194 lines
6.7 KiB
C#

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