614 lines
30 KiB
C#
614 lines
30 KiB
C#
/*
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Copyright 2017-2020 Katy Coe - http://www.hearthcode.org - http://www.djkaty.com
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Copyright 2020 Robert Xiao - https://robertxiao.ca
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All rights reserved.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using Il2CppInspector.Cpp.UnityHeaders;
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using Il2CppInspector.Reflection;
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namespace Il2CppInspector.Cpp
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{
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// Class for generating C header declarations from Reflection objects (TypeInfo, etc.)
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public class CppDeclarationGenerator
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{
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private readonly Il2CppModel model;
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// Version number and header file to generate structures for
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public UnityVersion UnityVersion { get; }
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public UnityHeader UnityHeader { get; }
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// How inheritance of type structs should be represented.
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// Different C++ compilers lay out C++ class structures differently,
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// meaning that the compiler must be known in order to generate class type structures
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// with the correct layout.
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public enum InheritanceStyleEnum
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{
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C, // Inheritance structs use C syntax, and will automatically choose MSVC or GCC based on inferred compiler.
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MSVC, // Inheritance structs are laid out assuming the MSVC compiler, which recursively includes base classes
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GCC, // Inheritance structs are laid out assuming the GCC compiler, which packs members from all bases + current class together
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}
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public InheritanceStyleEnum InheritanceStyle;
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public CppDeclarationGenerator(Il2CppModel model, UnityVersion version) {
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this.model = model;
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if (version == null) {
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UnityHeader = UnityHeader.GuessHeadersForModel(model)[0];
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UnityVersion = UnityHeader.MinVersion;
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} else {
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UnityVersion = version;
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UnityHeader = UnityHeader.GetHeaderForVersion(version);
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if (UnityHeader.MetadataVersion != model.Package.BinaryImage.Version) {
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/* this can only happen in the CLI frontend with a manually-supplied version number */
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Console.WriteLine($"Warning: selected version {UnityVersion} (metadata version {UnityHeader.MetadataVersion})" +
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$" does not match metadata version {model.Package.BinaryImage.Version}.");
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}
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}
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InitializeNaming();
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InitializeConcreteImplementations();
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}
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private void GuessInheritanceStyle() {
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if (InheritanceStyle == InheritanceStyleEnum.C) {
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if (model.Package.BinaryImage is PEReader)
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InheritanceStyle = InheritanceStyleEnum.MSVC;
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else
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InheritanceStyle = InheritanceStyleEnum.GCC;
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}
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}
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// C type declaration used to name variables of the given C# type
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public string AsCType(TypeInfo ti) {
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// IsArray case handled by TypeNamer.GetName
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if (ti.IsByRef || ti.IsPointer) {
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return $"{AsCType(ti.ElementType)} *";
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} else if (ti.IsValueType) {
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if (ti.IsPrimitive) {
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switch (ti.Name) {
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case "Boolean": return "bool";
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case "Byte": return "uint8_t";
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case "SByte": return "int8_t";
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case "Int16": return "int16_t";
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case "UInt16": return "uint16_t";
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case "Int32": return "int32_t";
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case "UInt32": return "uint32_t";
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case "Int64": return "int64_t";
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case "UInt64": return "uint64_t";
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case "IntPtr": return "void *";
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case "UIntPtr": return "void *";
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case "Char": return "uint16_t";
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case "Double": return "double";
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case "Single": return "float";
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}
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}
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return $"struct {TypeNamer.GetName(ti)}";
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} else if (ti.IsEnum) {
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return $"enum {TypeNamer.GetName(ti)}";
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}
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return $"struct {TypeNamer.GetName(ti)} *";
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}
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// Resets the cache of visited types and pending types to output, but preserve any names we have already generated
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public void Reset() {
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VisitedFieldStructs.Clear();
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VisitedTypes.Clear();
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TodoFieldStructs.Clear();
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TodoTypeStructs.Clear();
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}
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#region Field Struct Generation
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/* Generating field structures (structures for the fields of a given type) occurs in two passes.
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* In the first pass (VisitFieldStructs), we walk over a type and all of the types that the resulting structure would depend on.
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* In the second pass (GenerateVisitedFieldStructs), we generate all type structures in the necessary order.
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* (For example: structures for value types must precede any usage of those value types for layout reasons).
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*/
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// A cache of field structures that have already been generated, to eliminate duplicate definitions
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private readonly HashSet<TypeInfo> VisitedFieldStructs = new HashSet<TypeInfo>();
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// A queue of field structures that need to be generated.
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private readonly List<TypeInfo> TodoFieldStructs = new List<TypeInfo>();
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// Walk over dependencies of the given type, to figure out what field structures it depends on
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private void VisitFieldStructs(TypeInfo ti) {
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if (VisitedFieldStructs.Contains(ti))
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return;
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if (ti.IsByRef || ti.IsPointer || ti.ContainsGenericParameters)
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return;
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VisitedFieldStructs.Add(ti);
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if (ti.BaseType != null)
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VisitFieldStructs(ti.BaseType);
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if (ti.IsArray)
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VisitFieldStructs(ti.ElementType);
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if (ti.IsEnum)
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VisitFieldStructs(ti.GetEnumUnderlyingType());
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foreach (var fi in ti.DeclaredFields)
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if (!fi.IsStatic && !fi.IsLiteral && (fi.FieldType.IsEnum || fi.FieldType.IsValueType))
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VisitFieldStructs(fi.FieldType);
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TodoFieldStructs.Add(ti);
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}
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// Generate the fields for the base class of all objects (Il2CppObject)
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// The two fields are inlined so that we can specialize the klass member for each type object
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private void GenerateObjectFields(StringBuilder csrc, TypeInfo ti) {
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csrc.Append(
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$" struct {TypeNamer.GetName(ti)}__Class *klass;\n" +
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$" struct MonitorData *monitor;\n");
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}
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// Generate structure fields for each field of a given type
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private void GenerateFieldList(StringBuilder csrc, CppNamespace ns, TypeInfo ti) {
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var namer = ns.MakeNamer<FieldInfo>((field) => field.Name.ToCIdentifier());
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foreach (var field in ti.DeclaredFields) {
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if (field.IsLiteral || field.IsStatic)
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continue;
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csrc.Append($" {AsCType(field.FieldType)} {namer.GetName(field)};\n");
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}
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}
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// Generate the C structure for a value type, such as an enum or struct
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private void GenerateValueFieldStruct(StringBuilder csrc, TypeInfo ti) {
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string name = TypeNamer.GetName(ti);
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if (ti.IsEnum) {
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// Enums should be represented using enum syntax
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// They otherwise behave like value types
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csrc.Append($"enum {name} : {AsCType(ti.GetEnumUnderlyingType())} {{\n");
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foreach (var field in ti.DeclaredFields) {
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if (field.Name != "value__")
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csrc.Append($" {EnumNamer.GetName(field)} = {field.DefaultValue},\n");
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}
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csrc.Append($"}};\n");
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// Use System.Enum base type as klass
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csrc.Append($"struct {name}__Boxed {{\n");
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GenerateObjectFields(csrc, ti.BaseType);
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csrc.Append($" {AsCType(ti)} value;\n");
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csrc.Append($"}};\n");
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} else {
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// This structure is passed by value, so it doesn't include Il2CppObject fields.
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csrc.Append($"struct {name} {{\n");
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GenerateFieldList(csrc, CreateNamespace(), ti);
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csrc.Append($"}};\n");
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// Also generate the boxed form of the structure which includes the Il2CppObject header.
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csrc.Append($"struct {name}__Boxed {{\n");
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GenerateObjectFields(csrc, ti);
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csrc.Append($" {AsCType(ti)} fields;\n");
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csrc.Append($"}};\n");
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}
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}
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// Generate the C structure for a reference type, such as a class or array
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private void GenerateRefFieldStruct(StringBuilder csrc, TypeInfo ti) {
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var name = TypeNamer.GetName(ti);
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if (ti.IsArray || ti.FullName == "System.Array") {
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var klassType = ti.IsArray ? ti : ti.BaseType;
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var elementType = ti.IsArray ? AsCType(ti.ElementType) : "void *";
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csrc.Append($"struct {name} {{\n");
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GenerateObjectFields(csrc, klassType);
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csrc.Append(
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$" struct Il2CppArrayBounds *bounds;\n" +
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$" il2cpp_array_size_t max_length;\n" +
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$" {elementType} vector[32];\n");
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csrc.Append($"}};\n");
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return;
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}
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if (InheritanceStyle == InheritanceStyleEnum.C)
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GuessInheritanceStyle();
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/* Generate a list of all base classes starting from the root */
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List<TypeInfo> baseClasses = new List<TypeInfo>();
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for (var bti = ti; bti != null; bti = bti.BaseType)
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baseClasses.Add(bti);
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baseClasses.Reverse();
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var ns = CreateNamespace();
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if (InheritanceStyle == InheritanceStyleEnum.MSVC) {
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/* MSVC style: classes directly contain their base class as the first member.
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* This causes all classes to be aligned to the alignment of their base class. */
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TypeInfo firstNonEmpty = null;
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foreach (var bti in baseClasses) {
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if (bti.DeclaredFields.Any(field => !field.IsStatic && !field.IsLiteral)) {
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firstNonEmpty = bti;
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break;
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}
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}
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if (firstNonEmpty == null) {
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/* This struct is completely empty. Omit __Fields entirely. */
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csrc.Append($"struct {name} {{\n");
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GenerateObjectFields(csrc, ti);
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csrc.Append($"}};\n");
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} else {
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if (firstNonEmpty == ti) {
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/* All base classes are empty, so this class forms the root of a new hierarchy.
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* We have to be a little careful: the rootmost class needs to have its alignment
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* set to that of Il2CppObject, but we can't explicitly include Il2CppObject
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* in the hierarchy because we want to customize the type of the klass parameter. */
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var align = model.Package.BinaryImage.Bits == 32 ? 4 : 8;
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csrc.Append($"struct __declspec(align({align})) {name}__Fields {{\n");
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GenerateFieldList(csrc, ns, ti);
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csrc.Append($"}};\n");
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} else {
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/* Include the base class fields. Alignment will be dictated by the hierarchy. */
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ns.ReserveName("_");
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csrc.Append($"struct {name}__Fields {{\n");
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csrc.Append($" struct {TypeNamer.GetName(ti.BaseType)}__Fields _;\n");
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GenerateFieldList(csrc, ns, ti);
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csrc.Append($"}};\n");
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}
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csrc.Append($"struct {name} {{\n");
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GenerateObjectFields(csrc, ti);
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csrc.Append($" struct {name}__Fields fields;\n");
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csrc.Append($"}};\n");
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}
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} else if (InheritanceStyle == InheritanceStyleEnum.GCC) {
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/* GCC style: after the base class, all fields in the hierarchy are concatenated.
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* This saves space (fields are "packed") but requires us to repeat fields from
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* base classes. */
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ns.ReserveName("klass");
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ns.ReserveName("monitor");
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csrc.Append($"struct {name} {{\n");
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GenerateObjectFields(csrc, ti);
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foreach (var bti in baseClasses)
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GenerateFieldList(csrc, ns, bti);
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csrc.Append($"}};\n");
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}
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}
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// "Flush" the list of visited types, generating C structures for each one
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private void GenerateVisitedFieldStructs(StringBuilder csrc) {
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foreach (var ti in TodoFieldStructs) {
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if (ti.IsEnum || ti.IsValueType)
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GenerateValueFieldStruct(csrc, ti);
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else
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GenerateRefFieldStruct(csrc, ti);
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}
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TodoFieldStructs.Clear();
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}
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#endregion
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#region Class Struct Generation
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// Concrete implementations for abstract classes, for use in looking up VTable signatures and names
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private readonly Dictionary<TypeInfo, TypeInfo> ConcreteImplementations = new Dictionary<TypeInfo, TypeInfo>();
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/// <summary>
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/// VTables for abstract types have "null" in place of abstract functions.
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/// This function searches for concrete implementations so that we can properly
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/// populate the abstract class VTables.
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/// </summary>
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private void InitializeConcreteImplementations() {
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foreach (var ti in model.Types) {
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if (ti.HasElementType || ti.IsAbstract || ti.IsGenericParameter)
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continue;
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var baseType = ti.BaseType;
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while (baseType != null) {
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if (baseType.IsAbstract && !ConcreteImplementations.ContainsKey(baseType))
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ConcreteImplementations[baseType] = ti;
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baseType = baseType.BaseType;
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}
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}
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}
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/// <summary>
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/// Obtain the vtables for a given type, with implementations of abstract methods filled in.
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/// </summary>
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/// <param name="ti"></param>
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/// <returns></returns>
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private MethodBase[] GetFilledVTable(TypeInfo ti) {
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MethodBase[] res = ti.GetVTable();
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/* An abstract type will have null in the vtable for abstract methods.
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* In order to recover the correct method signature for such abstract
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* methods, we replace the corresponding vtable slot with an
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* implementation from a concrete subclass, as the name and signature
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* must match.
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* Note that, for the purposes of creating type structures, we don't
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* care which concrete implementation we put in this table! The name
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* and signature will always match that of the abstract type.
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*/
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if (ti.IsAbstract && ConcreteImplementations.ContainsKey(ti)) {
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res = (MethodBase[])res.Clone();
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MethodBase[] impl = ConcreteImplementations[ti].GetVTable();
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for (int i = 0; i < res.Length; i++) {
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if (res[i] == null)
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res[i] = impl[i];
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}
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}
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return res;
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}
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private readonly HashSet<TypeInfo> VisitedTypes = new HashSet<TypeInfo>();
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private readonly List<TypeInfo> TodoTypeStructs = new List<TypeInfo>();
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/// <summary>
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/// Include the given type into this generator. This will add the given type and all types it depends on.
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/// Call GenerateRemainingTypeDeclarations to produce the actual type declarations afterwards.
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/// </summary>
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/// <param name="ti"></param>
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public void IncludeType(TypeInfo ti) {
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if (VisitedTypes.Contains(ti))
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return;
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if (ti.ContainsGenericParameters)
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return;
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VisitedTypes.Add(ti);
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if (ti.IsArray) {
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VisitFieldStructs(ti);
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IncludeType(ti.ElementType);
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IncludeType(ti.BaseType);
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return;
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} else if (ti.HasElementType) {
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IncludeType(ti.ElementType);
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return;
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} else if (ti.IsEnum) {
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VisitFieldStructs(ti);
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IncludeType(ti.GetEnumUnderlyingType());
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return;
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}
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// Visit all fields first, considering only value types,
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// so that we can get the layout correct.
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VisitFieldStructs(ti);
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if (ti.BaseType != null)
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IncludeType(ti.BaseType);
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TypeNamer.GetName(ti);
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foreach (var fi in ti.DeclaredFields)
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IncludeType(fi.FieldType);
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foreach (var mi in GetFilledVTable(ti))
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if (mi != null && !mi.ContainsGenericParameters)
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IncludeMethod(mi);
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TodoTypeStructs.Add(ti);
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}
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// Generate the C structure for virtual function calls in a given type (the VTable)
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private void GenerateVTableStruct(StringBuilder csrc, TypeInfo ti) {
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MethodBase[] vtable;
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if (ti.IsInterface) {
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/* Interface vtables are just all of the interface methods.
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You might have to type a local variable manually as an
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interface vtable during an interface call, but the result
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should display the correct method name (with a computed
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InterfaceOffset added).
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*/
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vtable = ti.DeclaredMethods.ToArray();
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} else {
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vtable = ti.GetVTable();
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}
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var name = TypeNamer.GetName(ti);
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var namer = CreateNamespace().MakeNamer<int>((i) => vtable[i]?.Name?.ToCIdentifier() ?? "__unknown");
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// Il2Cpp switched to `VirtualInvokeData *vtable` in Unity 5.3.6.
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// Previous versions used `MethodInfo **vtable`.
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// TODO: Consider adding function types. This considerably increases the script size
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// but can significantly help with reverse-engineering certain binaries.
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csrc.Append($"struct {name}__VTable {{\n");
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if (UnityVersion.CompareTo("5.3.6") < 0) {
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for (int i = 0; i < vtable.Length; i++) {
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csrc.Append($" MethodInfo *{namer.GetName(i)};\n");
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}
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} else {
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for (int i = 0; i < vtable.Length; i++) {
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csrc.Append($" VirtualInvokeData {namer.GetName(i)};\n");
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}
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}
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csrc.Append($"}};\n");
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}
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// Generate the overall Il2CppClass-shaped structure for the given type
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private void GenerateTypeStruct(StringBuilder csrc, TypeInfo ti) {
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var name = TypeNamer.GetName(ti);
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GenerateVTableStruct(csrc, ti);
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csrc.Append($"struct {name}__StaticFields {{\n");
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var namer = CreateNamespace().MakeNamer<FieldInfo>((field) => field.Name.ToCIdentifier());
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foreach (var field in ti.DeclaredFields) {
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if (field.IsLiteral || !field.IsStatic)
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continue;
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csrc.Append($" {AsCType(field.FieldType)} {namer.GetName(field)};\n");
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}
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csrc.Append($"}};\n");
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/* TODO: type the rgctx_data */
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if (UnityVersion.CompareTo("5.5.0") < 0) {
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csrc.Append(
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$"struct {name}__Class {{\n" +
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$" struct Il2CppClass_0 _0;\n" +
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$" struct {name}__VTable *vtable;\n" +
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$" Il2CppRuntimeInterfaceOffsetPair *interfaceOffsets;\n" +
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$" struct {name}__StaticFields *static_fields;\n" +
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$" const Il2CppRGCTXData *rgctx_data;\n" +
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$" struct Il2CppClass_1 _1;\n" +
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$"}};\n");
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} else {
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csrc.Append(
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$"struct {name}__Class {{\n" +
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$" struct Il2CppClass_0 _0;\n" +
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$" Il2CppRuntimeInterfaceOffsetPair *interfaceOffsets;\n" +
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$" struct {name}__StaticFields *static_fields;\n" +
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$" const Il2CppRGCTXData *rgctx_data;\n" +
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$" struct Il2CppClass_1 _1;\n" +
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$" struct {name}__VTable vtable;\n" +
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$"}};\n");
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}
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}
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/// <summary>
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/// Output type declarations for every type that was included since the last call to GenerateRemainingTypeDeclarations
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/// Type declarations that have previously been generated by this instance of CppDeclarationGenerator will not be generated again.
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/// </summary>
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/// <returns>A string containing C type declarations</returns>
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public string GenerateRemainingTypeDeclarations() {
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var csrc = new StringBuilder();
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GenerateVisitedFieldStructs(csrc);
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foreach (var ti in TodoTypeStructs)
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GenerateTypeStruct(csrc, ti);
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TodoTypeStructs.Clear();
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return csrc.ToString();
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}
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#endregion
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#region Method Generation
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/// <summary>
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/// Analyze a method and include all types that it takes and returns.
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/// Must call this before generating the method's declaration with GenerateMethodDeclaration or GenerateFunctionPointer.
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/// </summary>
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/// <param name="mi"></param>
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public void IncludeMethod(MethodBase method, TypeInfo declaringType = null) {
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if (!method.IsStatic)
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IncludeType(declaringType ?? method.DeclaringType);
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if (method is MethodInfo mi)
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IncludeType(mi.ReturnType);
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foreach (var pi in method.DeclaredParameters) {
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IncludeType(pi.ParameterType);
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}
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}
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// Generate a C declaration for a method
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private string GenerateMethodDeclaration(MethodBase method, string name, TypeInfo declaringType) {
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string retType;
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if (method is MethodInfo mi) {
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retType = mi.ReturnType.FullName == "System.Void" ? "void" : AsCType(mi.ReturnType);
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} else {
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retType = "void";
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}
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var paramNs = CreateNamespace();
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paramNs.ReserveName("method");
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var paramNamer = paramNs.MakeNamer<ParameterInfo>((pi) => pi.Name == "" ? "arg" : pi.Name.ToCIdentifier());
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var paramList = new List<string>();
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// Figure out the "this" param
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if (method.IsStatic) {
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// In older versions, static methods took a dummy this parameter
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if (UnityVersion.CompareTo("2018.3.0") < 0)
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paramList.Add("void *this");
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} else {
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if (declaringType.IsValueType) {
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// Methods for structs take the boxed object as the this param
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paramList.Add($"struct {TypeNamer.GetName(declaringType)}__Boxed * this");
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} else {
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paramList.Add($"{AsCType(declaringType)} this");
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}
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}
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foreach (var pi in method.DeclaredParameters) {
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paramList.Add($"{AsCType(pi.ParameterType)} {paramNamer.GetName(pi)}");
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}
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paramList.Add($"struct MethodInfo *method");
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return $"{retType} {name}({string.Join(", ", paramList)})";
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}
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/// <summary>
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/// Generate a declaration of the form "retType methName(argTypes argNames...)"
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/// You must first visit the method using VisitMethod and then call
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/// GenerateVisitedTypes in order to generate any dependent types.
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/// </summary>
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/// <param name="mi"></param>
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/// <returns></returns>
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public string GenerateMethodDeclaration(MethodBase method) {
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return GenerateMethodDeclaration(method, GlobalNamer.GetName(method), method.DeclaringType);
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}
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/// <summary>
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/// Generate a declaration of the form "retType (*name)(argTypes...)"
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/// You must first visit the method using VisitMethod and then call
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/// GenerateVisitedTypes in order to generate any dependent types.
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/// </summary>
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/// <param name="mi">Method to generate (only the signature will be used)</param>
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/// <param name="name">Name of the function pointer</param>
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/// <returns></returns>
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public string GenerateFunctionPointer(MethodBase method, string name, TypeInfo declaringType = null) {
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return GenerateMethodDeclaration(method, $"(*{name})", declaringType ?? method.DeclaringType);
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}
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#endregion
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#region Naming
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// We try decently hard to avoid creating clashing names, and also sanitize any invalid names.
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// You can customize how naming works by modifying this function.
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private void InitializeNaming() {
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TypeNamespace = CreateNamespace();
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// Type names that may appear in the header
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foreach (var typeName in new string[] { "CustomAttributesCache", "CustomAttributeTypeCache", "EventInfo", "FieldInfo", "Hash16", "MemberInfo", "MethodInfo", "MethodVariableKind", "MonitorData", "ParameterInfo", "PInvokeArguments", "PropertyInfo", "SequencePointKind", "StackFrameType", "VirtualInvokeData" }) {
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TypeNamespace.ReserveName(typeName);
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}
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TypeNamer = TypeNamespace.MakeNamer<TypeInfo>((ti) => {
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if (ti.IsArray)
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return TypeNamer.GetName(ti.ElementType) + "__Array";
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var name = ti.Name.ToCIdentifier();
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if (name.StartsWith("Il2Cpp"))
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name = "_" + name;
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name = Regex.Replace(name, "__+", "_");
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// Work around a dumb IDA bug: enums can't be named the same as certain "built-in" types
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// like KeyCode, Position, ErrorType. This only applies to enums, not structs.
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if (ti.IsEnum)
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name += "__Enum";
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return name;
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});
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GlobalsNamespace = CreateNamespace();
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GlobalNamer = GlobalsNamespace.MakeNamer<MethodBase>((method) => $"{TypeNamer.GetName(method.DeclaringType)}_{method.Name.ToCIdentifier()}");
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EnumNamer = GlobalsNamespace.MakeNamer<FieldInfo>((field) => $"{TypeNamer.GetName(field.DeclaringType)}_{field.Name.ToCIdentifier()}");
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}
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// Reserve C/C++ keywords and built-in names
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private static CppNamespace CreateNamespace() {
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var ns = new CppNamespace();
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/* Reserve C/C++ keywords */
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foreach (var keyword in new [] { "_Alignas", "_Alignof", "_Atomic", "_Bool", "_Complex", "_Generic", "_Imaginary", "_Noreturn", "_Static_assert", "_Thread_local", "alignas", "alignof", "and", "and_eq", "asm", "auto", "bitand", "bitor", "bool", "break", "case", "catch", "char", "char16_t", "char32_t", "char8_t", "class", "co_await", "co_return", "co_yield", "compl", "concept", "const", "const_cast", "consteval", "constexpr", "constinit", "continue", "decltype", "default", "delete", "do", "double", "dynamic_cast", "else", "enum", "explicit", "export", "extern", "false", "final", "float", "for", "friend", "goto", "if", "inline", "int", "long", "mutable", "namespace", "new", "noexcept", "not", "not_eq", "nullptr", "operator", "or", "or_eq", "private", "protected", "public", "reflexpr", "register", "reinterpret_cast", "requires", "restrict", "return", "short", "signed", "sizeof", "static", "static_assert", "static_cast", "struct", "switch", "synchronized", "template", "this", "thread_local", "throw", "true", "try", "typedef", "typeid", "typename", "union", "unsigned", "using", "virtual", "void", "volatile", "wchar_t", "while", "xor", "xor_eq" }) {
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ns.ReserveName(keyword);
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}
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/* Reserve commonly defined C++ symbols for MSVC DLL projects */
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/* This is not an exhaustive list! (windows.h etc.) */
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foreach (var symbol in new[] {"_int32", "DEFAULT_CHARSET", "FILETIME", "NULL", "SYSTEMTIME", "stderr", "stdin", "stdout"}) {
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ns.ReserveName(symbol);
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}
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/* Reserve builtin keywords in IDA */
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foreach (var keyword in new [] { "_BYTE", "_DWORD", "_OWORD", "_QWORD", "_UNKNOWN", "_WORD", "__cdecl", "__declspec", "__export", "__far", "__fastcall", "__huge", "__import", "__int128", "__int16", "__int32", "__int64", "__int8", "__interrupt", "__near", "__pascal", "__spoils", "__stdcall", "__thiscall", "__thread", "__unaligned", "__usercall", "__userpurge", "_cs", "_ds", "_es", "_ss", "flat" }) {
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ns.ReserveName(keyword);
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}
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return ns;
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}
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/// <summary>
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/// Namespace for all types and typedefs
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/// </summary>
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public CppNamespace TypeNamespace { get; private set; }
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public CppNamespace.Namer<TypeInfo> TypeNamer { get; private set; }
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/// <summary>
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/// Namespace for global variables, enum values and methods
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/// </summary>
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public CppNamespace GlobalsNamespace { get; private set; }
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public CppNamespace.Namer<MethodBase> GlobalNamer { get; private set; }
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public CppNamespace.Namer<FieldInfo> EnumNamer { get; private set; }
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#endregion
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}
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}
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