Esempio n. 1
0
 /// <summary>
 /// Unloads the given GadgetMod.
 /// Cannot fully release the mod's RAM usage, as the old instance of the mod assembly that is stored in RAM cannot be fully removed.
 /// WARNING: Will trigger an immediate garbage collection, causing a short freeze!
 /// </summary>
 public static void UnloadMod(GadgetMod mod)
 {
     try
     {
         if (mod.Name == "GadgetCore")
         {
             throw new InvalidOperationException(GadgetMods.GetModByAssembly(Assembly.GetCallingAssembly()).Name + " seriously just tried to unload GadgetCore... Really?");
         }
         List <GadgetMod> modsToUnload    = mod.LoadedGadgets.SelectMany(x => Gadgets.LoadOrderTree.Find(x).FlattenUniqueByBreadth().Where(y => y != x)).Where(x => x != null).Select(x => x.Mod).Distinct().ToList();
         bool             wasBatchLoading = BatchLoading;
         BatchLoading = true;
         foreach (GadgetMod modToUnload in modsToUnload)
         {
             UnloadModInternal(modToUnload);
         }
         mod.Unload();
         GC.Collect();
         BatchLoading = wasBatchLoading;
         DisableQueuedGadgets();
         Gadgets.SortGadgets();
     }
     catch (Exception e)
     {
         Logger.LogError("Error unloading " + mod.Name + ": " + e);
     }
 }
Esempio n. 2
0
 /// <summary>
 /// Hard-reloads the given GadgetMod. (Loads it freshly from the disk).
 /// Also reloads all mods that are dependent on this mod.
 /// Causes a permanent increase in the game's RAM usage, as the old instance of the mod assembly that is stored in RAM cannot be fully removed.
 /// WARNING: Will trigger an immediate GC collection, causing a short freeze!
 /// </summary>
 public static GadgetMod ReloadMod(GadgetMod mod)
 {
     try
     {
         if (mod.Name == "GadgetCore")
         {
             throw new InvalidOperationException(GadgetMods.GetModByAssembly(Assembly.GetCallingAssembly()).Name + " seriously just tried to reload GadgetCore... Really?");
         }
         string           modPath      = mod.ModPath;
         List <GadgetMod> modsToReload = mod.LoadedGadgets.SelectMany(x => Gadgets.LoadOrderTree.Find(x).FlattenUniqueByBreadth()).Where(x => x != null).Select(x => x.Mod).Distinct().ToList();
         foreach (GadgetMod modToUnload in modsToReload)
         {
             if (modToUnload.Name != "GadgetCore")
             {
                 UnloadModInternal(modToUnload);
             }
         }
         GC.Collect();
         BatchLoading = true;
         Logger.Log("Loading mod files...");
         for (int i = 0; i < modsToReload.Count; i++)
         {
             if (modsToReload[i].Name != "GadgetCore")
             {
                 if (modsToReload[i].IsArchive)
                 {
                     if (modsToReload[i].ModPath == modPath)
                     {
                         modsToReload[i] = mod = LoadModFile(modsToReload[i].ModPath);
                     }
                     else
                     {
                         modsToReload[i] = LoadModFile(modsToReload[i].ModPath);
                     }
                 }
                 else
                 {
                     if (modsToReload[i].ModPath == modPath)
                     {
                         modsToReload[i] = mod = LoadModDir(modsToReload[i].ModPath);
                     }
                     else
                     {
                         modsToReload[i] = LoadModDir(modsToReload[i].ModPath);
                     }
                 }
             }
             else
             {
                 RefreshMod(modsToReload[i]);
             }
         }
         Logger.Log("Done loading mod files.");
         Logger.Log("Loading mods...");
         foreach (GadgetMod modToReload in modsToReload)
         {
             LoadGadgetMod(modToReload);
         }
         Logger.Log("Done loading mods.");
         Logger.Log("Sorting Gadgets...");
         Gadgets.SortGadgets();
         Logger.Log("Done sorting Gadgets.");
         Logger.Log("Queueing Gadgets for initialization...");
         foreach (GadgetInfo gadget in modsToReload.SelectMany(x => x.LoadedGadgets))
         {
             QueuedGadgets.Add(gadget);
         }
         Logger.Log("Done queueing Gadgets.");
         EnableQueuedGadgets();
         BatchLoading = false;
     }
     catch (Exception e)
     {
         Logger.LogError("Error reloading " + mod.Name + ": " + e);
     }
     return(mod);
 }