示例#1
0
        // Internal, not static, so the static cctor of TorchBase can hookup the GameStatePatchShim which tells us when
        // its safe to patch the rest of the game.
        internal static void AddPatchShim(Type type)
        {
            lock (_patchShims)
                if (!_patchShims.Add(type))
                {
                    return;
                }
            if (!type.IsSealed || !type.IsAbstract)
            {
                _log.Warn($"Registering type {type.FullName} as a patch shim type, even though it isn't declared singleton");
            }
            MethodInfo method = type.GetMethod("Patch", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);

            if (method == null)
            {
                _log.Error($"Patch shim type {type.FullName} doesn't have a static Patch method.");
                return;
            }
            ParameterInfo[] ps = method.GetParameters();
            if (ps.Length != 1 || ps[0].IsOut || ps[0].IsOptional || ps[0].ParameterType.IsByRef ||
                ps[0].ParameterType != typeof(PatchContext) || method.ReturnType != typeof(void))
            {
                _log.Error($"Patch shim type {type.FullName} doesn't have a method with signature `void Patch(PatchContext)`");
                return;
            }
            var context = new PatchContext();

            lock (_coreContexts)
                _coreContexts.Add(context);
            method.Invoke(null, new object[] { context });
        }
示例#2
0
        public void FreeContext(PatchContext context)
        {
            Assembly assembly = Assembly.GetCallingAssembly();

            context.RemoveAll();
            lock (_contexts)
            {
                if (_contexts.TryGetValue(assembly, out List <PatchContext> localContexts))
                {
                    localContexts.Remove(context);
                }
            }
        }
示例#3
0
        public PatchContext AcquireContext()
        {
            Assembly assembly = Assembly.GetCallingAssembly();
            var      context  = new PatchContext();

            lock (_contexts)
            {
                if (!_contexts.TryGetValue(assembly, out List <PatchContext> localContexts))
                {
                    _contexts.Add(assembly, localContexts = new List <PatchContext>());
                }
                localContexts.Add(context);
            }
            return(context);
        }