obfuz/Editor/Settings/ObfuzSettings.cs

152 lines
5.2 KiB
C#

// Copyright 2025 Code Philosophy
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Obfuz.Settings
{
public class ObfuzSettings : ScriptableObject
{
[Tooltip("build pipeline settings")]
public BuildPipelineSettings buildPipelineSettings;
[Tooltip("compatibility settings")]
public CompatibilitySettings compatibilitySettings;
[Tooltip("assembly settings")]
public AssemblySettings assemblySettings;
[Tooltip("obfuscation pass settings")]
public ObfuscationPassSettings obfuscationPassSettings;
[Tooltip("secret settings")]
public SecretSettings secretSettings;
[Tooltip("encryption virtual machine settings")]
public EncryptionVMSettings encryptionVMSettings;
[Tooltip("symbol obfuscation settings")]
public SymbolObfuscationSettings symbolObfusSettings;
[Tooltip("const encryption settings")]
public ConstEncryptionSettings constEncryptSettings;
[Tooltip("remove const field settings")]
public RemoveConstFieldSettings removeConstFieldSettings;
[Tooltip("eval stack obfuscation settings")]
public EvalStackObfuscationSettings evalStackObfusSettings;
[Tooltip("field encryption settings")]
public FieldEncryptionSettings fieldEncryptSettings;
[Tooltip("call obfuscation settings")]
public CallObfuscationSettings callObfusSettings;
[Tooltip("expression obfuscation settings")]
public ExprObfuscationSettings exprObfusSettings;
[Tooltip("control flow obfuscation settings")]
public ControlFlowObfuscationSettings controlFlowObfusSettings;
[Tooltip("garbage code generator settings")]
public GarbageCodeGenerationSettings garbageCodeGenerationSettings;
[Tooltip("watermark settings")]
public WatermarkSettings watermarkSettings;
[Tooltip("polymorphic dll settings")]
public PolymorphicDllSettings polymorphicDllSettings;
public string ObfuzRootDir => $"Library/Obfuz";
public string GetObfuscatedAssemblyOutputPath(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/ObfuscatedAssemblies";
}
public string GetOriginalAssemblyBackupDir(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/OriginalAssemblies";
}
public string GetObfuscatedAssemblyTempOutputPath(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/TempObfuscatedAssemblies";
}
public string GetObfuscatedLinkXmlPath(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/link.xml";
}
private static ObfuzSettings s_Instance;
public static ObfuzSettings Instance
{
get
{
if (!s_Instance)
{
LoadOrCreate();
}
return s_Instance;
}
}
protected static string SettingsPath => "ProjectSettings/Obfuz.asset";
private static ObfuzSettings LoadOrCreate()
{
string filePath = SettingsPath;
var arr = InternalEditorUtility.LoadSerializedFileAndForget(filePath);
//Debug.Log($"typeof arr:{arr?.GetType()} arr[0]:{(arr != null && arr.Length > 0 ? arr[0].GetType(): null)}");
if (arr != null && arr.Length > 0 && arr[0] is ObfuzSettings obfuzSettings)
{
s_Instance = obfuzSettings;
}
else
{
s_Instance = s_Instance ?? CreateInstance<ObfuzSettings>();
}
return s_Instance;
}
public static void Save()
{
if (!s_Instance)
{
return;
}
string filePath = SettingsPath;
string directoryName = Path.GetDirectoryName(filePath);
Directory.CreateDirectory(directoryName);
UnityEngine.Object[] obj = new ObfuzSettings[1] { s_Instance };
InternalEditorUtility.SaveToSerializedFileAndForget(obj, filePath, true);
}
}
}