Dynamically replace the contents of a C# method?

2019-01-03 01:24发布

What I want to do is change how a C# method executes when it is called, so that I can write something like this:

[Distributed]
public DTask<bool> Solve(int n, DEvent<bool> callback)
{
    for (int m = 2; m < n - 1; m += 1)
        if (m % n == 0)
            return false;
    return true;
}

At run-time, I need to be able to analyse methods that have the Distributed attribute (which I already can do) and then insert code before the body of the function executes and after the function returns. More importantly, I need to be able to do it without modifying code where Solve is called or at the start of the function (at compile time; doing so at run-time is the objective).

At the moment I have attempted this bit of code (assume t is the type that Solve is stored in, and m is a MethodInfo of Solve):

private void WrapMethod(Type t, MethodInfo m)
{
    // Generate ILasm for delegate.
    byte[] il = typeof(Dpm).GetMethod("ReplacedSolve").GetMethodBody().GetILAsByteArray();

    // Pin the bytes in the garbage collection.
    GCHandle h = GCHandle.Alloc((object)il, GCHandleType.Pinned);
    IntPtr addr = h.AddrOfPinnedObject();
    int size = il.Length;

    // Swap the method.
    MethodRental.SwapMethodBody(t, m.MetadataToken, addr, size, MethodRental.JitImmediate);
}

public DTask<bool> ReplacedSolve(int n, DEvent<bool> callback)
{
    Console.WriteLine("This was executed instead!");
    return true;
}

However, MethodRental.SwapMethodBody only works on dynamic modules; not those that have already been compiled and stored in the assembly.

So I'm looking for a way to effectively do SwapMethodBody on a method that is already stored in a loaded and executing assembly.

Note, it is not an issue if I have to completely copy the method into a dynamic module, but in this case I need to find a way to copy across the IL as well as update all of the calls to Solve() such that they would point to the new copy.

9条回答
放荡不羁爱自由
2楼-- · 2019-01-03 01:47

You CAN modify a method's content at runtime. But you're not supposed to, and it's strongly recommended to keep that for test purposes.

Just have a look at:

http://www.codeproject.com/Articles/463508/NET-CLR-Injection-Modify-IL-Code-during-Run-time

Basically, you can:

  1. Get IL method content via MethodInfo.GetMethodBody().GetILAsByteArray()
  2. Mess with these bytes.

    If you just wish to prepend or append some code, then just preprend/append opcodes you want (be careful about leaving stack clean, though)

    Here are some tips to "uncompile" existing IL:

    • Bytes returned are a sequence of IL instructions, followed by their arguments (if they have some - for instance, '.call' has one argument: the called method token, and '.pop' has none)
    • Correspondence between IL codes and bytes you find in the returned array may be found using OpCodes.YourOpCode.Value (which is the real opcode byte value as saved in your assembly)
    • Arguments appended after IL codes may have different sizes (from one to several bytes), depending on opcode called
    • You may find tokens that theses arguments are referring to via appropriate methods. For instance, if your IL contains ".call 354354" (coded as 28 00 05 68 32 in hexa, 28h=40 being '.call' opcode and 56832h=354354), corresponding called method can be found using MethodBase.GetMethodFromHandle(354354)
  3. Once modified, you IL byte array can be reinjected via InjectionHelper.UpdateILCodes(MethodInfo method, byte[] ilCodes) - see link mentioned above

    This is the "unsafe" part... It works well, but this consists in hacking internal CLR mechanisms...

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走好不送
3楼-- · 2019-01-03 01:49

I know it is not the exact answer to your question, but the usual way to do it is using factories/proxy approach.

First we declare a base type.

public class SimpleClass
{
    public virtual DTask<bool> Solve(int n, DEvent<bool> callback)
    {
        for (int m = 2; m < n - 1; m += 1)
            if (m % n == 0)
                return false;
        return true;
    }
}

Then we can declare a derived type (call it proxy).

public class DistributedClass
{
    public override DTask<bool> Solve(int n, DEvent<bool> callback)
    {
        CodeToExecuteBefore();
        return base.Slove(n, callback);
    }
}

// At runtime

MyClass myInstance;

if (distributed)
    myInstance = new DistributedClass();
else
    myInstance = new SimpleClass();

The derived type can be also generated at runtime.

public static class Distributeds
{
    private static readonly ConcurrentDictionary<Type, Type> pDistributedTypes = new ConcurrentDictionary<Type, Type>();

    public Type MakeDistributedType(Type type)
    {
        Type result;
        if (!pDistributedTypes.TryGetValue(type, out result))
        {
            if (there is at least one method that have [Distributed] attribute)
            {
                result = create a new dynamic type that inherits the specified type;
            }
            else
            {
                result = type;
            }

            pDistributedTypes[type] = result;
        }
        return result;
    }

    public T MakeDistributedInstance<T>()
        where T : class
    {
        Type type = MakeDistributedType(typeof(T));
        if (type != null)
        {
            // Instead of activator you can also register a constructor delegate generated at runtime if performances are important.
            return Activator.CreateInstance(type);
        }
        return null;
    }
}

// In your code...

MyClass myclass = Distributeds.MakeDistributedInstance<MyClass>();
myclass.Solve(...);

The only performance loss is during construction of the derived object, the first time is quite slow because it will use a lot of reflection and reflection emit. All other times, it is the cost of a concurrent table lookup and a constructor. As said, you can optimize construction using

ConcurrentDictionary<Type, Func<object>>.
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干净又极端
4楼-- · 2019-01-03 01:53

Logman's solution, but with an interface for swapping method bodies. Also, a simpler example.

using System;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;

namespace DynamicMojo
{
    class Program
    {
        static void Main(string[] args)
        {
            Animal kitty = new HouseCat();
            Animal lion = new Lion();
            var meow = typeof(HouseCat).GetMethod("Meow", BindingFlags.Instance | BindingFlags.NonPublic);
            var roar = typeof(Lion).GetMethod("Roar", BindingFlags.Instance | BindingFlags.NonPublic);

            Console.WriteLine("<==(Normal Run)==>");
            kitty.MakeNoise(); //HouseCat: Meow.
            lion.MakeNoise(); //Lion: Roar!

            Console.WriteLine("<==(Dynamic Mojo!)==>");
            DynamicMojo.SwapMethodBodies(meow, roar);
            kitty.MakeNoise(); //HouseCat: Roar!
            lion.MakeNoise(); //Lion: Meow.

            Console.WriteLine("<==(Normality Restored)==>");
            DynamicMojo.SwapMethodBodies(meow, roar);
            kitty.MakeNoise(); //HouseCat: Meow.
            lion.MakeNoise(); //Lion: Roar!

            Console.Read();
        }
    }

    public abstract class Animal
    {
        public void MakeNoise() => Console.WriteLine($"{this.GetType().Name}: {GetSound()}");

        protected abstract string GetSound();
    }

    public sealed class HouseCat : Animal
    {
        protected override string GetSound() => Meow();

        private string Meow() => "Meow.";
    }

    public sealed class Lion : Animal
    {
        protected override string GetSound() => Roar();

        private string Roar() => "Roar!";
    }

    public static class DynamicMojo
    {
        /// <summary>
        /// Swaps the function pointers for a and b, effectively swapping the method bodies.
        /// </summary>
        /// <exception cref="ArgumentException">
        /// a and b must have same signature
        /// </exception>
        /// <param name="a">Method to swap</param>
        /// <param name="b">Method to swap</param>
        public static void SwapMethodBodies(MethodInfo a, MethodInfo b)
        {
            if (!HasSameSignature(a, b))
            {
                throw new ArgumentException("a and b must have have same signature");
            }

            RuntimeHelpers.PrepareMethod(a.MethodHandle);
            RuntimeHelpers.PrepareMethod(b.MethodHandle);

            unsafe
            {
                if (IntPtr.Size == 4)
                {
                    int* inj = (int*)b.MethodHandle.Value.ToPointer() + 2;
                    int* tar = (int*)a.MethodHandle.Value.ToPointer() + 2;

                    byte* injInst = (byte*)*inj;
                    byte* tarInst = (byte*)*tar;

                    int* injSrc = (int*)(injInst + 1);
                    int* tarSrc = (int*)(tarInst + 1);

                    int tmp = *tarSrc;
                    *tarSrc = (((int)injInst + 5) + *injSrc) - ((int)tarInst + 5);
                    *injSrc = (((int)tarInst + 5) + tmp) - ((int)injInst + 5);
                }
                else
                {
                    throw new NotImplementedException($"{nameof(SwapMethodBodies)} doesn't yet handle IntPtr size of {IntPtr.Size}");
                }
            }
        }

        private static bool HasSameSignature(MethodInfo a, MethodInfo b)
        {
            bool sameParams = !a.GetParameters().Any(x => !b.GetParameters().Any(y => x == y));
            bool sameReturnType = a.ReturnType == b.ReturnType;
            return sameParams && sameReturnType;
        }
    }
}
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Lonely孤独者°
5楼-- · 2019-01-03 01:53

You can replace a method at runtime by using the ICLRPRofiling Interface.

  1. Call AttachProfiler to attach to the process.
  2. Call SetILFunctionBody to replace the method code.

See this blog for more details.

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闹够了就滚
6楼-- · 2019-01-03 01:54

Harmony is an open source library designed to replace, decorate or modify existing C# methods of any kind during runtime. It main focus is games and plugins written in Mono but the technique can be used with any .NET version. It also takes care of multiple changes to the same method (they accumulate instead of overwrite).

It creates methods of type DynamicMethod for every original method and emits code to it that calls custom methods at the start and end. It also allows you to write filters to process the original IL code which allows for more detailed manipulation of the original method.

To complete the process, it writes a simple assembler jump into the trampoline of the original method that points to the assembler generated from compiling the dynamic method. This works for 32/64Bit on Windows, macOS and any Linux that Mono supports.

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再贱就再见
7楼-- · 2019-01-03 01:54

There exists a couple of frameworks that allows you to dynamically change any method at runtime (they use the ICLRProfiling interface mentioned by user152949):

There are also a few frameworks that mocks around with the internals of .NET, these are likely more fragile, and probably can't change inlined code, but on the other hand they are fully self-contained and does not require you to use a custom launcher.

  • Harmony: MIT licensed. Seems to actually have been used sucessfully in a few game mods, supports both .NET and Mono.
  • Deviare In Process Instrumentation Engine: GPLv3 and Commercial. .NET support currently marked as experimental, but on the other hand has the benefit of being commercially backed.
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