mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-06 01:23:31 +08:00
More reflection caching, use deobfuscated names for ToString labels
This commit is contained in:
parent
9072b16c5a
commit
f10a462b00
@ -21,26 +21,61 @@ namespace UnityExplorer.Helpers
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{
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public static BF CommonFlags = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
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// cache for GetTypeByName
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internal static readonly Dictionary<string, Type> s_typesByName = new Dictionary<string, Type>();
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/// <summary>
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/// Find a <see cref="Type"/> in the current AppDomain whose <see cref="Type.FullName"/> matches the provided <paramref name="fullName"/>.
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/// </summary>
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/// <param name="fullName">The <see cref="Type.FullName"/> you want to search for - case sensitive and full matches only.</param>
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/// <returns>The Type if found, otherwise null.</returns>
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public static Type GetTypeByName(string fullName)
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{
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foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
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s_typesByName.TryGetValue(fullName, out Type ret);
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if (ret != null)
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return ret;
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foreach (var type in from asm in AppDomain.CurrentDomain.GetAssemblies()
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from type in asm.TryGetTypes()
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select type)
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{
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foreach (var type in asm.TryGetTypes())
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if (type.FullName == fullName)
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{
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if (type.FullName == fullName)
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{
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return type;
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}
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ret = type;
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break;
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}
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}
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return null;
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if (s_typesByName.ContainsKey(fullName))
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s_typesByName[fullName] = ret;
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else
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s_typesByName.Add(fullName, ret);
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return ret;
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}
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// cache for GetBaseTypes
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internal static readonly Dictionary<string, Type[]> s_cachedTypeInheritance = new Dictionary<string, Type[]>();
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/// <summary>
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/// Get all base types of the provided Type, including itself.
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/// </summary>
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public static Type[] GetAllBaseTypes(object obj) => GetAllBaseTypes(GetActualType(obj));
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/// <summary>
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/// Get all base types of the provided Type, including itself.
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/// </summary>
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public static Type[] GetAllBaseTypes(Type type)
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{
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if (type == null)
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throw new ArgumentNullException("type");
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var name = type.AssemblyQualifiedName;
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if (s_cachedTypeInheritance.TryGetValue(name, out Type[] ret))
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return ret;
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List<Type> list = new List<Type>();
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while (type != null)
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@ -49,9 +84,18 @@ namespace UnityExplorer.Helpers
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type = type.BaseType;
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}
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return list.ToArray();
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ret = list.ToArray();
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s_cachedTypeInheritance.Add(name, ret);
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return ret;
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}
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/// <summary>
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/// Helper for IL2CPP to get the underlying true Type (Unhollowed) of the object.
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/// </summary>
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/// <param name="obj">The object to get the true Type for.</param>
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/// <returns>The most accurate Type of the object which could be identified.</returns>
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public static Type GetActualType(this object obj)
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{
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if (obj == null)
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@ -59,9 +103,9 @@ namespace UnityExplorer.Helpers
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var type = obj.GetType();
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#if CPP
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if (obj is Il2CppSystem.Object ilObject)
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if (obj is Il2CppSystem.Object cppObject)
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{
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if (ilObject is CppType)
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if (cppObject is CppType)
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return typeof(CppType);
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if (!string.IsNullOrEmpty(type.Namespace))
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@ -69,22 +113,22 @@ namespace UnityExplorer.Helpers
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// Il2CppSystem-namespace objects should just return GetType,
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// because using GetIl2CppType returns the System namespace type instead.
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if (type.Namespace.StartsWith("System.") || type.Namespace.StartsWith("Il2CppSystem."))
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return ilObject.GetType();
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return cppObject.GetType();
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}
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var il2cppType = ilObject.GetIl2CppType();
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var cppType = cppObject.GetIl2CppType();
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// check if type is injected
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IntPtr classPtr = il2cpp_object_get_class(ilObject.Pointer);
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IntPtr classPtr = il2cpp_object_get_class(cppObject.Pointer);
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if (RuntimeSpecificsStore.IsInjected(classPtr))
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{
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var typeByName = GetTypeByName(il2cppType.FullName);
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var typeByName = GetTypeByName(cppType.FullName);
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if (typeByName != null)
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return typeByName;
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}
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// this should be fine for all other il2cpp objects
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var getType = GetMonoType(il2cppType);
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var getType = GetMonoType(cppType);
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if (getType != null)
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return getType;
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}
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@ -93,41 +137,55 @@ namespace UnityExplorer.Helpers
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}
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#if CPP
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// caching for GetMonoType
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private static readonly Dictionary<string, Type> Il2CppToMonoType = new Dictionary<string, Type>();
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// keep unobfuscated type name cache, used to display proper name.
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internal static Dictionary<string, string> UnobfuscatedTypeNames = new Dictionary<string, string>();
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/// <summary>
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/// Try to get the Mono (Unhollowed) Type representation of the provided <see cref="Il2CppSystem.Type"/>.
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/// </summary>
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/// <param name="cppType">The Cpp Type you want to convert to Mono.</param>
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/// <returns>The Mono Type if found, otherwise null.</returns>
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public static Type GetMonoType(CppType cppType)
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{
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if (Il2CppToMonoType.ContainsKey(cppType.AssemblyQualifiedName))
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return Il2CppToMonoType[cppType.AssemblyQualifiedName];
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string name = cppType.AssemblyQualifiedName;
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var getType = Type.GetType(cppType.AssemblyQualifiedName);
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if (Il2CppToMonoType.ContainsKey(name))
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return Il2CppToMonoType[name];
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Type ret = Type.GetType(name);
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if (getType != null)
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{
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Il2CppToMonoType.Add(cppType.AssemblyQualifiedName, getType);
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return getType;
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}
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else
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if (ret == null)
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{
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string baseName = cppType.FullName;
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string baseAssembly = cppType.Assembly.GetName().name;
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Type unhollowedType = AppDomain.CurrentDomain
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ret = AppDomain.CurrentDomain
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.GetAssemblies()
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.FirstOrDefault(a => a.GetName().Name == baseAssembly)?
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.FirstOrDefault(a
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=> a.GetName().Name == baseAssembly)?
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.TryGetTypes()
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.FirstOrDefault(t =>
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t.CustomAttributes.Any(ca
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.FirstOrDefault(t
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=> t.CustomAttributes.Any(ca
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=> ca.AttributeType.Name == "ObfuscatedNameAttribute"
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&& (string)ca.ConstructorArguments[0].Value == baseName));
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Il2CppToMonoType.Add(cppType.AssemblyQualifiedName, unhollowedType);
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return unhollowedType;
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if (ret != null)
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{
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// unobfuscated type was found, add to cache.
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UnobfuscatedTypeNames.Add(cppType.FullName, ret.FullName);
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}
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}
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Il2CppToMonoType.Add(name, ret);
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return ret;
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}
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private static readonly Dictionary<Type, IntPtr> CppClassPointers = new Dictionary<Type, IntPtr>();
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// cached class pointers for Il2CppCast
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private static readonly Dictionary<string, IntPtr> CppClassPointers = new Dictionary<string, IntPtr>();
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/// <summary>
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/// Attempt to cast the object to its underlying type.
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@ -161,7 +219,43 @@ namespace UnityExplorer.Helpers
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return Activator.CreateInstance(castTo, ilObj.Pointer);
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}
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internal static readonly Dictionary<Type, MethodInfo> s_unboxMethods = new Dictionary<Type, MethodInfo>();
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/// <summary>
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/// Get the Il2Cpp Class Pointer for the provided Mono (Unhollowed) Type.
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/// </summary>
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/// <param name="type">The Mono/Unhollowed Type you want the Il2Cpp Class Pointer for.</param>
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/// <returns>True if successful, false if not.</returns>
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public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _);
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/// <summary>
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/// Get the Il2Cpp Class Pointer for the provided Mono (Unhollowed) Type.
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/// </summary>
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/// <param name="type">The Mono/Unhollowed Type you want the Il2Cpp Class Pointer for.</param>
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/// <param name="il2cppPtr">The IntPtr for the Il2Cpp class, or IntPtr.Zero if not found.</param>
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/// <returns>True if successful, false if not.</returns>
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public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
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{
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if (CppClassPointers.TryGetValue(type.AssemblyQualifiedName, out il2cppPtr))
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return il2cppPtr != IntPtr.Zero;
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il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
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.MakeGenericType(new Type[] { type })
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.GetField("NativeClassPtr", BF.Public | BF.Static)
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.GetValue(null);
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CppClassPointers.Add(type.AssemblyQualifiedName, il2cppPtr);
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return il2cppPtr != IntPtr.Zero;
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}
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// Extern C++ methods
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[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
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public static extern bool il2cpp_class_is_assignable_from(IntPtr klass, IntPtr oklass);
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[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
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public static extern IntPtr il2cpp_object_get_class(IntPtr obj);
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// cached il2cpp unbox methods
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internal static readonly Dictionary<string, MethodInfo> s_unboxMethods = new Dictionary<string, MethodInfo>();
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/// <summary>
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/// Attempt to unbox the object to the underlying struct type.
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@ -184,41 +278,18 @@ namespace UnityExplorer.Helpers
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if (!(obj is Il2CppSystem.Object))
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return obj;
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if (!s_unboxMethods.ContainsKey(type))
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var name = type.AssemblyQualifiedName;
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if (!s_unboxMethods.ContainsKey(name))
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{
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s_unboxMethods.Add(type, typeof(Il2CppObjectBase)
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s_unboxMethods.Add(name, typeof(Il2CppObjectBase)
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.GetMethod("Unbox")
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.MakeGenericMethod(type));
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}
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return s_unboxMethods[type].Invoke(obj, new object[0]);
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return s_unboxMethods[name].Invoke(obj, new object[0]);
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}
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public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _);
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public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
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{
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if (!CppClassPointers.ContainsKey(type))
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{
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il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
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.MakeGenericType(new Type[] { type })
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.GetField("NativeClassPtr", BF.Public | BF.Static)
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.GetValue(null);
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CppClassPointers.Add(type, il2cppPtr);
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}
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else
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il2cppPtr = CppClassPointers[type];
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return il2cppPtr != IntPtr.Zero;
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}
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[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
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public static extern bool il2cpp_class_is_assignable_from(IntPtr klass, IntPtr oklass);
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[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
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public static extern IntPtr il2cpp_object_get_class(IntPtr obj);
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#endif
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public static IEnumerable<Type> TryGetTypes(this Assembly asm)
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@ -244,49 +315,17 @@ namespace UnityExplorer.Helpers
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}
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}
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#if CPP
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internal static void TryLoadGameModules()
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{
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LoadModule("Assembly-CSharp");
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LoadModule("Assembly-CSharp-firstpass");
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}
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public static bool LoadModule(string module)
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{
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#if ML
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var path = $@"MelonLoader\Managed\{module}.dll";
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#else
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var path = $@"BepInEx\unhollowed\{module}.dll";
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#endif
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return LoadModuleInternal(path);
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}
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internal static bool LoadModuleInternal(string fullPath)
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{
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if (!File.Exists(fullPath))
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return false;
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try
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{
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Assembly.Load(File.ReadAllBytes(fullPath));
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return true;
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}
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catch (Exception e)
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{
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Console.WriteLine(e.GetType() + ", " + e.Message);
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}
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return false;
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}
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#else
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public static bool LoadModule(string module) => true;
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#endif
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// Helper for IL2CPP to check if a Type is assignable to IEnumerable
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#if CPP
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internal static IntPtr s_cppEnumerableClassPtr;
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#endif
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/// <summary>
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/// Check if the provided Type is assignable to IEnumerable.
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/// </summary>
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/// <param name="t">The Type to check</param>
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/// <returns>True if the Type is assignable to IEnumerable, otherwise false.</returns>
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public static bool IsEnumerable(Type t)
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{
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if (typeof(IEnumerable).IsAssignableFrom(t))
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@ -297,8 +336,8 @@ namespace UnityExplorer.Helpers
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if (s_cppEnumerableClassPtr == IntPtr.Zero)
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Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IEnumerable), out s_cppEnumerableClassPtr);
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if (s_cppEnumerableClassPtr != IntPtr.Zero
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&& Il2CppTypeNotNull(t, out IntPtr classPtr)
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if (s_cppEnumerableClassPtr != IntPtr.Zero
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&& Il2CppTypeNotNull(t, out IntPtr classPtr)
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&& il2cpp_class_is_assignable_from(s_cppEnumerableClassPtr, classPtr))
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{
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return true;
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@ -309,10 +348,17 @@ namespace UnityExplorer.Helpers
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return false;
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}
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// Helper for IL2CPP to check if a Type is assignable to IDictionary
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#if CPP
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internal static IntPtr s_cppDictionaryClassPtr;
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#endif
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/// <summary>
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/// Check if the provided Type is assignable to IDictionary.
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/// </summary>
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/// <param name="t">The Type to check</param>
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/// <returns>True if the Type is assignable to IDictionary, otherwise false.</returns>
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public static bool IsDictionary(Type t)
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{
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if (typeof(IDictionary).IsAssignableFrom(t))
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@ -335,18 +381,68 @@ namespace UnityExplorer.Helpers
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return false;
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}
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public static string ExceptionToString(Exception e, bool innerMost = false)
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{
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while (innerMost && e.InnerException != null)
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{
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// Helper for IL2CPP to try to make sure the Unhollowed game assemblies are actually loaded.
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#if CPP
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if (e.InnerException is System.Runtime.CompilerServices.RuntimeWrappedException runtimeEx)
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break;
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internal static void TryLoadGameModules()
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{
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LoadModule("Assembly-CSharp");
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LoadModule("Assembly-CSharp-firstpass");
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}
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public static bool LoadModule(string module)
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{
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#if ML
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var path = Path.Combine("MelonLoader", "Managed", $"{module}.dll");
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#else
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var path = Path.Combine("BepInEx", "unhollowed", $"{module}.dll");
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#endif
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e = e.InnerException;
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return LoadModuleInternal(path);
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}
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internal static bool LoadModuleInternal(string fullPath)
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{
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if (!File.Exists(fullPath))
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return false;
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try
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{
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Assembly.Load(File.ReadAllBytes(fullPath));
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return true;
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}
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catch (Exception e)
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{
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Console.WriteLine(e.GetType() + ", " + e.Message);
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}
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return e.GetType() + ", " + e.Message;
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return false;
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}
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#else
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// For Mono, just return true and do nothing, Mono will sort it out itself.
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public static bool LoadModule(string module) => true;
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#endif
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/// <summary>
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/// Helper to display a simple "{ExceptionType}: {Message}" of the exception, and optionally use the inner-most exception.
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/// </summary>
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/// <param name="e">The Exception to convert to string.</param>
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/// <param name="innerMost">Should the inner-most Exception of the stack be used? If false, the Exception you provided will be used directly.</param>
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/// <returns>The exception to string.</returns>
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public static string ExceptionToString(Exception e, bool innerMost = false)
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{
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if (innerMost)
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{
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while (e.InnerException != null)
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{
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#if CPP
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if (e.InnerException is System.Runtime.CompilerServices.RuntimeWrappedException)
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break;
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#endif
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e = e.InnerException;
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}
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}
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return $"{e.GetType()}: {e.Message}";
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}
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}
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}
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|
@ -194,6 +194,7 @@ namespace UnityExplorer.Inspectors.Reflection
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string label;
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// Two dirty fixes for TextAsset and EventSystem, which can have very long ToString results.
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if (Value is TextAsset textAsset)
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{
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label = textAsset.text;
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@ -207,7 +208,7 @@ namespace UnityExplorer.Inspectors.Reflection
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{
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label = m_richValueType;
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}
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else
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else // For everything else...
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{
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if (!m_gotToStringMethods)
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{
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@ -233,17 +234,24 @@ namespace UnityExplorer.Inspectors.Reflection
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else
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toString = (string)m_toStringMethod.Invoke(Value, new object[0]);
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|
||||
var fullnametemp = valueType.ToString();
|
||||
if (fullnametemp.StartsWith("Il2CppSystem"))
|
||||
fullnametemp = fullnametemp.Substring(6, fullnametemp.Length - 6);
|
||||
string typeName = valueType.FullName;
|
||||
if (typeName.StartsWith("Il2CppSystem."))
|
||||
typeName = typeName.Substring(6, typeName.Length - 6);
|
||||
#if CPP
|
||||
var cppType = UnhollowerRuntimeLib.Il2CppType.From(valueType);
|
||||
if (cppType != null && ReflectionHelpers.UnobfuscatedTypeNames.ContainsKey(cppType.FullName))
|
||||
{
|
||||
typeName = ReflectionHelpers.UnobfuscatedTypeNames[cppType.FullName];
|
||||
toString = toString.Replace(cppType.FullName, typeName);
|
||||
}
|
||||
#endif
|
||||
|
||||
var temp = toString.Replace(fullnametemp, "").Trim();
|
||||
|
||||
if (string.IsNullOrEmpty(temp))
|
||||
// If the ToString is just the type name, use our syntax highlighted type name instead.
|
||||
if (toString == typeName)
|
||||
{
|
||||
label = m_richValueType;
|
||||
}
|
||||
else
|
||||
else // Otherwise, parse the result and put our highlighted name in.
|
||||
{
|
||||
if (toString.Length > 200)
|
||||
toString = toString.Substring(0, 200) + "...";
|
||||
|
Loading…
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Reference in New Issue
Block a user