Merge pull request #62 from ff-meli/plugin_load_fixes

don't even attempt to load assemblies for disabled or invalid plugins…
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goaaats 2020-03-23 12:58:39 +09:00 committed by GitHub
commit 67aa0f5ee5
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4 changed files with 91 additions and 40 deletions

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@ -16,6 +16,10 @@ namespace Dalamud.Configuration
this.configDirectory.Create();
}
// NOTE: Save/Load are still using Type information for now, despite LoadForType<> superseding Load
// and not requiring or using it. It might be worth removing the Type info from Save, to strip it from
// all future saved configs, and then Load() can probably be removed entirey.
public void Save(IPluginConfiguration config, string pluginName) {
File.WriteAllText(GetPath(pluginName).FullName, JsonConvert.SerializeObject(config, Formatting.Indented, new JsonSerializerSettings
{
@ -38,6 +42,22 @@ namespace Dalamud.Configuration
});
}
// Parameterized deserialization
// Currently this is called via reflection from DalamudPluginInterface.GetPluginConfig()
// Eventually there may be an additional pluginInterface method that can call this directly
// without reflection - for now this is in support of the existing plugin api
public T LoadForType<T>(string pluginName) where T : IPluginConfiguration
{
var path = GetPath(pluginName);
if (!path.Exists)
return default(T);
// intentionally no type handling - it will break when updating a plugin at runtime
// and turns out to be unnecessary when we fully qualify the object type
return JsonConvert.DeserializeObject<T>(File.ReadAllText(path.FullName));
}
private FileInfo GetPath(string pluginName) => new FileInfo(Path.Combine(this.configDirectory.FullName, $"{pluginName}.json"));
}
}

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@ -94,6 +94,24 @@ namespace Dalamud.Plugin
/// </summary>
/// <returns>A previously saved config or null if none was saved before.</returns>
public IPluginConfiguration GetPluginConfig() {
// This is done to support json deserialization of plugin configurations
// even after running an in-game update of plugins, where the assembly version
// changes.
// Eventually it might make sense to have a separate method on this class
// T GetPluginConfig<T>() where T : IPluginConfiguration
// that can invoke LoadForType() directly instead of via reflection
// This is here for now to support the current plugin API
foreach (var type in Assembly.GetCallingAssembly().GetTypes())
{
if (type.GetInterface(typeof(IPluginConfiguration).FullName) != null)
{
var mi = this.configs.GetType().GetMethod("LoadForType");
var fn = mi.MakeGenericMethod(type);
return (IPluginConfiguration)fn.Invoke(this.configs, new object[] { this.pluginName });
}
}
// this shouldn't be a thing, I think, but just in case
return this.configs.Load(this.pluginName);
}

View file

@ -99,15 +99,19 @@ namespace Dalamud.Plugin
{
Log.Information("Eligible for update: {0}", remoteInfo.InternalName);
foreach (var sortedVersion in sortedVersions) {
File.Create(Path.Combine(sortedVersion.FullName, ".disabled"));
}
// DisablePlugin() below immediately creates a .disabled file anyway, but will fail
// with an exception if we try to do it twice in row like this
// TODO: not sure if doing this for all versions is really necessary, since the
// others really needed to be disabled before anyway
//foreach (var sortedVersion in sortedVersions) {
// File.Create(Path.Combine(sortedVersion.FullName, ".disabled"));
//}
// Try to disable plugin if it is loaded
try {
this.manager.DisablePlugin(info);
} catch {
// ignored
} catch (Exception ex) {
Log.Error(ex, "Plugin disable failed");
}
InstallPlugin(remoteInfo);

View file

@ -57,9 +57,50 @@ namespace Dalamud.Plugin
}
public bool LoadPluginFromAssembly(FileInfo dllFile, bool raw) {
Log.Information("Loading plugin at {0}", dllFile.Directory.FullName);
// If this entire folder has been marked as a disabled plugin, don't even try to load anything
var disabledFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, ".disabled"));
if (disabledFile.Exists && !raw) // should raw/dev plugins really not respect this?
{
Log.Information("Plugin {0} is disabled.", dllFile.FullName);
return false;
}
// read the plugin def if present - again, fail before actually trying to load the dll if there is a problem
var defJsonFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, $"{Path.GetFileNameWithoutExtension(dllFile.Name)}.json"));
PluginDefinition pluginDef = null;
// load the definition if it exists, even for raw/developer plugins
if (defJsonFile.Exists)
{
Log.Information("Loading definition for plugin DLL {0}", dllFile.FullName);
pluginDef =
JsonConvert.DeserializeObject<PluginDefinition>(
File.ReadAllText(defJsonFile.FullName));
if (pluginDef.ApplicableVersion != this.dalamud.StartInfo.GameVersion && pluginDef.ApplicableVersion != "any")
{
Log.Information("Plugin {0} has not applicable version.", dllFile.FullName);
return false;
}
}
// but developer plugins don't require one to load
else if (!raw)
{
Log.Information("Plugin DLL {0} has no definition.", dllFile.FullName);
return false;
}
// TODO: given that it exists, the pluginDef's InternalName should probably be used
// as the actual assembly to load
// But plugins should also probably be loaded by directory and not by looking for every dll
Log.Information("Loading assembly at {0}", dllFile);
var assemblyName = AssemblyName.GetAssemblyName(dllFile.FullName);
var pluginAssembly = Assembly.Load(assemblyName);
// Assembly.Load() by name here will not load multiple versions with the same name, in the case of updates
var pluginAssembly = Assembly.LoadFile(dllFile.FullName);
if (pluginAssembly != null)
{
@ -74,38 +115,6 @@ namespace Dalamud.Plugin
if (type.GetInterface(interfaceType.FullName) != null)
{
var disabledFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, ".disabled"));
if (disabledFile.Exists && !raw) {
Log.Information("Plugin {0} is disabled.", dllFile.FullName);
return false;
}
var defJsonFile = new FileInfo(Path.Combine(dllFile.Directory.FullName, $"{Path.GetFileNameWithoutExtension(dllFile.Name)}.json"));
PluginDefinition pluginDef = null;
// load the definition if it exists, even for raw/developer plugins
if (defJsonFile.Exists)
{
Log.Information("Loading definition for plugin DLL {0}", dllFile.FullName);
pluginDef =
JsonConvert.DeserializeObject<PluginDefinition>(
File.ReadAllText(defJsonFile.FullName));
if (pluginDef.ApplicableVersion != this.dalamud.StartInfo.GameVersion && pluginDef.ApplicableVersion != "any")
{
Log.Information("Plugin {0} has not applicable version.", dllFile.FullName);
return false;
}
}
// but developer plugins don't require one to load
else if (!raw)
{
Log.Information("Plugin DLL {0} has no definition.", dllFile.FullName);
return false;
}
if (this.Plugins.Any(x => x.Plugin.GetType().Assembly.GetName().Name == type.Assembly.GetName().Name)) {
Log.Error("Duplicate plugin found: {0}", dllFile.FullName);
return false;
@ -120,7 +129,7 @@ namespace Dalamud.Plugin
{
Author = "developer",
Name = plugin.Name,
InternalName = "devPlugin_" + plugin.Name,
InternalName = Path.GetFileNameWithoutExtension(dllFile.Name),
AssemblyVersion = plugin.GetType().Assembly.GetName().Version.ToString(),
Description = "",
ApplicableVersion = "any",