obfuz/Editor/BuildProcess/ObfuzProcess.cs

90 lines
2.9 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;
namespace Obfuz
{
internal class ObfuzProcess : IPreprocessBuildWithReport, IProcessSceneWithReport, IPostprocessBuildWithReport
{
private static bool s_inBuild = false;
private static bool s_obfuscated = false;
public int callbackOrder => 10000;
public void OnPreprocessBuild(BuildReport report)
{
s_inBuild = true;
s_obfuscated = false;
}
public void OnProcessScene(Scene scene, BuildReport report)
{
if (s_inBuild && !s_obfuscated)
{
RunObfuscate();
s_obfuscated = true;
}
}
public void OnPostprocessBuild(BuildReport report)
{
s_inBuild = false;
s_obfuscated = false;
}
private static void RunObfuscate()
{
ObfuzSettings settings = ObfuzSettings.Instance;
if (!settings.enable)
{
Debug.Log("Obfuscation is disabled.");
return;
}
Debug.Log("Obfuscation begin...");
var buildTarget = EditorUserBuildSettings.activeBuildTarget;
string originalPlayerScriptAssembliesPath = @"Library\Bee\PlayerScriptAssemblies";
string backupPlayerScriptAssembliesPath = settings.GetOriginalAssemblyBackupDir(buildTarget);
BashUtil.CopyDir(originalPlayerScriptAssembliesPath, backupPlayerScriptAssembliesPath);
var opt = new Obfuscator.Options
{
AssemblySearchDirs = new List<string>
{
@"D:\UnityHubs\2022.3.60f1\Editor\Data\MonoBleedingEdge\lib\mono\unityaot-win32\Facades",
@"D:\UnityHubs\2022.3.60f1\Editor\Data\MonoBleedingEdge\lib\mono\unityaot-win32",
@"D:\UnityHubs\2022.3.60f1\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\il2cpp\Managed",
backupPlayerScriptAssembliesPath,
},
ObfuscationRuleFiles = settings.aotRuleFiles.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 = $"{originalPlayerScriptAssembliesPath}/{dllName}.dll";
File.Copy(src, dst, true);
Debug.Log($"obfuscate dll:{dst}");
}
Debug.Log("Obfuscation end.");
}
}
}