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Merge pull request #62 from ff-meli/plugin_load_fixes
don't even attempt to load assemblies for disabled or invalid plugins…
This commit is contained in:
commit
67aa0f5ee5
4 changed files with 91 additions and 40 deletions
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@ -16,6 +16,10 @@ namespace Dalamud.Configuration
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this.configDirectory.Create();
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}
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// NOTE: Save/Load are still using Type information for now, despite LoadForType<> superseding Load
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// and not requiring or using it. It might be worth removing the Type info from Save, to strip it from
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// all future saved configs, and then Load() can probably be removed entirey.
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public void Save(IPluginConfiguration config, string pluginName) {
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File.WriteAllText(GetPath(pluginName).FullName, JsonConvert.SerializeObject(config, Formatting.Indented, new JsonSerializerSettings
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{
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@ -38,6 +42,22 @@ namespace Dalamud.Configuration
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});
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}
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// Parameterized deserialization
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// Currently this is called via reflection from DalamudPluginInterface.GetPluginConfig()
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// Eventually there may be an additional pluginInterface method that can call this directly
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// without reflection - for now this is in support of the existing plugin api
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public T LoadForType<T>(string pluginName) where T : IPluginConfiguration
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{
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var path = GetPath(pluginName);
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if (!path.Exists)
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return default(T);
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// intentionally no type handling - it will break when updating a plugin at runtime
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// and turns out to be unnecessary when we fully qualify the object type
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return JsonConvert.DeserializeObject<T>(File.ReadAllText(path.FullName));
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}
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private FileInfo GetPath(string pluginName) => new FileInfo(Path.Combine(this.configDirectory.FullName, $"{pluginName}.json"));
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}
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}
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@ -94,6 +94,24 @@ namespace Dalamud.Plugin
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/// </summary>
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/// <returns>A previously saved config or null if none was saved before.</returns>
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public IPluginConfiguration GetPluginConfig() {
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// This is done to support json deserialization of plugin configurations
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// even after running an in-game update of plugins, where the assembly version
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// changes.
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// Eventually it might make sense to have a separate method on this class
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// T GetPluginConfig<T>() where T : IPluginConfiguration
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// that can invoke LoadForType() directly instead of via reflection
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// This is here for now to support the current plugin API
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foreach (var type in Assembly.GetCallingAssembly().GetTypes())
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{
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if (type.GetInterface(typeof(IPluginConfiguration).FullName) != null)
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{
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var mi = this.configs.GetType().GetMethod("LoadForType");
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var fn = mi.MakeGenericMethod(type);
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return (IPluginConfiguration)fn.Invoke(this.configs, new object[] { this.pluginName });
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}
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}
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// this shouldn't be a thing, I think, but just in case
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return this.configs.Load(this.pluginName);
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}
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@ -99,15 +99,19 @@ namespace Dalamud.Plugin
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{
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Log.Information("Eligible for update: {0}", remoteInfo.InternalName);
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foreach (var sortedVersion in sortedVersions) {
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File.Create(Path.Combine(sortedVersion.FullName, ".disabled"));
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}
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// DisablePlugin() below immediately creates a .disabled file anyway, but will fail
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// with an exception if we try to do it twice in row like this
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// TODO: not sure if doing this for all versions is really necessary, since the
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// others really needed to be disabled before anyway
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//foreach (var sortedVersion in sortedVersions) {
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// File.Create(Path.Combine(sortedVersion.FullName, ".disabled"));
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//}
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// Try to disable plugin if it is loaded
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try {
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this.manager.DisablePlugin(info);
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} catch {
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// ignored
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} catch (Exception ex) {
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Log.Error(ex, "Plugin disable failed");
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}
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InstallPlugin(remoteInfo);
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@ -57,9 +57,50 @@ namespace Dalamud.Plugin
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}
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public bool LoadPluginFromAssembly(FileInfo dllFile, bool raw) {
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Log.Information("Loading plugin at {0}", dllFile.Directory.FullName);
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// If this entire folder has been marked as a disabled plugin, don't even try to load anything
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var disabledFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, ".disabled"));
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if (disabledFile.Exists && !raw) // should raw/dev plugins really not respect this?
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{
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Log.Information("Plugin {0} is disabled.", dllFile.FullName);
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return false;
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}
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// read the plugin def if present - again, fail before actually trying to load the dll if there is a problem
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var defJsonFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, $"{Path.GetFileNameWithoutExtension(dllFile.Name)}.json"));
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PluginDefinition pluginDef = null;
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// load the definition if it exists, even for raw/developer plugins
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if (defJsonFile.Exists)
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{
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Log.Information("Loading definition for plugin DLL {0}", dllFile.FullName);
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pluginDef =
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JsonConvert.DeserializeObject<PluginDefinition>(
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File.ReadAllText(defJsonFile.FullName));
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if (pluginDef.ApplicableVersion != this.dalamud.StartInfo.GameVersion && pluginDef.ApplicableVersion != "any")
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{
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Log.Information("Plugin {0} has not applicable version.", dllFile.FullName);
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return false;
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}
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}
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// but developer plugins don't require one to load
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else if (!raw)
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{
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Log.Information("Plugin DLL {0} has no definition.", dllFile.FullName);
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return false;
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}
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// TODO: given that it exists, the pluginDef's InternalName should probably be used
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// as the actual assembly to load
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// But plugins should also probably be loaded by directory and not by looking for every dll
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Log.Information("Loading assembly at {0}", dllFile);
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var assemblyName = AssemblyName.GetAssemblyName(dllFile.FullName);
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var pluginAssembly = Assembly.Load(assemblyName);
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// Assembly.Load() by name here will not load multiple versions with the same name, in the case of updates
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var pluginAssembly = Assembly.LoadFile(dllFile.FullName);
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if (pluginAssembly != null)
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{
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@ -74,38 +115,6 @@ namespace Dalamud.Plugin
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if (type.GetInterface(interfaceType.FullName) != null)
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{
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var disabledFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, ".disabled"));
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if (disabledFile.Exists && !raw) {
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Log.Information("Plugin {0} is disabled.", dllFile.FullName);
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return false;
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}
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var defJsonFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, $"{Path.GetFileNameWithoutExtension(dllFile.Name)}.json"));
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PluginDefinition pluginDef = null;
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// load the definition if it exists, even for raw/developer plugins
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if (defJsonFile.Exists)
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{
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Log.Information("Loading definition for plugin DLL {0}", dllFile.FullName);
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pluginDef =
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JsonConvert.DeserializeObject<PluginDefinition>(
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File.ReadAllText(defJsonFile.FullName));
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if (pluginDef.ApplicableVersion != this.dalamud.StartInfo.GameVersion && pluginDef.ApplicableVersion != "any")
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{
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Log.Information("Plugin {0} has not applicable version.", dllFile.FullName);
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return false;
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}
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}
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// but developer plugins don't require one to load
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else if (!raw)
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{
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Log.Information("Plugin DLL {0} has no definition.", dllFile.FullName);
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return false;
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}
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if (this.Plugins.Any(x => x.Plugin.GetType().Assembly.GetName().Name == type.Assembly.GetName().Name)) {
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Log.Error("Duplicate plugin found: {0}", dllFile.FullName);
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return false;
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@ -120,7 +129,7 @@ namespace Dalamud.Plugin
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{
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Author = "developer",
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Name = plugin.Name,
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InternalName = "devPlugin_" + plugin.Name,
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InternalName = Path.GetFileNameWithoutExtension(dllFile.Name),
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AssemblyVersion = plugin.GetType().Assembly.GetName().Version.ToString(),
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Description = "",
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ApplicableVersion = "any",
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