246 lines
12 KiB
C#
246 lines
12 KiB
C#
// Copyright (c) 2017-2020 Katy Coe - https://www.djkaty.com - https://github.com/djkaty
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// All rights reserved
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using CommandLine;
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using Il2CppInspector.Reflection;
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using Il2CppInspector.Outputs;
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namespace Il2CppInspector.CLI
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{
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public class App
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{
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private class Options
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{
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[Option('i', "bin", Required = false, HelpText = "IL2CPP binary, APK or IPA input file", Default = "libil2cpp.so")]
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public string BinaryFile { get; set; }
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[Option('m', "metadata", Required = false, HelpText = "IL2CPP metadata file input (ignored for APK/IPA)", Default = "global-metadata.dat")]
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public string MetadataFile { get; set; }
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[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")]
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public string CSharpOutPath { get; set; }
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[Option('p', "py-out", Required = false, HelpText = "IDA Python script output file", Default = "ida.py")]
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public string PythonOutFile { get; set; }
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[Option('e', "exclude-namespaces", Required = false, Separator = ',', HelpText = "Comma-separated list of namespaces to suppress in C# output, or 'none' to include all namespaces",
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Default = new [] {
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"System",
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"Mono",
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"Microsoft.Reflection",
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"Microsoft.Win32",
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"Internal.Runtime",
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"Unity",
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"UnityEditor",
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"UnityEngine",
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"UnityEngineInternal",
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"AOT",
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"JetBrains.Annotations"
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})]
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public IEnumerable<string> ExcludedNamespaces { get; set; }
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[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")]
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public string LayoutSchema { get; set; }
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[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")]
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public string SortOrder { get; set; }
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[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")]
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public bool FlattenHierarchy { get; set; }
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[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")]
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public bool SuppressMetadata { get; set; }
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[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. Generate dummy parameterless base constructors and ref return fields.")]
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public bool MustCompile { get; set; }
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[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")]
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public bool SeparateAssemblyAttributesFiles { get; set; }
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[Option('j', "project", Required = false, HelpText = "Create a Visual Studio solution and projects. Implies --layout tree, --must-compile and --separate-attributes")]
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public bool CreateSolution { get; set; }
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[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\*")]
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public string UnityPath { get; set; }
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[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")]
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public string UnityAssembliesPath { get; set; }
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}
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// Adapted from: https://stackoverflow.com/questions/16376191/measuring-code-execution-time
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public class Benchmark : IDisposable
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{
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private readonly Stopwatch timer = new Stopwatch();
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private readonly string benchmarkName;
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public Benchmark(string benchmarkName)
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{
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this.benchmarkName = benchmarkName;
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timer.Start();
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}
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public void Dispose()
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{
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timer.Stop();
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Console.WriteLine($"{benchmarkName}: {timer.Elapsed.TotalSeconds:N2} sec");
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}
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}
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public static int Main(string[] args) =>
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Parser.Default.ParseArguments<Options>(args).MapResult(
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options => Run(options),
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_ => 1);
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private static int Run(Options options) {
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// Banner
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var asmInfo = FileVersionInfo.GetVersionInfo(System.Reflection.Assembly.GetEntryAssembly().Location);
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Console.WriteLine(asmInfo.ProductName);
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Console.WriteLine("Version " + asmInfo.ProductVersion);
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Console.WriteLine(asmInfo.LegalCopyright);
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Console.WriteLine("");
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// Check excluded namespaces
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if (options.ExcludedNamespaces.Count() == 1 && options.ExcludedNamespaces.First().ToLower() == "none")
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options.ExcludedNamespaces = new List<string>();
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// Creating a Visual Studio solution requires Unity assembly references
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var unityPath = string.Empty;
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var unityAssembliesPath = string.Empty;
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if (options.CreateSolution) {
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unityPath = Utils.FindPath(options.UnityPath);
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unityAssembliesPath = Utils.FindPath(options.UnityAssembliesPath);
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if (!Directory.Exists(unityPath)) {
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Console.Error.WriteLine($"Unity path {unityPath} does not exist");
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return 1;
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}
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if (!File.Exists(unityPath + @"\Editor\Data\Managed\UnityEditor.dll")) {
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Console.Error.WriteLine($"No Unity installation found at {unityPath}");
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return 1;
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}
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if (!Directory.Exists(unityAssembliesPath)) {
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Console.Error.WriteLine($"Unity assemblies path {unityAssembliesPath} does not exist");
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return 1;
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}
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if (!File.Exists(unityAssembliesPath + @"\UnityEngine.UI.dll")) {
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Console.Error.WriteLine($"No Unity assemblies found at {unityAssembliesPath}");
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return 1;
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}
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Console.WriteLine("Using Unity editor at " + unityPath);
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Console.WriteLine("Using Unity assemblies at " + unityAssembliesPath);
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}
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// Check files exist and determine whether they're archives or not
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List<Il2CppInspector> il2cppInspectors;
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using (var il2cppTimer = new Benchmark("Analyze IL2CPP data")) {
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if (!File.Exists(options.BinaryFile)) {
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Console.Error.WriteLine($"File {options.BinaryFile} does not exist");
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return 1;
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}
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try {
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il2cppInspectors = Il2CppInspector.LoadFromPackage(options.BinaryFile);
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}
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catch (Exception ex) {
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Console.Error.WriteLine(ex.Message);
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return 1;
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}
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if (il2cppInspectors == null) {
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if (!File.Exists(options.MetadataFile)) {
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Console.Error.WriteLine($"File {options.MetadataFile} does not exist");
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return 1;
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}
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il2cppInspectors = Il2CppInspector.LoadFromFile(options.BinaryFile, options.MetadataFile);
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}
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}
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if (il2cppInspectors == null)
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Environment.Exit(1);
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// Write output file
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int i = 0;
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foreach (var il2cpp in il2cppInspectors) {
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// Create model
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Il2CppModel model;
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using (var modelTimer = new Benchmark("Create type model"))
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model = new Il2CppModel(il2cpp);
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// C# signatures output
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using (var signaturesDumperTimer = new Benchmark("Generate C# code")) {
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var writer = new CSharpCodeStubs(model) {
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ExcludedNamespaces = options.ExcludedNamespaces.ToList(),
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SuppressMetadata = options.SuppressMetadata,
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MustCompile = options.MustCompile
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};
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var imageSuffix = i++ > 0 ? "-" + (i - 1) : "";
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var csOut = options.CSharpOutPath;
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if (csOut.ToLower().EndsWith(".cs"))
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csOut = csOut.Insert(csOut.Length - 3, imageSuffix);
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else
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csOut += imageSuffix;
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if (options.CreateSolution)
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writer.WriteSolution(csOut, unityPath, unityAssembliesPath);
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else
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switch (options.LayoutSchema.ToLower(), options.SortOrder.ToLower()) {
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case ("single", "index"):
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writer.WriteSingleFile(csOut, t => t.Index);
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break;
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case ("single", "name"):
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writer.WriteSingleFile(csOut, t => t.Name);
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break;
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case ("namespace", "index"):
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writer.WriteFilesByNamespace(csOut, t => t.Index, options.FlattenHierarchy);
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break;
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case ("namespace", "name"):
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writer.WriteFilesByNamespace(csOut, t => t.Name, options.FlattenHierarchy);
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break;
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case ("assembly", "index"):
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writer.WriteFilesByAssembly(csOut, t => t.Index, options.SeparateAssemblyAttributesFiles);
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break;
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case ("assembly", "name"):
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writer.WriteFilesByAssembly(csOut, t => t.Name, options.SeparateAssemblyAttributesFiles);
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break;
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case ("class", _):
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writer.WriteFilesByClass(csOut, options.FlattenHierarchy);
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break;
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case ("tree", _):
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writer.WriteFilesByClassTree(csOut, options.SeparateAssemblyAttributesFiles);
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break;
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}
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if (writer.GetAndClearLastException() is Exception ex)
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Console.WriteLine("An error occurred: " + ex.Message);
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}
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// IDA Python script output
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using (var scriptDumperTimer = new Benchmark("IDA Python Script Dumper")) {
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var idaWriter = new IDAPythonScript(model);
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idaWriter.WriteScriptToFile(options.PythonOutFile);
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}
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}
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// Success exit code
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return 0;
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}
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}
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}
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