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.
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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namespace Barotrauma
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{
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[Obsolete("Make your class implement IAssemblyPlugin instead.")]
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public abstract class ACsMod : IAssemblyPlugin
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{
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private static List<ACsMod> mods = new List<ACsMod>();
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public static List<ACsMod> LoadedMods { get => mods; }
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private const string MOD_STORE = "LocalMods/.modstore";
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public static string GetStoreFolder<T>() where T : ACsMod
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{
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if (!Directory.Exists(MOD_STORE)) Directory.CreateDirectory(MOD_STORE);
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var modFolder = $"{MOD_STORE}/{typeof(T)}";
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if (!Directory.Exists(modFolder)) Directory.CreateDirectory(modFolder);
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return modFolder;
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}
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public bool IsDisposed { get; private set; }
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/// Mod initialization
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public ACsMod()
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{
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IsDisposed = false;
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LoadedMods.Add(this);
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}
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/// <summary>
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/// Called as soon as plugin loading begins, use this for internal setup only.
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/// </summary>
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public virtual void Initialize() { }
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/// <summary>
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/// Called once all plugins have completed Initialization. Put cross-mod code here.
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/// </summary>
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public virtual void OnLoadCompleted() { }
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/// <summary>
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/// [NotImplemented] Called before vanilla content is loaded. Use to patch Barotrauma classes before they're
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/// instantiated.
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/// </summary>
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public void PreInitPatching() { }
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public virtual void Dispose()
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{
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try
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{
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Stop();
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}
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catch (Exception e)
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{
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LuaCsLogger.HandleException(e, LuaCsMessageOrigin.CSharpMod);
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}
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LoadedMods.Remove(this);
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IsDisposed = true;
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}
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public abstract void Stop();
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}
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}
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