9e48dda739
* - 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.
125 lines
3.1 KiB
C#
125 lines
3.1 KiB
C#
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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[Serializable]
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public sealed class RunConfig
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{
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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")]
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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")]
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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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/// PIN Dependency checks if ContentPackage names contains the dependency string.
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/// </summary>
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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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public RunConfig(bool autoGenerated)
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{
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this.AutoGenerated = autoGenerated;
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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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public RunConfig() { } // For serialization use
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[Serializable]
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public sealed class Dependency
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{
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/// <summary>
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/// Steam Workshop ID of the dependency.
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/// </summary>
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[XmlElement(ElementName = "SteamWorkshopId")]
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public ulong SteamWorkshopId;
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/// <summary>
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/// Package Name of the dependency. Not needed if SteamWorkshopId is set.
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/// </summary>
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[XmlElement(ElementName = "PackageName")]
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public string PackageName;
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}
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public RunConfig Sanitize()
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{
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try
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{
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Client = SanitizeRunSetting(Client);
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}
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catch (Exception)
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{
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Client = "Standard";
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}
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try
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{
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Server = SanitizeRunSetting(Server);
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}
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catch (Exception)
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{
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Server = "Standard";
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}
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Dependencies ??= new RunConfig.Dependency[] { };
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static string SanitizeRunSetting(string str) =>
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str switch
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{
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null => "Standard",
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"" => "Standard",
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" " => "Standard",
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_ => str[0].ToString().ToUpper() + str.Substring(1).ToLower()
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};
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return this;
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}
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public bool IsForced()
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{
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#if CLIENT
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return this.Client == "Forced";
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#elif SERVER
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return this.Server == "Forced";
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#endif
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}
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public bool IsStandard()
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{
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#if CLIENT
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return this.Client == "Standard";
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#elif SERVER
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return this.Server == "Standard";
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#endif
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}
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public bool IsForcedOrStandard() => this.IsForced() || this.IsStandard();
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}
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