Support for Reflection Lookup of Mod Types (#117)

* Modified reflection utils to support lookup across multiple assemblies.
* Added registration of generated mod assembly to LuaCs Compiler.
This commit is contained in:
MapleWheels
2022-11-02 21:12:51 -04:00
committed by GitHub
parent 4164e36ec4
commit d250c439d0
2 changed files with 84 additions and 10 deletions
@@ -87,7 +87,6 @@ namespace Barotrauma
foreach (var cp in ContentPackageManager.AllPackages.Concat(ContentPackageManager.EnabledPackages.All))
{
if (packagesAdded.Contains(cp)) { continue; }
var path = $"{Path.GetFullPath(Path.GetDirectoryName(cp.Path)).Replace('\\', '/')}/";
if (ShouldRun(cp, path))
{
@@ -102,7 +101,6 @@ namespace Barotrauma
{
paths.Add(cp.Name, path);
}
packagesAdded.Add(cp);
}
}
@@ -169,14 +167,14 @@ namespace Barotrauma
return syntaxTrees;
}
public List<Type> Compile()
public List<Type> Compile()
{
IEnumerable<SyntaxTree> syntaxTrees = ParseSources();
var options = new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)
.WithMetadataImportOptions(MetadataImportOptions.All)
.WithOptimizationLevel(OptimizationLevel.Release)
.WithAllowUnsafe(false);
.WithAllowUnsafe(true);
var compilation = CSharpCompilation.Create(CsScriptAssembly, syntaxTrees, defaultReferences, options);
using (var mem = new MemoryStream())
@@ -188,7 +186,9 @@ namespace Barotrauma
string errStr = "CS MODS NOT LOADED | Compilation errors:";
foreach (Diagnostic diagnostic in failures)
{
errStr += $"\n{diagnostic}";
}
LuaCsSetup.PrintCsError(errStr);
}
else
@@ -200,7 +200,16 @@ namespace Barotrauma
if (Assembly != null)
{
return Assembly.GetTypes().Where(t => t.IsSubclassOf(typeof(ACsMod))).ToList();
RegisterAssemblyWithNativeGame(Assembly);
try
{
return Assembly.GetTypes().Where(t => t.IsSubclassOf(typeof(ACsMod))).ToList();
}
catch (ReflectionTypeLoadException re)
{
LuaCsSetup.PrintCsError($"Unable to load CsMod Types. {re.Message}");
throw re;
}
}
else
{
@@ -208,6 +217,23 @@ namespace Barotrauma
}
}
/// <summary>
/// This function should be used whenever a new assembly is created. Wrapper to allow more complicated setup later if need be.
/// </summary>
private static void RegisterAssemblyWithNativeGame(Assembly assembly)
{
Barotrauma.ReflectionUtils.AddNonAbstractAssemblyTypes(assembly);
}
/// <summary>
/// This function should be used whenever a new assembly is about to be destroyed/unloaded. Wrapper to allow more complicated setup later if need be.
/// </summary>
/// <param name="assembly">Assembly to remove</param>
private static void UnregisterAssemblyFromNativeGame(Assembly assembly)
{
Barotrauma.ReflectionUtils.RemoveAssemblyFromCache(assembly);
}
private static string[] DirSearch(string sDir)
{
if (!Directory.Exists(sDir))
@@ -220,7 +246,11 @@ namespace Barotrauma
public void Clear()
{
Assembly = null;
if (Assembly != null)
{
UnregisterAssemblyFromNativeGame(Assembly);
Assembly = null;
}
}
}
}