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Change the allowlist patch to avoid private member reflection
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@ -26,9 +26,7 @@ using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEditor;
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using UnityEditor.PackageManager.Requests;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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namespace nadena.dev.modular_avatar.core.editor
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{
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@ -49,45 +47,81 @@ namespace nadena.dev.modular_avatar.core.editor
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static void PatchAllowlist()
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{
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// When running on non-VCC versions of the SDK, we can't reference AvatarValidation directly as it's not in
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// an assembly definition. So just search all of the assemblies for the type.
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// The below APIs are all public, but undocumented and likely to change in the future.
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// As such, we use reflection to access them (allowing us to catch exceptions instead of just breaking the
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// build - and allowing the user to manually bake as a workaround).
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// The basic idea is to retrieve the HashSet of whitelisted components, and add all components extending
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// from AvatarTagComponent to it. This HashSet is cached on first access, but the lists of allowed
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// components used to initially populate it are private. So, we'll start off by making a call that (as a
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// side-effect) causes the list to be initially cached. This call will throw a NPE because we're passing
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// a null GameObject, but that's okay.
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var avatarValidation = FindType("VRC.SDK3.Validation.AvatarValidation");
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var findIllegalComponents =
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avatarValidation?.GetMethod("FindIllegalComponents", BindingFlags.Public | BindingFlags.Static);
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if (findIllegalComponents == null)
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{
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Debug.LogError(
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"[ModularAvatar] Unsupported VRCSDK version: Failed to find AvatarValidation.FindIllegalComponents");
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return;
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}
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try
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{
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findIllegalComponents.Invoke(null, new[] {(object) null});
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}
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catch (TargetInvocationException e)
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{
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if (e.InnerException is NullReferenceException)
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{
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// ok!
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}
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else
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{
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System.Diagnostics.Debug.Assert(e.InnerException != null, "e.InnerException != null");
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throw e.InnerException;
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}
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}
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// Now fetch the cached allowlist and add our components to it.
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var validationUtils = FindType("VRC.SDKBase.Validation.ValidationUtils");
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if (avatarValidation == null)
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var whitelistedTypes = validationUtils?.GetMethod(
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"WhitelistedTypes",
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BindingFlags.Public | BindingFlags.Static,
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null,
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new[] {typeof(string), typeof(IEnumerable<Type>)},
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null
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);
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if (whitelistedTypes == null)
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{
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Debug.LogError("Failed to find AvatarValidation type");
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Debug.LogError(
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"[ModularAvatar] Unsupported VRCSDK version: Failed to find ValidationUtils.WhitelistedTypes");
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return;
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}
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if (validationUtils == null)
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var allowlist = whitelistedTypes.Invoke(null, new object[] {"avatar-sdk3", null}) as HashSet<Type>;
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if (allowlist == null)
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{
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Debug.LogError("Failed to find ValidationUtils type");
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Debug.LogError("[ModularAvatar] Unsupported VRCSDK version: Failed to retrieve component whitelist");
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return;
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}
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var getWhitelistForSDK =
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avatarValidation.GetMethod("GetComponentWhitelist", BindingFlags.Static | BindingFlags.NonPublic);
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var addDerivedClasses =
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validationUtils.GetMethod("AddDerivedClasses", BindingFlags.Static | BindingFlags.NonPublic);
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allowlist.Add(typeof(AvatarTagComponent));
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if (getWhitelistForSDK == null)
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// We'll need to find all types which derive from AvatarTagComponent and inject them into the allowlist
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// as well.
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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Debug.LogError("Failed to find GetWhitelistForSDK method");
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return;
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}
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if (addDerivedClasses == null)
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{
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Debug.LogError("Failed to find AddDerivedClasses method");
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return;
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}
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if (getWhitelistForSDK.Invoke(null, new object[] { }) is HashSet<Type> allowlist)
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{
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// The allowlist is cached, so we can inject our own type into the cached hashset (and then invoke the
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// AddDerivedClasses method to find all derived types from the AvatarTagComponent automatically).
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allowlist.Add(typeof(AvatarTagComponent));
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addDerivedClasses.Invoke(null, new object[] {allowlist});
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foreach (var ty in assembly.GetTypes())
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{
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if (typeof(AvatarTagComponent).IsAssignableFrom(ty))
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{
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allowlist.Add(ty);
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}
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}
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}
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}
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