Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/LuaCs/_Plugins/RunConfig.cs
MapleWheels 6880e5e9ee [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.
2026-02-07 20:10:26 -05:00

132 lines
3.5 KiB
C#

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