add lazy initializing
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c810a27ba2
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77fc61d9da
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@ -39,7 +39,8 @@ std::unordered_set<void*> hookedStubs{};
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GakumasLocal::Log::InfoFmt("ADD_HOOK: %s at %p", #name, addr); \
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} \
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} \
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else GakumasLocal::Log::ErrorFmt("Hook failed: %s is NULL", #name, addr)
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else GakumasLocal::Log::ErrorFmt("Hook failed: %s is NULL", #name, addr); \
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if (Config::lazyInit) UnityResolveProgress::classProgress.current++
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void UnHookAll() {
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for (const auto i: hookedStubs) {
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@ -827,7 +828,8 @@ namespace GakumasLocal::HookMain {
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void StartInjectFunctions() {
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const auto hookInstaller = Plugin::GetInstance().GetHookInstaller();
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UnityResolve::Init(xdl_open(hookInstaller->m_il2cppLibraryPath.c_str(), RTLD_NOW), UnityResolve::Mode::Il2Cpp);
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UnityResolve::Init(xdl_open(hookInstaller->m_il2cppLibraryPath.c_str(), RTLD_NOW),
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UnityResolve::Mode::Il2Cpp, Config::lazyInit);
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ADD_HOOK(AssetBundle_LoadAssetAsync, Il2cppUtils::il2cpp_resolve_icall(
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"UnityEngine.AssetBundle::LoadAssetAsync_Internal(System.String,System.Type)"));
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@ -959,10 +961,30 @@ namespace GakumasLocal::HookMain {
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Log::Info("Start init plugin...");
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if (Config::lazyInit) {
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UnityResolveProgress::startInit = true;
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UnityResolveProgress::assembliesProgress.total = 2;
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UnityResolveProgress::assembliesProgress.current = 1;
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UnityResolveProgress::classProgress.total = 36;
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UnityResolveProgress::classProgress.current = 0;
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}
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StartInjectFunctions();
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GKCamera::initCameraSettings();
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if (Config::lazyInit) {
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UnityResolveProgress::assembliesProgress.current = 2;
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UnityResolveProgress::classProgress.total = 1;
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UnityResolveProgress::classProgress.current = 0;
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}
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Local::LoadData();
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if (Config::lazyInit) {
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UnityResolveProgress::classProgress.current = 1;
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UnityResolveProgress::startInit = false;
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}
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Log::Info("Plugin init finished.");
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return ret;
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}
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@ -7,6 +7,7 @@ namespace GakumasLocal::Config {
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bool dbgMode = false;
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bool enabled = true;
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bool lazyInit = true;
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bool replaceFont = true;
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bool forceExportResource = true;
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bool textTest = false;
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@ -55,6 +56,7 @@ namespace GakumasLocal::Config {
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GetConfigItem(dbgMode);
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GetConfigItem(enabled);
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GetConfigItem(lazyInit);
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GetConfigItem(replaceFont);
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GetConfigItem(forceExportResource);
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GetConfigItem(gameOrientation);
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@ -5,6 +5,7 @@ namespace GakumasLocal::Config {
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extern bool dbgMode;
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extern bool enabled;
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extern bool lazyInit;
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extern bool replaceFont;
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extern bool forceExportResource;
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extern int gameOrientation;
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@ -81,8 +81,16 @@ public:
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[[nodiscard]] auto Get(const std::string& strClass, const std::string& strNamespace = "*", const std::string& strParent = "*") const -> Class* {
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if (!this) return nullptr;
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/*
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if (lazyInit_ && classes.empty()) {
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const auto image = Invoke<void*>("il2cpp_assembly_get_image", address);
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ForeachClass(const_cast<Assembly *>(this), image);
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}*/
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for (const auto pClass : classes) if (strClass == pClass->name && (strNamespace == "*" || pClass->namespaze == strNamespace) && (strParent == "*" || pClass->parent == strParent)) return pClass;
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return nullptr;
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if (lazyInit_) {
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return FillClass_Il2ccpp(const_cast<Assembly *>(this), strNamespace.c_str(), strClass.c_str());
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}
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return nullptr;
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}
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};
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@ -291,16 +299,17 @@ public:
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}
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}
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static auto Init(void* hmodule, const Mode mode = Mode::Mono) -> void {
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static auto Init(void* hmodule, const Mode mode = Mode::Mono, const bool lazyInit = false) -> void {
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mode_ = mode;
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hmodule_ = hmodule;
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lazyInit_ = lazyInit;
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if (mode_ == Mode::Il2Cpp) {
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UnityResolveProgress::startInit = true;
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if (!lazyInit) UnityResolveProgress::startInit = true;
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pDomain = Invoke<void*>("il2cpp_domain_get");
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Invoke<void*>("il2cpp_thread_attach", pDomain);
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ForeachAssembly();
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UnityResolveProgress::startInit = false;
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if (!lazyInit) UnityResolveProgress::startInit = false;
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}
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else {
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pDomain = Invoke<void*>("mono_get_root_domain");
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@ -576,10 +585,10 @@ private:
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size_t nrofassemblies = 0;
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const auto assemblies = Invoke<void**>("il2cpp_domain_get_assemblies", pDomain, &nrofassemblies);
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UnityResolveProgress::assembliesProgress.total = nrofassemblies;
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if (!lazyInit_) UnityResolveProgress::assembliesProgress.total = nrofassemblies;
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for (auto i = 0; i < nrofassemblies; i++) {
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UnityResolveProgress::assembliesProgress.current = i + 1;
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if (!lazyInit_) UnityResolveProgress::assembliesProgress.current = i + 1;
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const auto ptr = assemblies[i];
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if (ptr == nullptr) continue;
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auto assembly = new Assembly{ .address = ptr };
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@ -587,7 +596,9 @@ private:
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assembly->file = Invoke<const char*>("il2cpp_image_get_filename", image);
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assembly->name = Invoke<const char*>("il2cpp_image_get_name", image);
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UnityResolve::assembly.push_back(assembly);
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ForeachClass(assembly, image);
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if (!lazyInit_) {
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ForeachClass(assembly, image);
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}
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}
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}
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else {
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@ -608,13 +619,39 @@ private:
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}
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}
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static auto FillClass_Il2ccpp(Assembly* assembly, const char* namespaze, const char* klassName) -> Class* {
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auto image = Invoke<void*>("il2cpp_assembly_get_image", assembly->address);
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const auto pClass = Invoke<void*>("il2cpp_class_from_name", image, namespaze, klassName);
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if (pClass == nullptr) return nullptr;
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const auto pAClass = new Class();
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pAClass->address = pClass;
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pAClass->name = Invoke<const char*>("il2cpp_class_get_name", pClass);
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if (const auto pPClass = Invoke<void*>("il2cpp_class_get_parent", pClass)) pAClass->parent = Invoke<const char*>("il2cpp_class_get_name", pPClass);
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// pAClass->namespaze = Invoke<const char*>("il2cpp_class_get_namespace", pClass);
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pAClass->namespaze = namespaze;
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assembly->classes.push_back(pAClass);
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ForeachFields(pAClass, pClass);
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ForeachMethod(pAClass, pClass);
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void* i_class{};
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void* iter{};
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do {
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if ((i_class = Invoke<void*>("il2cpp_class_get_interfaces", pClass, &iter))) {
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ForeachFields(pAClass, i_class);
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ForeachMethod(pAClass, i_class);
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}
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} while (i_class);
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return pAClass;
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}
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static auto ForeachClass(Assembly* assembly, void* image) -> void {
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// 遍历类
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if (mode_ == Mode::Il2Cpp) {
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const auto count = Invoke<int>("il2cpp_image_get_class_count", image);
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UnityResolveProgress::classProgress.total = count;
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if (!lazyInit_) UnityResolveProgress::classProgress.total = count;
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for (auto i = 0; i < count; i++) {
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UnityResolveProgress::classProgress.current = i + 1;
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if (!lazyInit_) UnityResolveProgress::classProgress.current = i + 1;
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const auto pClass = Invoke<void*>("il2cpp_image_get_class", image, i);
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if (pClass == nullptr) continue;
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const auto pAClass = new Class();
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@ -2606,6 +2643,7 @@ public:
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private:
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inline static Mode mode_{};
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inline static void* hmodule_;
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inline static bool lazyInit_;
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inline static std::unordered_map<std::string, void*> address_{};
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inline static void* pDomain{};
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};
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@ -17,6 +17,7 @@ interface ConfigListener {
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fun onForceExportResourceChanged(value: Boolean)
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fun onTextTestChanged(value: Boolean)
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fun onReplaceFontChanged(value: Boolean)
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fun onLazyInitChanged(value: Boolean)
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fun onEnableFreeCameraChanged(value: Boolean)
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fun onTargetFpsChanged(s: CharSequence, start: Int, before: Int, count: Int)
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fun onUnlockAllLiveChanged(value: Boolean)
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@ -111,6 +112,11 @@ interface ConfigUpdateListener: ConfigListener, IHasConfigItems {
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pushKeyEvent(KeyEvent(1145, 30))
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}
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override fun onLazyInitChanged(value: Boolean) {
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config.lazyInit = value
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saveConfig()
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}
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override fun onTextTestChanged(value: Boolean) {
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config.textTest = value
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saveConfig()
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@ -6,6 +6,7 @@ import kotlinx.serialization.Serializable
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data class GakumasConfig (
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var dbgMode: Boolean = false,
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var enabled: Boolean = true,
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var lazyInit: Boolean = true,
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var replaceFont: Boolean = true,
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var textTest: Boolean = false,
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var dumpText: Boolean = false,
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@ -96,7 +96,7 @@ class InitProgressUI {
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gravity = Gravity.CENTER_HORIZONTAL
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}
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setTextColor(Color.BLACK)
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text = "Initializing Plugins"
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text = "Initializing"
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textSize = 20f
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setTypeface(typeface, Typeface.BOLD)
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}
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@ -141,9 +141,14 @@ fun HomePage(modifier: Modifier = Modifier,
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v -> context?.onEnabledChanged(v)
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}
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GakuSwitch(modifier, stringResource(R.string.lazy_init), checked = config.value.lazyInit) {
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v -> context?.onLazyInitChanged(v)
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}
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GakuSwitch(modifier, stringResource(R.string.replace_font), checked = config.value.replaceFont) {
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v -> context?.onReplaceFontChanged(v)
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}
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}
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}
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Spacer(Modifier.height(6.dp))
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@ -3,6 +3,7 @@
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<string name="gakumas_localify">Gakumas Localify</string>
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<string name="enable_plugin">启用插件 (不可热重载)</string>
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<string name="replace_font">替换字体</string>
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<string name="lazy_init">快速初始化(懒加载配置)</string>
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<string name="enable_free_camera">启用自由视角(可热重载; 需使用实体键盘)</string>
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<string name="start_game">以上述配置启动游戏/重载配置</string>
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<string name="setFpsTitle">最大 FPS (0 为保持游戏原设置)</string>
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@ -3,6 +3,7 @@
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<string name="gakumas_localify">Gakumas Localify</string>
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<string name="enable_plugin">Enable Plugin (Not Hot Reloadable)</string>
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<string name="replace_font">Replace Font</string>
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<string name="lazy_init">Fast Initialization (Lazy loading)</string>
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<string name="enable_free_camera">Enable Free Camera</string>
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<string name="start_game">Start Game / Hot Reload Config</string>
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<string name="setFpsTitle">Max FPS (0 is Use Original Settings)</string>
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