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undead-universal-patch-il2cpp/Patches/Photon.cs
2024-11-22 21:13:17 -05:00

51 lines
1.8 KiB
C#

using HarmonyLib;
using Il2CppInterop.Runtime;
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace undead_universal_patch_il2cpp.Patches
{
[HarmonyPatch]
public class PhotonPatchEvent
{
static readonly string TargetTypeName = "RecNet.Core";
static readonly string TargetMethodName = "ConnectToRecNet";
static readonly string Description = "Photon Patch event method";
static readonly MethodInfo connectMethod = AccessTools.Method(AccessTools.TypeByName(TargetTypeName), TargetMethodName);
static bool Prepare()
{
if (connectMethod == null)
{
Plugin.Log.LogWarning($"'{Description}' disabled. The type for this patch was not found.");
return false;
}
Plugin.Log.LogInfo($"'{Description}' succeeded validation.");
return true;
}
static MethodBase TargetMethod() => connectMethod;
static void Prefix()
{
if (PhotonConfig.PatchPhotonIds.Value) Photon.Patch();
}
}
public class Photon
{
public static void Patch()
{
/*
Normally, I would be using reflection and AccessTools to create a new instance of ServerSettings and set the value of PhotonNetwork.PhotonServerSettings,
but since it was difficult and confusing with IL2CPP, I ended up just using explicit references.. every targeted game build *should* have these types anyway.
Now I'm wondering if the patch runs faster when using explicit references rather than reflection
*/
PhotonNetwork.PhotonServerSettings.AppID = PhotonConfig.AppID.Value;
PhotonNetwork.PhotonServerSettings.VoiceAppID = PhotonConfig.VoiceAppID.Value;
}
}
}