Merge remote-tracking branch 'origin/master' into apiX-rollup

This commit is contained in:
github-actions[bot] 2024-06-15 22:45:08 +00:00
commit 263610c9e7
28 changed files with 1526 additions and 311 deletions

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@ -9,7 +9,6 @@ using System.Reflection;
using Dalamud.Configuration;
using Dalamud.Configuration.Internal;
using Dalamud.Data;
using Dalamud.Game;
using Dalamud.Game.Gui;
using Dalamud.Game.Text;
using Dalamud.Game.Text.Sanitizer;
@ -20,6 +19,7 @@ using Dalamud.Interface.Internal;
using Dalamud.Interface.Internal.Windows.PluginInstaller;
using Dalamud.Interface.Internal.Windows.Settings;
using Dalamud.Plugin.Internal;
using Dalamud.Plugin.Internal.AutoUpdate;
using Dalamud.Plugin.Internal.Types;
using Dalamud.Plugin.Internal.Types.Manifest;
using Dalamud.Plugin.Ipc;
@ -27,8 +27,6 @@ using Dalamud.Plugin.Ipc.Exceptions;
using Dalamud.Plugin.Ipc.Internal;
using Dalamud.Utility;
using static Dalamud.Interface.Internal.Windows.PluginInstaller.PluginInstallerWindow;
namespace Dalamud.Plugin;
/// <summary>
@ -114,7 +112,7 @@ public sealed class DalamudPluginInterface : IDisposable
/// <summary>
/// Gets a value indicating whether or not auto-updates have already completed this session.
/// </summary>
public bool IsAutoUpdateComplete => Service<ChatHandlers>.Get().IsAutoUpdateComplete;
public bool IsAutoUpdateComplete => Service<AutoUpdateManager>.Get().IsAutoUpdateComplete;
/// <summary>
/// Gets the repository from which this plugin was installed.

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@ -0,0 +1,27 @@
namespace Dalamud.Plugin.Internal.AutoUpdate;
/// <summary>
/// Enum describing how plugins should be auto-updated at startup-.
/// </summary>
internal enum AutoUpdateBehavior
{
/// <summary>
/// Plugins should not be updated and the user should not be notified.
/// </summary>
None,
/// <summary>
/// The user should merely be notified about updates.
/// </summary>
OnlyNotify,
/// <summary>
/// Only plugins from the main repository should be updated.
/// </summary>
UpdateMainRepo,
/// <summary>
/// All plugins should be updated.
/// </summary>
UpdateAll,
}

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@ -0,0 +1,458 @@
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using CheapLoc;
using Dalamud.Configuration.Internal;
using Dalamud.Console;
using Dalamud.Game;
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Interface;
using Dalamud.Interface.ImGuiNotification;
using Dalamud.Interface.ImGuiNotification.Internal;
using Dalamud.Interface.Internal;
using Dalamud.Interface.Internal.DesignSystem;
using Dalamud.Interface.Internal.Notifications;
using Dalamud.Interface.Utility;
using Dalamud.Logging.Internal;
using Dalamud.Plugin.Internal.Types;
using Dalamud.Plugin.Services;
using ImGuiNET;
namespace Dalamud.Plugin.Internal.AutoUpdate;
/// <summary>
/// Class to manage automatic updates for plugins.
/// </summary>
[ServiceManager.EarlyLoadedService]
internal class AutoUpdateManager : IServiceType
{
private static readonly ModuleLog Log = new("AUTOUPDATE");
/// <summary>
/// Time we should wait after login to update.
/// </summary>
private static readonly TimeSpan UpdateTimeAfterLogin = TimeSpan.FromSeconds(20);
/// <summary>
/// Time we should wait between scheduled update checks.
/// </summary>
private static readonly TimeSpan TimeBetweenUpdateChecks = TimeSpan.FromHours(1.5);
/// <summary>
/// Time we should wait after unblocking to nag the user.
/// Used to prevent spamming a nag, for example, right after an user leaves a duty.
/// </summary>
private static readonly TimeSpan CooldownAfterUnblock = TimeSpan.FromSeconds(30);
[ServiceManager.ServiceDependency]
private readonly PluginManager pluginManager = Service<PluginManager>.Get();
[ServiceManager.ServiceDependency]
private readonly DalamudConfiguration config = Service<DalamudConfiguration>.Get();
[ServiceManager.ServiceDependency]
private readonly NotificationManager notificationManager = Service<NotificationManager>.Get();
[ServiceManager.ServiceDependency]
private readonly DalamudInterface dalamudInterface = Service<DalamudInterface>.Get();
private readonly IConsoleVariable<bool> isDryRun;
private DateTime? loginTime;
private DateTime? lastUpdateCheckTime;
private DateTime? unblockedSince;
private bool hasStartedInitialUpdateThisSession;
private IActiveNotification? updateNotification;
private Task? autoUpdateTask;
/// <summary>
/// Initializes a new instance of the <see cref="AutoUpdateManager"/> class.
/// </summary>
/// <param name="console">Console service.</param>
[ServiceManager.ServiceConstructor]
public AutoUpdateManager(ConsoleManager console)
{
Service<ClientState>.GetAsync().ContinueWith(
t =>
{
t.Result.Login += this.OnLogin;
t.Result.Logout += this.OnLogout;
});
Service<Framework>.GetAsync().ContinueWith(t => { t.Result.Update += this.OnUpdate; });
this.isDryRun = console.AddVariable("dalamud.autoupdate.dry_run", "Simulate updates instead", false);
console.AddCommand("dalamud.autoupdate.trigger_login", "Trigger a login event", () =>
{
this.hasStartedInitialUpdateThisSession = false;
this.OnLogin();
return true;
});
console.AddCommand("dalamud.autoupdate.force_check", "Force a check for updates", () =>
{
this.lastUpdateCheckTime = DateTime.Now - TimeBetweenUpdateChecks;
return true;
});
}
private enum UpdateListingRestriction
{
Unrestricted,
AllowNone,
AllowMainRepo,
}
/// <summary>
/// Gets a value indicating whether or not auto-updates have already completed this session.
/// </summary>
public bool IsAutoUpdateComplete { get; private set; }
private static UpdateListingRestriction DecideUpdateListingRestriction(AutoUpdateBehavior behavior)
{
return behavior switch
{
// We don't generally allow any updates in this mode, but specific opt-ins.
AutoUpdateBehavior.None => UpdateListingRestriction.AllowNone,
// If we're only notifying, I guess it's fine to list all plugins.
AutoUpdateBehavior.OnlyNotify => UpdateListingRestriction.Unrestricted,
AutoUpdateBehavior.UpdateMainRepo => UpdateListingRestriction.AllowMainRepo,
AutoUpdateBehavior.UpdateAll => UpdateListingRestriction.Unrestricted,
_ => throw new ArgumentOutOfRangeException(nameof(behavior), behavior, null),
};
}
private void OnUpdate(IFramework framework)
{
if (this.loginTime == null)
return;
var autoUpdateTaskInProgress = this.autoUpdateTask is not null && !this.autoUpdateTask.IsCompleted;
var isUnblocked = this.CanUpdateOrNag() && !autoUpdateTaskInProgress;
if (this.unblockedSince == null && isUnblocked)
{
this.unblockedSince = DateTime.Now;
}
else if (this.unblockedSince != null && !isUnblocked)
{
this.unblockedSince = null;
// Remove all notifications if we're not actively updating. The user probably doesn't care now.
if (this.updateNotification != null && !autoUpdateTaskInProgress)
{
this.updateNotification.DismissNow();
this.updateNotification = null;
}
}
// If we're blocked, we don't do anything.
if (!isUnblocked)
return;
var isInUnblockedCooldown =
this.unblockedSince != null && DateTime.Now - this.unblockedSince < CooldownAfterUnblock;
// If we're in the unblock cooldown period, we don't nag the user. This is intended to prevent us
// from showing update notifications right after the user leaves a duty, for example.
if (isInUnblockedCooldown && this.hasStartedInitialUpdateThisSession)
return;
var behavior = this.config.AutoUpdateBehavior ?? AutoUpdateBehavior.None;
// 1. This is the initial update after login. We only run this exactly once and this is
// the only time we actually install updates automatically.
if (!this.hasStartedInitialUpdateThisSession && DateTime.Now > this.loginTime.Value.Add(UpdateTimeAfterLogin))
{
this.lastUpdateCheckTime = DateTime.Now;
this.hasStartedInitialUpdateThisSession = true;
var currentlyUpdatablePlugins = this.GetAvailablePluginUpdates(DecideUpdateListingRestriction(behavior));
if (currentlyUpdatablePlugins.Count == 0)
{
this.IsAutoUpdateComplete = true;
return;
}
// TODO: This is not 100% what we want... Plugins that are opted-in should be updated regardless of the behavior,
// and we should show a notification for the others afterwards.
if (behavior == AutoUpdateBehavior.OnlyNotify)
{
// List all plugins in the notification
Log.Verbose("Ran initial update, notifying for {Num} plugins", currentlyUpdatablePlugins.Count);
this.NotifyUpdatesAreAvailable(currentlyUpdatablePlugins);
return;
}
Log.Verbose("Ran initial update, updating {Num} plugins", currentlyUpdatablePlugins.Count);
this.KickOffAutoUpdates(currentlyUpdatablePlugins);
return;
}
// 2. Continuously check for updates while the game is running. We run these every once in a while and
// will only show a notification here that lets people start the update or open the installer.
if (this.config.CheckPeriodicallyForUpdates &&
this.lastUpdateCheckTime != null &&
DateTime.Now - this.lastUpdateCheckTime > TimeBetweenUpdateChecks &&
this.updateNotification == null)
{
this.pluginManager.ReloadPluginMastersAsync()
.ContinueWith(
t =>
{
if (t.IsFaulted || t.IsCanceled)
{
Log.Error(t.Exception!, "Failed to reload plugin masters for auto-update");
}
this.NotifyUpdatesAreAvailable(
this.GetAvailablePluginUpdates(
DecideUpdateListingRestriction(behavior)));
});
this.lastUpdateCheckTime = DateTime.Now;
}
}
private IActiveNotification GetBaseNotification(Notification notification)
{
if (this.updateNotification != null)
throw new InvalidOperationException("Already showing a notification");
this.updateNotification = this.notificationManager.AddNotification(notification);
this.updateNotification.Dismiss += _ => this.updateNotification = null;
return this.updateNotification!;
}
private void KickOffAutoUpdates(ICollection<AvailablePluginUpdate> updatablePlugins)
{
this.autoUpdateTask =
Task.Run(() => this.RunAutoUpdates(updatablePlugins))
.ContinueWith(t =>
{
if (t.IsFaulted)
{
Log.Error(t.Exception!, "Failed to run auto-updates");
}
else if (t.IsCanceled)
{
Log.Warning("Auto-update task was canceled");
}
this.autoUpdateTask = null;
this.IsAutoUpdateComplete = true;
});
}
private async Task RunAutoUpdates(ICollection<AvailablePluginUpdate> updatablePlugins)
{
Log.Information("Found {UpdatablePluginsCount} plugins to update", updatablePlugins.Count);
if (updatablePlugins.Count == 0)
return;
var notification = this.GetBaseNotification(new Notification
{
Title = Locs.NotificationTitleUpdatingPlugins,
Content = Locs.NotificationContentPreparingToUpdate(updatablePlugins.Count),
Type = NotificationType.Info,
InitialDuration = TimeSpan.MaxValue,
ShowIndeterminateIfNoExpiry = false,
UserDismissable = false,
Progress = 0,
Icon = INotificationIcon.From(FontAwesomeIcon.Download),
Minimized = false,
});
var progress = new Progress<PluginManager.PluginUpdateProgress>();
progress.ProgressChanged += (_, progress) =>
{
notification.Content = Locs.NotificationContentUpdating(progress.CurrentPluginManifest.Name);
notification.Progress = (float)progress.PluginsProcessed / progress.TotalPlugins;
};
var pluginStates = await this.pluginManager.UpdatePluginsAsync(updatablePlugins, this.isDryRun.Value, true, progress);
notification.Progress = 1;
notification.UserDismissable = true;
notification.HardExpiry = DateTime.Now.AddSeconds(30);
notification.DrawActions += _ =>
{
ImGuiHelpers.ScaledDummy(2);
if (DalamudComponents.PrimaryButton(Locs.NotificationButtonOpenPluginInstaller))
{
Service<DalamudInterface>.Get().OpenPluginInstaller();
notification.DismissNow();
}
};
// Update the notification to show the final state
var pluginUpdateStatusEnumerable = pluginStates as PluginUpdateStatus[] ?? pluginStates.ToArray();
if (pluginUpdateStatusEnumerable.All(x => x.Status == PluginUpdateStatus.StatusKind.Success))
{
notification.Minimized = true;
// Janky way to make sure the notification does not change before it's minimized...
await Task.Delay(500);
notification.Title = Locs.NotificationTitleUpdatesSuccessful;
notification.MinimizedText = Locs.NotificationContentUpdatesSuccessfulMinimized;
notification.Type = NotificationType.Success;
notification.Content = Locs.NotificationContentUpdatesSuccessful;
}
else
{
notification.Title = Locs.NotificationTitleUpdatesFailed;
notification.MinimizedText = Locs.NotificationContentUpdatesFailedMinimized;
notification.Type = NotificationType.Error;
notification.Content = Locs.NotificationContentUpdatesFailed;
var failedPlugins = pluginUpdateStatusEnumerable
.Where(x => x.Status != PluginUpdateStatus.StatusKind.Success)
.Select(x => x.Name).ToList();
notification.Content += "\n" + Locs.NotificationContentFailedPlugins(failedPlugins);
}
}
private void NotifyUpdatesAreAvailable(ICollection<AvailablePluginUpdate> updatablePlugins)
{
if (updatablePlugins.Count == 0)
return;
var notification = this.GetBaseNotification(new Notification
{
Title = Locs.NotificationTitleUpdatesAvailable,
Content = Locs.NotificationContentUpdatesAvailable(updatablePlugins.Count),
MinimizedText = Locs.NotificationContentUpdatesAvailableMinimized(updatablePlugins.Count),
Type = NotificationType.Info,
InitialDuration = TimeSpan.MaxValue,
ShowIndeterminateIfNoExpiry = false,
Icon = INotificationIcon.From(FontAwesomeIcon.Download),
});
notification.DrawActions += _ =>
{
ImGuiHelpers.ScaledDummy(2);
if (DalamudComponents.PrimaryButton(Locs.NotificationButtonUpdate))
{
this.KickOffAutoUpdates(updatablePlugins);
notification.DismissNow();
}
ImGui.SameLine();
if (DalamudComponents.SecondaryButton(Locs.NotificationButtonOpenPluginInstaller))
{
Service<DalamudInterface>.Get().OpenPluginInstaller();
notification.DismissNow();
}
};
}
private List<AvailablePluginUpdate> GetAvailablePluginUpdates(UpdateListingRestriction restriction)
{
var optIns = this.config.PluginAutoUpdatePreferences.ToArray();
// Get all of our updatable plugins and do some initial filtering that must apply to all plugins.
var updateablePlugins = this.pluginManager.UpdatablePlugins
.Where(
p =>
!p.InstalledPlugin.IsDev && // Never update dev-plugins
p.InstalledPlugin.IsWantedByAnyProfile && // Never update plugins that are not wanted by any profile(not enabled)
!p.InstalledPlugin.Manifest.ScheduledForDeletion); // Never update plugins that we want to get rid of
return updateablePlugins.Where(FilterPlugin).ToList();
bool FilterPlugin(AvailablePluginUpdate availablePluginUpdate)
{
var optIn = optIns.FirstOrDefault(x => x.WorkingPluginId == availablePluginUpdate.InstalledPlugin.EffectiveWorkingPluginId);
// If this is an opt-out, we don't update.
if (optIn is { Kind: AutoUpdatePreference.OptKind.NeverUpdate })
return false;
if (restriction == UpdateListingRestriction.AllowNone && optIn is not { Kind: AutoUpdatePreference.OptKind.AlwaysUpdate })
return false;
if (restriction == UpdateListingRestriction.AllowMainRepo && availablePluginUpdate.InstalledPlugin.IsThirdParty)
return false;
return true;
}
}
private void OnLogin()
{
this.loginTime = DateTime.Now;
}
private void OnLogout()
{
this.loginTime = null;
}
private bool CanUpdateOrNag()
{
var condition = Service<Condition>.Get();
return this.IsPluginManagerReady() &&
!this.dalamudInterface.IsPluginInstallerOpen &&
condition.OnlyAny(ConditionFlag.NormalConditions,
ConditionFlag.Jumping,
ConditionFlag.Mounted,
ConditionFlag.UsingParasol);
}
private bool IsPluginManagerReady()
{
return this.pluginManager.ReposReady && this.pluginManager.PluginsReady && !this.pluginManager.SafeMode;
}
private static class Locs
{
public static string NotificationButtonOpenPluginInstaller => Loc.Localize("AutoUpdateOpenPluginInstaller", "Open installer");
public static string NotificationButtonUpdate => Loc.Localize("AutoUpdateUpdate", "Update");
public static string NotificationTitleUpdatesAvailable => Loc.Localize("AutoUpdateUpdatesAvailable", "Updates available!");
public static string NotificationTitleUpdatesSuccessful => Loc.Localize("AutoUpdateUpdatesSuccessful", "Updates successful!");
public static string NotificationTitleUpdatingPlugins => Loc.Localize("AutoUpdateUpdatingPlugins", "Updating plugins...");
public static string NotificationTitleUpdatesFailed => Loc.Localize("AutoUpdateUpdatesFailed", "Updates failed!");
public static string NotificationContentUpdatesSuccessful => Loc.Localize("AutoUpdateUpdatesSuccessfulContent", "All plugins have been updated successfully.");
public static string NotificationContentUpdatesSuccessfulMinimized => Loc.Localize("AutoUpdateUpdatesSuccessfulContentMinimized", "Plugins updated successfully.");
public static string NotificationContentUpdatesFailed => Loc.Localize("AutoUpdateUpdatesFailedContent", "Some plugins failed to update. Please check the plugin installer for more information.");
public static string NotificationContentUpdatesFailedMinimized => Loc.Localize("AutoUpdateUpdatesFailedContentMinimized", "Plugins failed to update.");
public static string NotificationContentUpdatesAvailable(int numUpdates)
=> string.Format(Loc.Localize("AutoUpdateUpdatesAvailableContent", "There are {0} plugins that can be updated."), numUpdates);
public static string NotificationContentUpdatesAvailableMinimized(int numUpdates)
=> string.Format(Loc.Localize("AutoUpdateUpdatesAvailableContent", "{0} updates available."), numUpdates);
public static string NotificationContentPreparingToUpdate(int numPlugins)
=> string.Format(Loc.Localize("AutoUpdatePreparingToUpdate", "Preparing to update {0} plugins..."), numPlugins);
public static string NotificationContentUpdating(string name)
=> string.Format(Loc.Localize("AutoUpdateUpdating", "Updating {0}..."), name);
public static string NotificationContentFailedPlugins(IEnumerable<string> failedPlugins)
=> string.Format(Loc.Localize("AutoUpdateFailedPlugins", "Failed plugins: {0}"), string.Join(", ", failedPlugins));
}
}

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@ -977,32 +977,39 @@ internal class PluginManager : IInternalDisposableService
/// <summary>
/// Update all non-dev plugins.
/// </summary>
/// <param name="ignoreDisabled">Ignore disabled plugins.</param>
/// <param name="toUpdate">List of plugins to update.</param>
/// <param name="dryRun">Perform a dry run, don't install anything.</param>
/// <param name="autoUpdate">If this action was performed as part of an auto-update.</param>
/// <param name="progress">An <see cref="IProgress{T}"/> implementation to receive progress updates about the installation status.</param>
/// <returns>Success or failure and a list of updated plugin metadata.</returns>
public async Task<IEnumerable<PluginUpdateStatus>> UpdatePluginsAsync(bool ignoreDisabled, bool dryRun, bool autoUpdate = false)
public async Task<IEnumerable<PluginUpdateStatus>> UpdatePluginsAsync(
ICollection<AvailablePluginUpdate> toUpdate,
bool dryRun,
bool autoUpdate = false,
IProgress<PluginUpdateProgress>? progress = null)
{
Log.Information("Starting plugin update");
var updateTasks = new List<Task<PluginUpdateStatus>>();
var totalPlugins = toUpdate.Count;
var processedPlugins = 0;
// Prevent collection was modified errors
lock (this.pluginListLock)
{
foreach (var plugin in this.updatablePluginsList)
foreach (var plugin in toUpdate)
{
// Can't update that!
if (plugin.InstalledPlugin.IsDev)
continue;
if (!plugin.InstalledPlugin.IsWantedByAnyProfile && ignoreDisabled)
if (!plugin.InstalledPlugin.IsWantedByAnyProfile)
continue;
if (plugin.InstalledPlugin.Manifest.ScheduledForDeletion)
continue;
updateTasks.Add(this.UpdateSinglePluginAsync(plugin, false, dryRun));
updateTasks.Add(UpdateSinglePluginWithProgressAsync(plugin));
}
}
@ -1013,9 +1020,26 @@ internal class PluginManager : IInternalDisposableService
autoUpdate ? PluginListInvalidationKind.AutoUpdate : PluginListInvalidationKind.Update,
updatedList.Select(x => x.InternalName));
Log.Information("Plugin update OK. {updateCount} plugins updated.", updatedList.Length);
Log.Information("Plugin update OK. {UpdateCount} plugins updated", updatedList.Length);
return updatedList;
async Task<PluginUpdateStatus> UpdateSinglePluginWithProgressAsync(AvailablePluginUpdate plugin)
{
var result = await this.UpdateSinglePluginAsync(plugin, false, dryRun);
// Update the progress
if (progress != null)
{
var newProcessedAmount = Interlocked.Increment(ref processedPlugins);
progress.Report(new PluginUpdateProgress(
newProcessedAmount,
totalPlugins,
plugin.InstalledPlugin.Manifest));
}
return result;
}
}
/// <summary>
@ -1832,6 +1856,11 @@ internal class PluginManager : IInternalDisposableService
}
}
/// <summary>
/// Class representing progress of an update operation.
/// </summary>
public record PluginUpdateProgress(int PluginsProcessed, int TotalPlugins, IPluginManifest CurrentPluginManifest);
/// <summary>
/// Simple class that tracks the internal names and public names of plugins that we are planning to load at startup,
/// and are still actively loading.

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@ -1,3 +1,4 @@
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.Objects.SubKinds;
namespace Dalamud.Plugin.Services;
@ -81,4 +82,19 @@ public interface IClientState
/// Gets a value indicating whether the client is currently in Group Pose (GPose) mode.
/// </summary>
public bool IsGPosing { get; }
/// <summary>
/// Check whether the client is currently "idle". This means a player is not logged in, or is notctively in combat
/// or doing anything that we may not want to disrupt.
/// </summary>
/// <param name="blockingFlag">An outvar containing the first observed condition blocking the "idle" state. 0 if idle.</param>
/// <returns>Returns true if the client is idle, false otherwise.</returns>
public bool IsClientIdle(out ConditionFlag blockingFlag);
/// <summary>
/// Check whether the client is currently "idle". This means a player is not logged in, or is notctively in combat
/// or doing anything that we may not want to disrupt.
/// </summary>
/// <returns>Returns true if the client is idle, false otherwise.</returns>
public bool IsClientIdle() => this.IsClientIdle(out _);
}

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@ -1,4 +1,6 @@
using Dalamud.Game.ClientState.Conditions;
using System.Collections.Generic;
using Dalamud.Game.ClientState.Conditions;
namespace Dalamud.Plugin.Services;
@ -38,6 +40,12 @@ public interface ICondition
/// <inheritdoc cref="this[int]"/>
public bool this[ConditionFlag flag] => this[(int)flag];
/// <summary>
/// Convert the conditions array to a set of all set condition flags.
/// </summary>
/// <returns>Returns a set.</returns>
public IReadOnlySet<ConditionFlag> AsReadOnlySet();
/// <summary>
/// Check if any condition flags are set.
@ -51,4 +59,26 @@ public interface ICondition
/// <returns>Whether any single provided flag is set.</returns>
/// <param name="flags">The condition flags to check.</param>
public bool Any(params ConditionFlag[] flags);
/// <summary>
/// Check that the specified condition flags are *not* present in the current conditions.
/// </summary>
/// <param name="except">The array of flags to check.</param>
/// <returns>Returns false if any of the listed conditions are present, true otherwise.</returns>
public bool AnyExcept(params ConditionFlag[] except);
/// <summary>
/// Check that *only* any of the condition flags specified are set.
/// </summary>
/// <param name="other">The array of flags to check.</param>
/// <returns>Returns a bool.</returns>
public bool OnlyAny(params ConditionFlag[] other);
/// <summary>
/// Check that *only* the specified flags are set. Unlike <see cref="OnlyAny"/>, this method requires that all the
/// specified flags are set and no others are present.
/// </summary>
/// <param name="other">The array of flags to check.</param>
/// <returns>Returns a bool.</returns>
public bool EqualTo(params ConditionFlag[] other);
}