Files
Il2CppInspectorRedux/Il2CppDumper/Program.cs

257 lines
12 KiB
C#

// 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, 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<string> 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($"{benchmarkName}: {timer.Elapsed.TotalSeconds:N2} sec");
}
}
public static int Main(string[] args) =>
Parser.Default.ParseArguments<Options>(args).MapResult(
options => Run(options),
_ => 1);
private static int Run(Options options) {
// Banner
var asmInfo = FileVersionInfo.GetVersionInfo(System.Reflection.Assembly.GetEntryAssembly().Location);
Console.WriteLine(asmInfo.ProductName);
Console.WriteLine("Version " + asmInfo.ProductVersion);
Console.WriteLine(asmInfo.LegalCopyright);
Console.WriteLine("");
// Check excluded namespaces
if (options.ExcludedNamespaces.Count() == 1 && options.ExcludedNamespaces.First().ToLower() == "none")
options.ExcludedNamespaces = new List<string>();
// Check files
if (!File.Exists(options.BinaryFile)) {
Console.Error.WriteLine($"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<Il2CppInspector> il2cppInspectors;
using (var il2cppTimer = 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 modelTimer = new Benchmark("Create type model"))
model = new Il2CppModel(il2cpp);
// C# signatures output
using (var signaturesDumperTimer = 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);
else
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
using (var scriptDumperTimer = new Benchmark("IDA Python Script Dumper")) {
var idaWriter = new Il2CppIDAScriptDumper(model);
idaWriter.WriteScriptToFile(options.PythonOutFile);
}
}
// 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;
}
}
}