Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/LuaCs/Cs/ACsMod.cs
peelz dd1b404c9b Refactor error/exception/message handling
This adds:
- LuaCsSetup.ExceptionHandler so we can decide how we want to handle
exceptions for unit tests
- LuaCsSetup.MessageHandler so we can redirect logs to the XUnit output
  helper
2022-08-10 05:59:41 -04:00

50 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
namespace Barotrauma
{
public abstract class ACsMod : IDisposable
{
private static List<ACsMod> mods = new List<ACsMod>();
public static List<ACsMod> LoadedMods { get => mods; }
private const string MOD_STORE = "LocalMods/.modstore";
public static string GetSoreFolder<T>() where T : ACsMod
{
if (!Directory.Exists(MOD_STORE)) Directory.CreateDirectory(MOD_STORE);
var modFolder = $"{MOD_STORE}/{typeof(T)}";
if (!Directory.Exists(modFolder)) Directory.CreateDirectory(modFolder);
return modFolder;
}
public bool IsDisposed { get; private set; }
/// Mod initialization
public ACsMod()
{
IsDisposed = false;
LoadedMods.Add(this);
}
public void Dispose()
{
try
{
Stop();
}
catch (Exception e)
{
GameMain.LuaCs.HandleException(e, LuaCsMessageOrigin.CSharpMod);
}
LoadedMods.Remove(this);
IsDisposed = true;
}
/// Error or client exit
public abstract void Stop();
}
}