[Milestone] AssemblyLoader completed.
Details: - Assembly Mgmt Service for loading now a separate interface, not intended for normal use. - Assembly Loader work; implemented custom dictionary key and table. - Assembly loading work. - EventService completed. - Moved assembly extensions to ModUtils.cs - Work to event service. NetworkService work - Added ImpromptuInterfaces package. - Networking Service work to support NetVars - Event Service - Added assemblies references package for script compilation. Updated Roslyn version for compatibility. - Package Loading work. Swap Harmony to HarmonyX - More refactor conversion to FluentResults. - Updated StylesService to return Results. - Refactor of PackageService partially complete. - Made IService.Reset() required to return a Result. - Moved plugin/assembly related code to their own folder (same namespace). - Updated interfaces to reflect the use of Result<T>. - Partial refactor, incomplete. - Added 'FluentResults' so we can stop using cursed Exception-based flow control in loading code. - Added 'OneOf' nuget package: https://github.com/mcintyre321/OneOf for the implementation of the Optional<T> pattern and complex discrete return types instead of cursed enums (see current AssemblyManager.cs). - Reapplied old branch changes.
This commit is contained in:
@@ -0,0 +1,64 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
[Obsolete("Make your class implement IAssemblyPlugin instead.")]
|
||||
public abstract class ACsMod : IAssemblyPlugin
|
||||
{
|
||||
private static List<ACsMod> mods = new List<ACsMod>();
|
||||
public static List<ACsMod> LoadedMods { get => mods; }
|
||||
|
||||
private const string MOD_STORE = "LocalMods/.modstore";
|
||||
public static string GetStoreFolder<T>() where T : ACsMod
|
||||
{
|
||||
if (!Directory.Exists(MOD_STORE)) Directory.CreateDirectory(MOD_STORE);
|
||||
var modFolder = $"{MOD_STORE}/{typeof(T)}";
|
||||
if (!Directory.Exists(modFolder)) Directory.CreateDirectory(modFolder);
|
||||
return modFolder;
|
||||
}
|
||||
|
||||
public bool IsDisposed { get; private set; }
|
||||
|
||||
/// Mod initialization
|
||||
public ACsMod()
|
||||
{
|
||||
IsDisposed = false;
|
||||
LoadedMods.Add(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called as soon as plugin loading begins, use this for internal setup only.
|
||||
/// </summary>
|
||||
public virtual void Initialize() { }
|
||||
|
||||
/// <summary>
|
||||
/// Called once all plugins have completed Initialization. Put cross-mod code here.
|
||||
/// </summary>
|
||||
public virtual void OnLoadCompleted() { }
|
||||
|
||||
/// <summary>
|
||||
/// [NotImplemented] Called before vanilla content is loaded. Use to patch Barotrauma classes before they're
|
||||
/// instantiated.
|
||||
/// </summary>
|
||||
public void PreInitPatching() { }
|
||||
|
||||
public virtual void Dispose()
|
||||
{
|
||||
try
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
LuaCsLogger.HandleException(e, LuaCsMessageOrigin.CSharpMod);
|
||||
}
|
||||
|
||||
LoadedMods.Remove(this);
|
||||
IsDisposed = true;
|
||||
}
|
||||
|
||||
public abstract void Stop();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user