Evaisa.NetcodePatcher.nv1.7.1
4.0.2
dotnet add package Evaisa.NetcodePatcher.nv1.7.1 --version 4.0.2
NuGet\Install-Package Evaisa.NetcodePatcher.nv1.7.1 -Version 4.0.2
<PackageReference Include="Evaisa.NetcodePatcher.nv1.7.1" Version="4.0.2" />
paket add Evaisa.NetcodePatcher.nv1.7.1 --version 4.0.2
#r "nuget: Evaisa.NetcodePatcher.nv1.7.1, 4.0.2"
// Install Evaisa.NetcodePatcher.nv1.7.1 as a Cake Addin #addin nuget:?package=Evaisa.NetcodePatcher.nv1.7.1&version=4.0.2 // Install Evaisa.NetcodePatcher.nv1.7.1 as a Cake Tool #tool nuget:?package=Evaisa.NetcodePatcher.nv1.7.1&version=4.0.2
Unity Netcode Patcher
This is an assembly patcher which replicates the IL Post Processing that unity does with it's Netcode For Gameobjects Package, allowing you to create custom NetworkBehaviours in mods as if you were doing it in a Unity project.
- This was originally written for Lethal Company modding, and has only been tested with
com.unity.netcode.gameobjects@1.5.2
Note, this is intended to be a tool for modders, mods should be shipped after patching and this tool should not be installed by users.
Preparing mods for patching
- Make sure Debug Symbols are set to
Portable
orEmbedded
and notFull
. - To ensure that the patched NetworkBehaviours are initialized properly, add the following code snippet to your mod, in a place where it will only run once, such as
Awake()
It is very important that it only runs once!
If you have soft dependencies of some kind, you might need to wrap this in a try catch block.
var types = Assembly.GetExecutingAssembly().GetTypes(); foreach (var type in types) { var methods = type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static); foreach (var method in methods) { var attributes = method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false); if (attributes.Length > 0) { method.Invoke(null, null); } } }
The reason we need to do this is because NetcodePatcher generates methods marked with
[RuntimeInitializeOnLoadMethod]
for initializing the RPCs, which normally get ran when the class gets loaded. However because the mod assembly is not managed by unity, these methods will not be ran automatically. So using this snippet we manually run every method marked with[RuntimeInitializeOnLoadMethodAttribute]
.
- Make you register any custom NetworkObject prefabs with the unity NetworkManager.
- networkManager.GetComponent<NetworkManager>().AddNetworkPrefab(prefab);
Usage
CLI
The CLI is available as a .NET 7/8 tool. Install it using dotnet
:
dotnet tool install -g Evaisa.NetcodePatcher.Cli
Then use the netcode-patch
command to patch your plugin.
netcode-patch -nv 1.5.2 [plugin] [dependencies]
plugin
should be the path to the patch target (your plugin assembly.dll
)dependencies
should be a path (or list of paths) containing all assemblies referenced by your project, theUnity.Netcode.Runtime
assembly, etc. (e.g. theManaged
folder of a game installation)
Run netcode-patch --help
for usage information and available options.
MSBuild
[!IMPORTANT] Due to issues with Visual Studio the MSBuild plugin is not currently working properly with it, using the CLI tool and post build event is recommended if you are using Visual Studio. Alternatively you can manually run
dotnet build
from commandline if you do want to use MSBuild.
NetcodePatcher has an MSBuild plugin that can be applied with minimal configuration.
Add the following snippet within the root <Project>
tag of your .csproj
project file
to automatically netcode patch the project's output assemblies.
<Sdk Name="Evaisa.NetcodePatcher.MSBuild" Version="4.*" />
<ItemGroup>
<NetcodePatch Include="$(TargetPath)" />
</ItemGroup>
<details> <summary>MSBuild options</summary>
<Project>
<PropertyGroup>
// Output to `[assembly]_patched.dll` instead of renaming original assembly
<NetcodePatcherNoOverwrite>true</NetcodePatcherNoOverwrite>
// Don't publicize in parallel
<NetcodePatcherDisableParallel>true</NetcodePatcherDisableParallel>
</PropertyGroup>
<ItemGroup>
<NetcodePatch Include="$(TargetPath)">
// Override patched output path
<OutputPath>./bin/foo/bar</OutputPath>
</NetcodePatch>
</ItemGroup>
</Project>
</details>
Manual
- Download the latest release asset for your platform.
- Unpack the
.zip
archive to a memorable location - Copy-paste the contents of your game's
[game]_Data/Managed
directory into the extracteddeps
folder - Place your patch target plugins in the extracted
plugins
folder - Use the extracted executable file (assuming your CWD is the extracted directory):
NetcodePatcher(.exe) -nv 1.5.2 plugins deps
Programmatic API
NetcodePatcher is also available programmatically.
Add the dotnet-tools
NuGet source to your NuGet.Config
:
<add key="dotnet-tools" value="https://pkgs.dev.azure.com/dnceng/public/_packaging/dotnet-tools/nuget/v3/index.json" />
Then Add a package reference to
Evaisa.NetcodePatcher
to your .csproj
project:
<ItemGroup>
<PackageReference Include="Evaisa.NetcodePatcher" Version="3.*" />
</ItemGroup>
using NetcodePatcher;
Patcher.Patch(string inputPath, string outputPath, string[] dependencyPaths);
Usage as a Post Build Event
To ensure quotes are not escaped incorrectly, it is recommended you add this target by manually editing
your .csproj
project file as opposed to using Visual Studio UI to add a post-build command.
[!IMPORTANT] if you installed the CLI tool locally instead of globally, you need to add
dotnet
infront of the command, sodotnet netcode-patch
<Target Name="NetcodePatch" AfterTargets="PostBuildEvent">
<Exec Command="netcode-patch -nv 1.5.2 "$(TargetPath)" @(ReferencePathWithRefAssemblies->'"%(Identity)"', ' ')"/>
</Target>
Contributing
You will need to git submodule update --init --recursive
to fetch submodules,
and create a .csproj.user
file to tell the NetcodePatcher
plugin where Unity Editor is installed.
Template NetcodePatcher/NetcodePatcher.csproj.user
<?xml version="1.0" encoding="utf-8"?>
<Project>
<PropertyGroup>
<UnityEditorDir>$(ProgramFiles)/Unity/Hub/Editor/2022.3.9f1/Editor</UnityEditorDir>
</PropertyGroup>
</Project>
Credits
- nickklmao
- for helping me test and find issues with the patcher.
- Lordfirespeed
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- Microsoft.DiaSymReader.Converter (>= 1.1.0-beta2-23252-02)
- Mono.Cecil (>= 0.11.5)
- Serilog (>= 3.1.1)
NuGet packages
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GitHub repositories
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