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Handle Unhollowed modules path through IExplorerLoader. Allow Standalone release to specify manually.
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@@ -481,29 +481,21 @@ namespace UnityExplorer
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#region Force-loading game modules
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internal static string UnhollowedFolderPath => Path.GetFullPath(
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#if ML
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Path.Combine("MelonLoader", "Managed")
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#elif BIE
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Path.Combine(BepInEx.Paths.BepInExRootPath, "unhollowed")
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#else
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Path.Combine(ExplorerCore.Loader.ExplorerFolder, "Modules")
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#endif
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);
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// Helper for IL2CPP to try to make sure the Unhollowed game assemblies are actually loaded.
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// Force loading all il2cpp modules
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internal void TryLoadGameModules()
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{
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if (Directory.Exists(UnhollowedFolderPath))
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var dir = ExplorerCore.Loader.UnhollowedModulesFolder;
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if (Directory.Exists(dir))
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{
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foreach (var filePath in Directory.GetFiles(UnhollowedFolderPath, "*.dll"))
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foreach (var filePath in Directory.GetFiles(dir, "*.dll"))
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DoLoadModule(filePath);
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}
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else
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ExplorerCore.LogWarning($"Expected Unhollowed folder path does not exist: '{UnhollowedFolderPath}'");
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ExplorerCore.LogWarning($"Expected Unhollowed folder path does not exist: '{dir}'. " +
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$"If you are using the standalone release, you can specify the Unhollowed modules path when you call CreateInstance().");
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}
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internal bool DoLoadModule(string fullPath)
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@@ -514,7 +506,6 @@ namespace UnityExplorer
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try
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{
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Assembly.LoadFile(fullPath);
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//Assembly.Load(File.ReadAllBytes(fullPath));
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return true;
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}
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catch //(Exception e)
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