Esempio n. 1
0
        internal static void LoadDll(string name)
        {
            if (dll != null)
            {
                log.WriteLine("dll already loaded! be careful!", log.LogMessageType.Error);
                return;
            }

            if (!filesystem.Exists(name))
            {
                log.ThrowFatal("Could not find game dll '" + name + "'.");
            }

            byte[] data;
            using (Stream p = filesystem.Open(name))
            {
                data = new byte[p.Length];
                p.Read(data, 0, data.Length);
            }

            Assembly tempDll = Assembly.Load(data);

            log.WriteLine("dll: loading " + name);

            dll = (dll)tempDll.CreateInstance("game.GameDLL");
            if (dll.title != DEF_GAME_TITLE)
            {
                log.WriteLine(
                    "Game module is modified. Please only continue if you are aware and trust the author. In order to maximise modularity, game modules have *full access* to your system. BE VERY CAREFUL!!",
                    log.LogMessageType.Warning);

                statemanager.SetState(new securityPrompt(() => { LoadDLL(dll); }, ref tempDll, ref dll));
            }
            else
            {
                LoadDLL(dll);
            }
        }
Esempio n. 2
0
        private static void LoadDLL(dll dll)
        {
            try
            {
                dll.Init();
            }
            catch
            {
                log.ThrowFatal("An error occured when initializing the game dll. (" + dll.title + ", " + dll.version + ", " + dll.dev + ")");
                return;
            }

            log.WriteLine("dll: loaded successfully (" + dll.title + ", " + dll.version + ", " + dll.dev + ")", log.LogMessageType.Good);

            engine.SetTitle(dll.title);
            engine.SetIcon("icon_1024.ico");

            /* load default state */
            statemanager.SetState(progs.dll.GetInitialState());

            /* finish loading and setup */
            engine.PostLoad();
        }