mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-04 13:45:04 +08:00
132 lines
5.1 KiB
C#
132 lines
5.1 KiB
C#
/*
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* MIT License
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*
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* Copyright (c) 2022 bd_
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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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 UnityEngine;
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namespace nadena.dev.modular_avatar.core.editor
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{
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[InitializeOnLoad]
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internal static class ComponentAllowlistPatch
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{
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internal static readonly bool PATCH_OK;
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static ComponentAllowlistPatch()
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{
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try
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{
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PatchAllowlist();
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PATCH_OK = true;
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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PATCH_OK = false;
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}
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}
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static void PatchAllowlist()
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{
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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 = Util.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 = Util.FindType("VRC.SDKBase.Validation.ValidationUtils");
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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(
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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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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("[ModularAvatar] Unsupported VRCSDK version: Failed to retrieve component whitelist");
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return;
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}
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allowlist.Add(typeof(AvatarTagComponent));
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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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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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}
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} |