Files
LegacyWeaveLoader/LegacyForge.Launcher/Program.cs
Jacobwasbeast 34177e1507 Add main menu overlay, creative inventory injection, mod discovery, logging, and Wine/Proton support
- Replace dbghelp with raw_pdb library for cross-platform PDB symbol resolution
- Add main menu branding overlay via C4JRender::Present hook
- Add creative inventory item injection from mods
- Add file-based logging (LogUtil) alongside console output
- Fix mod discovery with custom AssemblyLoadContext for proper type identity
- Add file dialog for game path selection in launcher
- Add CreativeTab enum and block/item creative tab assignment
- Unify build output to single ModLoader/build directory
2026-03-06 18:59:02 -06:00

101 lines
4.1 KiB
C#

using System.Runtime.InteropServices;
namespace LegacyForge.Launcher;
class Program
{
private const string RuntimeDllName = "LegacyForgeRuntime.dll";
[STAThread]
static int Main(string[] args)
{
Console.WriteLine("╔══════════════════════════════════╗");
Console.WriteLine("║ LegacyForge v1.0 ║");
Console.WriteLine("║ Mod Loader for MC Legacy Edition║");
Console.WriteLine("╚══════════════════════════════════╝");
Console.WriteLine();
// All paths relative to where the exe lives, not the working directory
string baseDir = AppContext.BaseDirectory;
string configFile = Path.Combine(baseDir, "legacyforge.json");
string runtimeDll = Path.Combine(baseDir, RuntimeDllName);
string modsDir = Path.Combine(baseDir, "mods");
try
{
var config = Config.Load(configFile);
if (args.Length > 0 && File.Exists(args[0]))
{
config.GameExePath = args[0];
config.Save(configFile);
}
if (string.IsNullOrEmpty(config.GameExePath) || !File.Exists(config.GameExePath))
{
Console.WriteLine("Please select Minecraft.Client.exe...");
string? selected = FileDialog.OpenFileDialog(
"Select Minecraft.Client.exe",
"Executable Files (*.exe)\0*.exe\0All Files (*.*)\0*.*\0");
if (string.IsNullOrEmpty(selected) || !File.Exists(selected))
{
Console.Error.WriteLine("Error: No file selected or file not found.");
return 1;
}
config.GameExePath = Path.GetFullPath(selected);
config.Save(configFile);
Console.WriteLine($"Saved game path to {configFile}");
}
if (!File.Exists(runtimeDll))
{
Console.Error.WriteLine($"Error: {RuntimeDllName} not found.");
Console.Error.WriteLine($"Expected at: {runtimeDll}");
Console.Error.WriteLine();
Console.Error.WriteLine("The C++ runtime DLL must be built separately with CMake:");
Console.Error.WriteLine(" cd LegacyForgeRuntime");
Console.Error.WriteLine(" cmake -B build -A x64");
Console.Error.WriteLine(" cmake --build build --config Release");
Console.Error.WriteLine();
Console.Error.WriteLine("Then copy LegacyForgeRuntime.dll to the same folder as LegacyForge.exe.");
return 1;
}
if (!Directory.Exists(modsDir))
{
Directory.CreateDirectory(modsDir);
Console.WriteLine($"Created mods/ directory");
}
int modCount = Directory.GetFiles(modsDir, "*.dll").Length;
Console.WriteLine($"Found {modCount} mod(s) in mods/");
Console.WriteLine($"Launching {Path.GetFileName(config.GameExePath)}...");
var process = Injector.LaunchSuspended(config.GameExePath);
Console.WriteLine($"[OK] Game process created (PID: {process.ProcessId})");
Console.WriteLine($"[..] Injecting {RuntimeDllName}...");
Injector.InjectDll(process, runtimeDll);
Console.WriteLine($"[OK] {RuntimeDllName} injected and loaded in target process.");
Injector.ResumeProcess(process);
Console.WriteLine("[OK] Game resumed. LegacyForge is active.");
Console.WriteLine();
Console.WriteLine("Press any key to exit the launcher (game will keep running).");
Console.ReadKey(true);
return 0;
}
catch (Exception ex)
{
Console.Error.WriteLine($"Fatal error: {ex.Message}");
Console.Error.WriteLine(ex.StackTrace);
Console.WriteLine("Press any key to exit.");
Console.ReadKey(true);
return 1;
}
}
}