Files
RobustToolbox/Robust.Shared/ContentPack/BaseModLoader.cs
T
83c2a1be11 [Dependency] source generator part 2 (#6550)
* [Dependency] source generator

No more reflection, no more codegen at runtime

Also various changes to Roslyn helpers to make this easier to write.

Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.

No fallback is available for [field: Dependency] properties, due to a Roslyn bug.

Code Fixes exist. We love Roslyn

* Apply dependencies generator changes to all code

* Release notes

* Preprocessor got hands

* Handle nullable dependencies

These are bad but gotta deal with it.

* Apply suggestions from code review

Co-authored-by: Moony <moony@hellomouse.net>

* Fine, let's not use collection expressions

---------

Co-authored-by: Moony <moony@hellomouse.net>
2026-05-08 12:38:33 +02:00

148 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Reflection;
using Robust.Shared.Timing;
namespace Robust.Shared.ContentPack
{
internal abstract partial class BaseModLoader : IPostInjectInit
{
[Dependency] protected IReflectionManager ReflectionManager = default!;
[Dependency] protected ILogManager LogManager = default!;
[Dependency] private IDependencyCollection _dependencies = default!;
private readonly List<ModuleTestingCallbacks> _testingCallbacks = new();
/// <summary>
/// Loaded assemblies.
/// </summary>
protected readonly List<ModInfo> Mods = new();
protected ISawmill Sawmill { get; private set; } = default!;
public IEnumerable<Assembly> LoadedModules => Mods.Select(p => p.GameAssembly);
public Assembly GetAssembly(string name)
{
return Mods.Select(p => p.GameAssembly).Single(p => p.GetName().Name == name);
}
protected void InitMod(Assembly assembly)
{
var mod = new ModInfo(assembly);
ReflectionManager.LoadAssemblies(mod.GameAssembly);
var entryPoints = mod.GameAssembly.GetTypes().Where(t => typeof(GameShared).IsAssignableFrom(t));
foreach (var entryPoint in entryPoints)
{
var entryPointInstance = (GameShared) Activator.CreateInstance(entryPoint)!;
entryPointInstance.Dependencies = _dependencies;
if (_testingCallbacks != null)
{
entryPointInstance.SetTestingCallbacks(_testingCallbacks);
}
mod.EntryPoints.Add(entryPointInstance);
}
Mods.Add(mod);
}
public bool IsContentAssembly(Assembly typeAssembly)
{
foreach (var mod in Mods)
{
if (mod.GameAssembly == typeAssembly)
{
return true;
}
}
return false;
}
public void BroadcastRunLevel(ModRunLevel level)
{
foreach (var mod in Mods)
{
foreach (var entry in mod.EntryPoints)
{
switch (level)
{
case ModRunLevel.PreInit:
entry.PreInit();
break;
case ModRunLevel.Init:
entry.Init();
break;
case ModRunLevel.PostInit:
entry.PostInit();
break;
default:
Sawmill.Error($"Unknown RunLevel: {level}");
break;
}
}
}
}
public void BroadcastUpdate(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
foreach (var module in Mods)
{
foreach (var entryPoint in module.EntryPoints)
{
entryPoint.Update(level, frameEventArgs);
}
}
}
public void SetModuleBaseCallbacks(ModuleTestingCallbacks testingCallbacks)
{
_testingCallbacks.Add(testingCallbacks);
}
public void Shutdown()
{
foreach (var module in Mods)
{
foreach (var entryPoint in module.EntryPoints)
{
entryPoint.Shutdown();
}
foreach (var entryPoint in module.EntryPoints)
{
entryPoint.Dispose();
}
}
}
void IPostInjectInit.PostInject()
{
Sawmill = LogManager.GetSawmill("res.mod");
}
/// <summary>
/// Holds info about a loaded assembly.
/// </summary>
protected sealed class ModInfo
{
public ModInfo(Assembly gameAssembly)
{
GameAssembly = gameAssembly;
EntryPoints = new List<GameShared>();
}
public Assembly GameAssembly { get; }
public List<GameShared> EntryPoints { get; }
}
}
}