obfuz/Editor/BuildProcess/ObfuzProcess2021.cs

120 lines
3.8 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor.Build;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine.SceneManagement;
using UnityEngine;
using UnityEditor.Compilation;
using System.Reflection;
namespace Obfuz
{
#if UNITY_2021 || UNITY_2020_1_OR_NEWER
internal class ObfuzProcess2021 : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
private static bool s_obfuscated = false;
public int callbackOrder => 10000;
[InitializeOnLoadMethod]
private static void Init()
{
CompilationPipeline.compilationFinished += OnCompilationFinished;
}
public void OnPreprocessBuild(BuildReport report)
{
s_obfuscated = false;
}
private static string GetScriptAssembliesPath(object obj)
{
#if UNITY_2021
object settings = obj.GetType().GetProperty("settings").GetValue(obj);
string path = (string)settings.GetType().GetProperty("OutputDirectory").GetValue(settings);
#elif UNITY_2020
return "Library/PlayerScriptAssemblies";
#else
throw new Exception();
#endif
}
private static void OnCompilationFinished(object obj)
{
if (!BuildPipeline.isBuildingPlayer)
{
return;
}
if (!s_obfuscated)
{
RunObfuscate(GetScriptAssembliesPath(obj));
s_obfuscated = true;
}
}
public void OnPostprocessBuild(BuildReport report)
{
s_obfuscated = false;
}
private static void RunObfuscate(string scriptAssembliesPath)
{
ObfuzSettings settings = ObfuzSettings.Instance;
if (!settings.enable)
{
Debug.Log("Obfuscation is disabled.");
return;
}
Debug.Log("Obfuscation begin...");
var buildTarget = EditorUserBuildSettings.activeBuildTarget;
string backupPlayerScriptAssembliesPath = settings.GetOriginalAssemblyBackupDir(buildTarget);
FileUtil.CopyDir(scriptAssembliesPath, backupPlayerScriptAssembliesPath);
string applicationContentsPath = EditorApplication.applicationContentsPath;
var opt = new Obfuscator.Options
{
AssemblySearchDirs = new List<string>
{
#if UNITY_2021_1_OR_NEWER
Path.Combine(applicationContentsPath, "UnityReferenceAssemblies/unity-4.8-api/Facades"),
Path.Combine(applicationContentsPath, "UnityReferenceAssemblies/unity-4.8-api"),
#elif UNITY_2020
Path.Combine(applicationContentsPath, "MonoBleedingEdge/lib/mono/4.7.1-api/Facades"),
Path.Combine(applicationContentsPath, "MonoBleedingEdge/lib/mono/4.7.1-api"),
#else
#error "Unsupported Unity version"
#endif
Path.Combine(applicationContentsPath, "Managed/UnityEngine"),
backupPlayerScriptAssembliesPath,
},
ObfuscationRuleFiles = settings.ruleFiles.ToList(),
mappingXmlPath = settings.mappingFile,
outputDir = ObfuzSettings.Instance.GetObfuscatedAssemblyOutputDir(buildTarget),
};
var obfuz = new Obfuscator(opt);
obfuz.Run();
foreach (var dllName in obfuz.ObfuscatedAssemblyNames)
{
string src = $"{opt.outputDir}/{dllName}.dll";
string dst = $"{scriptAssembliesPath}/{dllName}.dll";
File.Copy(src, dst, true);
Debug.Log($"obfuscate dll:{dst}");
}
Debug.Log("Obfuscation end.");
}
}
#endif
}