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https://github.com/goatcorp/Dalamud.git
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don't even attempt to load assemblies for disabled or invalid plugins; fixes issues where starting the game with multiple versions, even disabled, could load the wrong one and block other versions
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parent
1370b767a8
commit
e9d4d57696
1 changed files with 42 additions and 33 deletions
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@ -57,7 +57,48 @@ 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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@ -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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