[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.
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using System;
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using System.ComponentModel;
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using System.Xml.Serialization;
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using Barotrauma.LuaCs.Data;
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namespace Barotrauma;
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[Serializable]
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public sealed class RunConfig : IRunConfig
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{
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/// <summary>
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/// How should scripts be run on the server.
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/// </summary>
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[XmlElement(ElementName = "Server")]
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[DefaultValue("Standard")]
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public string Server { get; set; }
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/// <summary>
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/// How should scripts be run on the client.
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/// </summary>
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[XmlElement(ElementName = "Client")]
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[DefaultValue("Standard")]
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public string Client { get; set; }
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/// <summary>
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/// List of dependencies by either Steam Workshop ID or by Partial Inclusive Name (ie. "ModDep" will match a mod named "A ModDependency").
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/// PIN Dependency checks if ContentPackage names contains the dependency string.
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/// </summary>
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[XmlArrayItem(ElementName = "Dependency", IsNullable = true, Type = typeof(Dependency))]
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[XmlArray]
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public Dependency[] Dependencies { get; set; }
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/// <summary>
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/// Compiles the mod using non-publicized assemblies.
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/// </summary>
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[XmlElement(ElementName = "UseNonPublicizedAssemblies")]
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public bool UseNonPublicizedAssemblies { get; set; }
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/// <summary>
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/// If the mod includes source files, the compiled assembly will be named "CompiledAssembly" and have the [InternalVisibleTo()] attribute applied to it.
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/// </summary>
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[XmlElement(ElementName = "UseInternalAssemblyName")]
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[DefaultValue(false)]
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public bool UseInternalAssemblyName { get; set; }
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[XmlElement(ElementName = "AutoGenerated")]
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public bool AutoGenerated { get; set; }
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public RunConfig(bool autoGenerated)
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{
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this.AutoGenerated = autoGenerated;
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if (autoGenerated)
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{
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(Client, Server) = ("Standard", "Standard");
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UseNonPublicizedAssemblies = false;
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}
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}
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public RunConfig() { } // For serialization use
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[Serializable]
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public sealed class Dependency
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{
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/// <summary>
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/// Steam Workshop ID of the dependency.
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/// </summary>
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[XmlElement(ElementName = "SteamWorkshopId")]
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public ulong SteamWorkshopId;
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/// <summary>
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/// Package Name of the dependency. Not needed if SteamWorkshopId is set.
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/// </summary>
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[XmlElement(ElementName = "PackageName")]
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public string PackageName;
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}
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public RunConfig Sanitize()
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{
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try
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{
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Client = SanitizeRunSetting(Client);
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}
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catch (Exception)
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{
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Client = "Standard";
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}
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try
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{
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Server = SanitizeRunSetting(Server);
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}
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catch (Exception)
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{
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Server = "Standard";
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}
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Dependencies ??= new RunConfig.Dependency[] { };
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static string SanitizeRunSetting(string str) =>
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str switch
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{
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null => "Standard",
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"" => "Standard",
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" " => "Standard",
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_ => str[0].ToString().ToUpper() + str.Substring(1).ToLower()
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};
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return this;
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}
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public bool IsForced()
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{
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#if CLIENT
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return this.Client == "Forced";
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#elif SERVER
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return this.Server == "Forced";
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#endif
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}
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public bool IsStandard()
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{
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#if CLIENT
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return this.Client == "Standard";
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#elif SERVER
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return this.Server == "Standard";
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#endif
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}
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public bool IsForcedOrStandard() => this.IsForced() || this.IsStandard();
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}
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