Scriptloading overhaul (#163)
* - Added option to RunConfig.cs for mods to compile with non-publicized assemblies. - Added default values attrib to RunConfig.cs - Added thread sleeping to CsPackageManager.Dispose() to give time before generating a strong-ref to check acl unload status. * - Added PrintWarning to ModUtils.cs - Made previously unloaded ACLs warning only. - Made plugins unload after lua script disposal. - Small code cleanups. - Cleared acl record references on unloading. - Made ACL unload run via event hook. * Made non-pub asm compilation name the same long-a** name in XML, as per Evil's request.
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@@ -1,4 +1,5 @@
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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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namespace Barotrauma;
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@@ -9,12 +10,16 @@ public sealed class RunConfig
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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")] public string Server;
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[XmlElement(ElementName = "Server")]
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[DefaultValue("Standard")]
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public string Server;
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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")] public string Client;
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[XmlElement(ElementName = "Client")]
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[DefaultValue("Standard")]
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public string Client;
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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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@@ -23,7 +28,14 @@ public sealed class RunConfig
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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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[DefaultValue(false)]
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public bool UseNonPublicizedAssemblies { get; set; }
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[XmlElement(ElementName = "AutoGenerated")]
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public bool AutoGenerated { get; set; }
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@@ -33,6 +45,7 @@ public sealed class RunConfig
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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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