// Copyright (c) 2017-2020 Katy Coe - https://www.djkaty.com - https://github.com/djkaty // All rights reserved using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Text.RegularExpressions; using CommandLine; using Il2CppInspector.Reflection; namespace Il2CppInspector { public class App { private class Options { [Option('i', "bin", Required = true, HelpText = "IL2CPP binary file input", Default = "libil2cpp.so")] public string BinaryFile { get; set; } [Option('m', "metadata", Required = true, HelpText = "IL2CPP metadata file input", Default = "global-metadata.dat")] public string MetadataFile { get; set; } [Option('c', "cs-out", Required = false, HelpText = "C# output file (when using single-file layout) or path (when using per namespace, assembly or class layout)", Default = "types.cs")] public string CSharpOutPath { get; set; } [Option('p', "py-out", Required = false, Hidden = true, HelpText = "IDA Python script output file", Default = "ida.py")] public string PythonOutFile { get; set; } [Option('e', "exclude-namespaces", Required = false, Separator = ',', HelpText = "Comma-separated list of namespaces to suppress in C# output, or 'none' to include all namespaces", Default = new [] { "System", "Mono", "Microsoft.Win32", "Unity", "UnityEditor", "UnityEngine", "UnityEngineInternal", "AOT", "JetBrains.Annotations" })] public IEnumerable ExcludedNamespaces { get; set; } [Option('l', "layout", Required = false, HelpText = "Partitioning of C# output ('single' = single file, 'namespace' = one file per namespace in folders, 'assembly' = one file per assembly, 'class' = one file per class in namespace folders, 'tree' = one file per class in assembly and namespace folders)", Default = "single")] public string LayoutSchema { get; set; } [Option('s', "sort", Required = false, HelpText = "Sort order of type definitions in C# output ('index' = by type definition index, 'name' = by type name). No effect when using file-per-class or tree layout", Default = "index")] public string SortOrder { get; set; } [Option('f', "flatten", Required = false, HelpText = "Flatten the namespace hierarchy into a single folder rather than using per-namespace subfolders. Only used when layout is per-namespace or per-class. Ignored for tree layout")] public bool FlattenHierarchy { get; set; } [Option('n', "suppress-metadata", Required = false, HelpText = "Diff tidying: suppress method pointers, field offsets and type indices from C# output. Useful for comparing two versions of a binary for changes with a diff tool")] public bool SuppressMetadata { get; set; } [Option('k', "must-compile", Required = false, HelpText = "Compilation tidying: try really hard to make code that compiles. Suppress generation of code for items with CompilerGenerated attribute. Comment out attributes without parameterless constructors or all-optional constructor arguments. Don't emit add/remove/raise on events. Specify AttributeTargets.All on classes with AttributeUsage attribute. Force auto-properties to have get accessors. Force regular properties to have bodies. Suppress global::Locale classes.")] public bool MustCompile { get; set; } [Option("separate-attributes", Required = false, HelpText = "Place assembly-level attributes in their own AssemblyInfo.cs files. Only used when layout is per-assembly or tree")] public bool SeparateAssemblyAttributesFiles { get; set; } [Option('j', "project", Required = false, HelpText = "Create a Visual Studio solution and projects. Implies --layout tree, --must-compile and --separate-attributes")] public bool CreateSolution { get; set; } [Option("unity-path", Required = false, HelpText = "Path to Unity editor (when using --project). Wildcards select last matching folder in alphanumeric order", Default = @"C:\Program Files\Unity\Hub\Editor\*")] public string UnityPath { get; set; } [Option("unity-assemblies", Required = false, HelpText = "Path to Unity script assemblies (when using --project). Wildcards select last matching folder in alphanumeric order", Default = @"C:\Program Files\Unity\Hub\Editor\*\Editor\Data\Resources\PackageManager\ProjectTemplates\libcache\com.unity.template.3d-*\ScriptAssemblies")] public string UnityAssembliesPath { get; set; } } // Adapted from: https://stackoverflow.com/questions/16376191/measuring-code-execution-time public class Benchmark : IDisposable { private readonly Stopwatch timer = new Stopwatch(); private readonly string benchmarkName; public Benchmark(string benchmarkName) { this.benchmarkName = benchmarkName; timer.Start(); } public void Dispose() { timer.Stop(); Console.WriteLine($"{benchmarkName}: {timer.Elapsed.TotalSeconds:N2} sec"); } } public static int Main(string[] args) => Parser.Default.ParseArguments(args).MapResult( options => Run(options), _ => 1); private static int Run(Options options) { // Check excluded namespaces if (options.ExcludedNamespaces.Count() == 1 && options.ExcludedNamespaces.First().ToLower() == "none") options.ExcludedNamespaces = new List(); // Check files if (!File.Exists(options.BinaryFile)) { Console.Error.WriteLine($"File {options.BinaryFile} does not exist"); return 1; } if (!File.Exists(options.MetadataFile)) { Console.Error.WriteLine($"File {options.MetadataFile} does not exist"); return 1; } // Creating a Visual Studio solution requires Unity assembly references var unityPath = string.Empty; var unityAssembliesPath = string.Empty; if (options.CreateSolution) { unityPath = FindPath(options.UnityPath); unityAssembliesPath = FindPath(options.UnityAssembliesPath); if (!Directory.Exists(unityPath)) { Console.Error.WriteLine($"Unity path {unityPath} does not exist"); return 1; } if (!File.Exists(unityPath + @"\Editor\Data\Managed\UnityEditor.dll")) { Console.Error.WriteLine($"No Unity installation found at {unityPath}"); return 1; } if (!Directory.Exists(unityAssembliesPath)) { Console.Error.WriteLine($"Unity assemblies path {unityAssembliesPath} does not exist"); return 1; } if (!File.Exists(unityAssembliesPath + @"\UnityEngine.UI.dll")) { Console.Error.WriteLine($"No Unity assemblies found at {unityAssembliesPath}"); return 1; } Console.WriteLine("Using Unity editor at " + unityPath); Console.WriteLine("Using Unity assemblies at " + unityAssembliesPath); } // Analyze data List il2cppInspectors; using (var timer = new Benchmark("Analyze IL2CPP data")) il2cppInspectors = Il2CppInspector.LoadFromFile(options.BinaryFile, options.MetadataFile); if (il2cppInspectors == null) Environment.Exit(1); // Write output file int i = 0; foreach (var il2cpp in il2cppInspectors) { // Create model Il2CppModel model; using (var timer1 = new Benchmark("Create type model")) model = new Il2CppModel(il2cpp); // C# signatures output using var timer2 = new Benchmark("Generate C# code"); var writer = new Il2CppCSharpDumper(model) { ExcludedNamespaces = options.ExcludedNamespaces.ToList(), SuppressMetadata = options.SuppressMetadata, MustCompile = options.MustCompile }; var imageSuffix = i++ > 0 ? "-" + (i - 1) : ""; var csOut = options.CSharpOutPath; if (csOut.ToLower().EndsWith(".cs")) csOut = csOut.Insert(csOut.Length - 3, imageSuffix); else csOut += imageSuffix; if (options.CreateSolution) { writer.WriteSolution(csOut, unityPath, unityAssembliesPath); continue; } switch (options.LayoutSchema.ToLower(), options.SortOrder.ToLower()) { case ("single", "index"): writer.WriteSingleFile(csOut, t => t.Index); break; case ("single", "name"): writer.WriteSingleFile(csOut, t => t.Name); break; case ("namespace", "index"): writer.WriteFilesByNamespace(csOut, t => t.Index, options.FlattenHierarchy); break; case ("namespace", "name"): writer.WriteFilesByNamespace(csOut, t => t.Name, options.FlattenHierarchy); break; case ("assembly", "index"): writer.WriteFilesByAssembly(csOut, t => t.Index, options.SeparateAssemblyAttributesFiles); break; case ("assembly", "name"): writer.WriteFilesByAssembly(csOut, t => t.Name, options.SeparateAssemblyAttributesFiles); break; case ("class", _): writer.WriteFilesByClass(csOut, options.FlattenHierarchy); break; case ("tree", _): writer.WriteFilesByClassTree(csOut, options.SeparateAssemblyAttributesFiles); break; } // IDA Python script output // TODO: IDA Python script output } // Success exit code return 0; } private static string FindPath(string pathWithWildcards) { var absolutePath = Path.GetFullPath(pathWithWildcards); if (absolutePath.IndexOf("*", StringComparison.Ordinal) == -1) return absolutePath; Regex sections = new Regex(@"((?:[^*]*)\\)((?:.*?)\*.*?)(?:$|\\)"); var matches = sections.Matches(absolutePath); var pathLength = 0; var path = ""; foreach (Match match in matches) { path += match.Groups[1].Value; var search = match.Groups[2].Value; var dir = Directory.GetDirectories(path, search, SearchOption.TopDirectoryOnly) .OrderByDescending(x => x) .FirstOrDefault(); path = dir + @"\"; pathLength += match.Groups[1].Value.Length + match.Groups[2].Value.Length + 1; } if (pathLength < absolutePath.Length) path += absolutePath.Substring(pathLength); return path; } } }