to the current assembly
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// Unused - sometimes some ambiguous reference errors appear due to this, but the pros outweigh
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// the cons at the moment
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private static bool CanPublicizeMethod(MethodDefinition method)
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{
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return !method.HasOverrides && method.GetBaseMethod().Equals(method) && !method.IsVirtual;
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}
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private static void PublicizeMethod(MethodDefinition method)
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{
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if (method.IsCompilerControlled /*|| method.CustomAttributes.Any(a => a.AttributeType.Name == nameof(CompilerGeneratedAttribute))*/)
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{
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return;
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}
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if (method.IsPublic) return;
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// if (!CanPublicizeMethod(method)) return;
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// Workaround to not publicize a specific method so the game doesn't crash
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if (method.Name == "TryGetScreen") return;
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method.Attributes &= ~MethodAttributes.MemberAccessMask;
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method.Attributes |= MethodAttributes.Public;
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}
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// Unused for now - publicizing fields is tricky, as it often creates MonoBehaviour loading
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// errors and prevents scenes from loading, most notably breaking the initial game loader scene
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// and causing the game to CTD right after starting
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private static void PublicizeField(FieldDefinition field)
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{
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if (field.CustomAttributes.Any(a => a.AttributeType.Name == nameof(CompilerGeneratedAttribute))
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// || field.HasCustomAttributes
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|| field.Name.StartsWith("delegate")
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|| field.Name.Contains("__BackingField"))
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{
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return;
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}
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if (field.IsPublic || field.IsCompilerControlled || field.IsLiteral || field.IsStatic || field.IsInitOnly) return;
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field.Attributes &= ~FieldAttributes.FieldAccessMask;
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field.Attributes |= FieldAttributes.Public;
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}
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private static List<InterfaceImplementation> GetFlattenedInterfacesRecursive(TypeDefinition type)
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{
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var interfaces = new List<InterfaceImplementation>();
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if (type is null) return interfaces;
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if (type.Interfaces.Any())
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{
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interfaces.AddRange(type.Interfaces);
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}
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if (type.BaseType != null && !type.BaseType.Name.Contains("Object"))
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{
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var baseTypeDefinition = MainModule?.ImportReference(type.BaseType)?.Resolve();
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var baseTypeInterfaces = GetFlattenedInterfacesRecursive(baseTypeDefinition);
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if (baseTypeInterfaces.Any())
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{
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interfaces.AddRange(baseTypeInterfaces);
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}
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}
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return interfaces;
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}
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} |