mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 10:17:22 +01:00
472 lines
19 KiB
C#
472 lines
19 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game;
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using Dalamud.IoC.Internal;
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using Dalamud.Logging.Internal;
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using Dalamud.Plugin.Internal.Exceptions;
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using Dalamud.Plugin.Internal.Loader;
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using Dalamud.Plugin.Internal.Types;
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using Dalamud.Utility;
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namespace Dalamud.Plugin.Internal
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{
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/// <summary>
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/// This class represents a plugin and all facets of its lifecycle.
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/// The DLL on disk, dependencies, loaded assembly, etc.
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/// </summary>
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internal class LocalPlugin : IDisposable
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{
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private static readonly ModuleLog Log = new("LOCALPLUGIN");
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private readonly FileInfo manifestFile;
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private readonly FileInfo disabledFile;
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private readonly FileInfo testingFile;
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private PluginLoader? loader;
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private Assembly? pluginAssembly;
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private Type? pluginType;
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private IDalamudPlugin? instance;
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/// <summary>
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/// Initializes a new instance of the <see cref="LocalPlugin"/> class.
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/// </summary>
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/// <param name="dllFile">Path to the DLL file.</param>
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/// <param name="manifest">The plugin manifest.</param>
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public LocalPlugin(FileInfo dllFile, LocalPluginManifest? manifest)
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{
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if (dllFile.Name == "FFXIVClientStructs.Generators.dll")
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{
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// Could this be done another way? Sure. It is an extremely common source
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// of errors in the log through, and should never be loaded as a plugin.
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Log.Error($"Not a plugin: {dllFile.FullName}");
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throw new InvalidPluginException(dllFile);
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}
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this.DllFile = dllFile;
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this.State = PluginState.Unloaded;
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this.loader = PluginLoader.CreateFromAssemblyFile(this.DllFile.FullName, this.SetupLoaderConfig);
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try
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{
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this.pluginAssembly = this.loader.LoadDefaultAssembly();
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}
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catch (Exception ex)
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{
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this.pluginAssembly = null;
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this.pluginType = null;
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this.loader.Dispose();
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Log.Error(ex, $"Not a plugin: {this.DllFile.FullName}");
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throw new InvalidPluginException(this.DllFile);
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}
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try
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{
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this.pluginType = this.pluginAssembly.GetTypes().FirstOrDefault(type => type.IsAssignableTo(typeof(IDalamudPlugin)));
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}
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catch (ReflectionTypeLoadException ex)
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{
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Log.Error(ex, $"Could not load one or more types when searching for IDalamudPlugin: {this.DllFile.FullName}");
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// Something blew up when parsing types, but we still want to look for IDalamudPlugin. Let Load() handle the error.
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this.pluginType = ex.Types.FirstOrDefault(type => type.IsAssignableTo(typeof(IDalamudPlugin)));
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}
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if (this.pluginType == default)
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{
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this.pluginAssembly = null;
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this.pluginType = null;
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this.loader.Dispose();
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Log.Error($"Nothing inherits from IDalamudPlugin: {this.DllFile.FullName}");
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throw new InvalidPluginException(this.DllFile);
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}
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var assemblyVersion = this.pluginAssembly.GetName().Version;
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// Although it is conditionally used here, we need to set the initial value regardless.
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this.manifestFile = LocalPluginManifest.GetManifestFile(this.DllFile);
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// If the parameter manifest was null
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if (manifest == null)
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{
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this.Manifest = new LocalPluginManifest()
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{
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Author = "developer",
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Name = Path.GetFileNameWithoutExtension(this.DllFile.Name),
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InternalName = Path.GetFileNameWithoutExtension(this.DllFile.Name),
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AssemblyVersion = assemblyVersion,
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Description = string.Empty,
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ApplicableVersion = GameVersion.Any,
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DalamudApiLevel = PluginManager.DalamudApiLevel,
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IsHide = false,
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};
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// Save the manifest to disk so there won't be any problems later.
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// We'll update the name property after it can be retrieved from the instance.
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this.Manifest.Save(this.manifestFile);
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}
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else
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{
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this.Manifest = manifest;
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}
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// This converts from the ".disabled" file feature to the manifest instead.
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this.disabledFile = LocalPluginManifest.GetDisabledFile(this.DllFile);
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if (this.disabledFile.Exists)
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{
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this.Manifest.Disabled = true;
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this.disabledFile.Delete();
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}
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// This converts from the ".testing" file feature to the manifest instead.
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this.testingFile = LocalPluginManifest.GetTestingFile(this.DllFile);
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if (this.testingFile.Exists)
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{
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this.Manifest.Testing = true;
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this.testingFile.Delete();
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}
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var pluginManager = Service<PluginManager>.Get();
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this.IsBanned = pluginManager.IsManifestBanned(this.Manifest);
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this.BanReason = pluginManager.GetBanReason(this.Manifest);
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this.SaveManifest();
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}
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/// <summary>
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/// Gets the <see cref="DalamudPluginInterface"/> associated with this plugin.
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/// </summary>
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public DalamudPluginInterface? DalamudInterface { get; private set; }
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/// <summary>
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/// Gets the path to the plugin DLL.
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/// </summary>
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public FileInfo DllFile { get; }
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/// <summary>
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/// Gets the plugin manifest, if one exists.
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/// </summary>
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public LocalPluginManifest Manifest { get; private set; }
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/// <summary>
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/// Gets or sets the current state of the plugin.
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/// </summary>
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public PluginState State { get; protected set; }
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/// <summary>
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/// Gets the AssemblyName plugin, populated during <see cref="Load(PluginLoadReason, bool)"/>.
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/// </summary>
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/// <returns>Plugin type.</returns>
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public AssemblyName? AssemblyName { get; private set; }
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/// <summary>
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/// Gets the plugin name, directly from the plugin or if it is not loaded from the manifest.
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/// </summary>
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public string Name => this.instance?.Name ?? this.Manifest.Name;
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/// <summary>
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/// Gets an optional reason, if the plugin is banned.
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/// </summary>
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public string BanReason { get; }
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/// <summary>
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/// Gets a value indicating whether the plugin is loaded and running.
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/// </summary>
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public bool IsLoaded => this.State == PluginState.Loaded;
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/// <summary>
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/// Gets a value indicating whether the plugin is disabled.
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/// </summary>
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public bool IsDisabled => this.Manifest.Disabled;
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/// <summary>
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/// Gets a value indicating whether this plugin's API level is out of date.
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/// </summary>
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public bool IsOutdated => this.Manifest.DalamudApiLevel < PluginManager.DalamudApiLevel;
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/// <summary>
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/// Gets a value indicating whether the plugin is for testing use only.
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/// </summary>
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public bool IsTesting => this.Manifest.IsTestingExclusive || this.Manifest.Testing;
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/// <summary>
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/// Gets a value indicating whether this plugin has been banned.
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/// </summary>
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public bool IsBanned { get; }
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/// <summary>
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/// Gets a value indicating whether this plugin is dev plugin.
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/// </summary>
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public bool IsDev => this is LocalDevPlugin;
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/// <inheritdoc/>
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public void Dispose()
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{
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this.instance?.Dispose();
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this.instance = null;
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this.DalamudInterface?.ExplicitDispose();
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this.DalamudInterface = null;
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this.pluginType = null;
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this.pluginAssembly = null;
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this.loader?.Dispose();
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}
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/// <summary>
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/// Load this plugin.
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/// </summary>
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/// <param name="reason">The reason why this plugin is being loaded.</param>
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/// <param name="reloading">Load while reloading.</param>
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public void Load(PluginLoadReason reason, bool reloading = false)
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{
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var startInfo = Service<DalamudStartInfo>.Get();
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var configuration = Service<DalamudConfiguration>.Get();
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var pluginManager = Service<PluginManager>.Get();
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// Allowed: Unloaded
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switch (this.State)
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{
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case PluginState.InProgress:
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, already working");
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case PluginState.Loaded:
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, already loaded");
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case PluginState.LoadError:
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, load previously faulted, unload first");
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case PluginState.UnloadError:
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, unload previously faulted, restart Dalamud");
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}
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if (pluginManager.IsManifestBanned(this.Manifest))
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throw new BannedPluginException($"Unable to load {this.Name}, banned");
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if (this.Manifest.ApplicableVersion < startInfo.GameVersion)
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, no applicable version");
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if (this.Manifest.DalamudApiLevel < PluginManager.DalamudApiLevel && !configuration.LoadAllApiLevels)
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, incompatible API level");
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if (this.Manifest.Disabled)
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throw new InvalidPluginOperationException($"Unable to load {this.Name}, disabled");
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this.State = PluginState.InProgress;
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Log.Information($"Loading {this.DllFile.Name}");
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if (this.DllFile.DirectoryName != null && File.Exists(Path.Combine(this.DllFile.DirectoryName, "Dalamud.dll")))
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{
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Log.Error("==== IMPORTANT MESSAGE TO {0}, THE DEVELOPER OF {1} ====", this.Manifest.Author!, this.Manifest.InternalName);
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Log.Error("YOU ARE INCLUDING DALAMUD DEPENDENCIES IN YOUR BUILDS!!!");
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Log.Error("You may not be able to load your plugin. \"<Private>False</Private>\" needs to be set in your csproj.");
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Log.Error("If you are using ILMerge, do not merge anything other than your direct dependencies.");
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Log.Error("Do not merge FFXIVClientStructs.Generators.dll.");
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Log.Error("Please refer to https://github.com/goatcorp/Dalamud/discussions/603 for more information.");
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}
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try
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{
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this.loader ??= PluginLoader.CreateFromAssemblyFile(this.DllFile.FullName, this.SetupLoaderConfig);
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if (reloading || this.IsDev)
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{
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if (this.IsDev)
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{
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// If a dev plugin is set to not autoload on boot, but we want to reload it at the arbitrary load
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// time, we need to essentially "Unload" the plugin, but we can't call plugin.Unload because of the
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// load state checks. Null any references to the assembly and types, then proceed with regular reload
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// operations.
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this.pluginAssembly = null;
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this.pluginType = null;
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}
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this.loader.Reload();
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if (this.IsDev)
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{
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// Reload the manifest in-case there were changes here too.
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var manifestFile = LocalPluginManifest.GetManifestFile(this.DllFile);
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if (manifestFile.Exists)
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{
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this.Manifest = LocalPluginManifest.Load(manifestFile);
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}
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}
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}
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// Load the assembly
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this.pluginAssembly ??= this.loader.LoadDefaultAssembly();
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this.AssemblyName = this.pluginAssembly.GetName();
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// Find the plugin interface implementation. It is guaranteed to exist after checking in the ctor.
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this.pluginType ??= this.pluginAssembly.GetTypes().First(type => type.IsAssignableTo(typeof(IDalamudPlugin)));
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// Check for any loaded plugins with the same assembly name
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var assemblyName = this.pluginAssembly.GetName().Name;
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foreach (var otherPlugin in pluginManager.InstalledPlugins)
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{
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// During hot-reloading, this plugin will be in the plugin list, and the instance will have been disposed
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if (otherPlugin == this || otherPlugin.instance == null)
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continue;
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var otherPluginAssemblyName = otherPlugin.instance.GetType().Assembly.GetName().Name;
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if (otherPluginAssemblyName == assemblyName)
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{
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this.State = PluginState.Unloaded;
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Log.Debug($"Duplicate assembly: {this.Name}");
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throw new DuplicatePluginException(assemblyName);
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}
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}
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// Update the location for the Location and CodeBase patches
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PluginManager.PluginLocations[this.pluginType.Assembly.FullName] = new(this.DllFile);
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this.DalamudInterface = new DalamudPluginInterface(this.pluginAssembly.GetName().Name!, this.DllFile, reason, this.IsDev);
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var ioc = Service<ServiceContainer>.Get();
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this.instance = ioc.Create(this.pluginType, this.DalamudInterface) as IDalamudPlugin;
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if (this.instance == null)
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{
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this.State = PluginState.LoadError;
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this.DalamudInterface.ExplicitDispose();
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Log.Error($"Error while loading {this.Name}, failed to bind and call the plugin constructor");
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return;
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}
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// In-case the manifest name was a placeholder. Can occur when no manifest was included.
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if (this.instance.Name != this.Manifest.Name)
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{
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this.Manifest.Name = this.instance.Name;
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this.Manifest.Save(this.manifestFile);
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}
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this.State = PluginState.Loaded;
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Log.Information($"Finished loading {this.DllFile.Name}");
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}
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catch (Exception ex)
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{
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this.State = PluginState.LoadError;
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Log.Error(ex, $"Error while loading {this.Name}");
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throw;
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}
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}
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/// <summary>
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/// Unload this plugin. This is the same as dispose, but without the "disposed" connotations. This object should stay
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/// in the plugin list until it has been actually disposed.
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/// </summary>
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/// <param name="reloading">Unload while reloading.</param>
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public void Unload(bool reloading = false)
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{
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// Allowed: Loaded, LoadError(we are cleaning this up while we're at it)
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switch (this.State)
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{
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case PluginState.InProgress:
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throw new InvalidPluginOperationException($"Unable to unload {this.Name}, already working");
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case PluginState.Unloaded:
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throw new InvalidPluginOperationException($"Unable to unload {this.Name}, already unloaded");
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case PluginState.UnloadError:
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throw new InvalidPluginOperationException($"Unable to unload {this.Name}, unload previously faulted, restart Dalamud");
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}
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try
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{
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this.State = PluginState.InProgress;
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Log.Information($"Unloading {this.DllFile.Name}");
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this.instance?.Dispose();
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this.instance = null;
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this.DalamudInterface?.ExplicitDispose();
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this.DalamudInterface = null;
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this.pluginType = null;
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this.pluginAssembly = null;
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if (!reloading)
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{
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this.loader?.Dispose();
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this.loader = null;
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}
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this.State = PluginState.Unloaded;
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Log.Information($"Finished unloading {this.DllFile.Name}");
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}
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catch (Exception ex)
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{
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this.State = PluginState.UnloadError;
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Log.Error(ex, $"Error while unloading {this.Name}");
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throw;
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}
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}
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/// <summary>
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/// Reload this plugin.
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/// </summary>
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public void Reload()
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{
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this.Unload(true);
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this.Load(PluginLoadReason.Reload, true);
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}
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/// <summary>
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/// Revert a disable. Must be unloaded first, does not load.
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/// </summary>
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public void Enable()
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{
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// Allowed: Unloaded, UnloadError
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switch (this.State)
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{
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case PluginState.InProgress:
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case PluginState.Loaded:
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case PluginState.LoadError:
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throw new InvalidPluginOperationException($"Unable to enable {this.Name}, still loaded");
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}
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if (!this.Manifest.Disabled)
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throw new InvalidPluginOperationException($"Unable to enable {this.Name}, not disabled");
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this.Manifest.Disabled = false;
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this.SaveManifest();
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}
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/// <summary>
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/// Disable this plugin, must be unloaded first.
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/// </summary>
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public void Disable()
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{
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// Allowed: Unloaded, UnloadError
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switch (this.State)
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{
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case PluginState.InProgress:
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case PluginState.Loaded:
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case PluginState.LoadError:
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throw new InvalidPluginOperationException($"Unable to disable {this.Name}, still loaded");
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}
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if (this.Manifest.Disabled)
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throw new InvalidPluginOperationException($"Unable to disable {this.Name}, already disabled");
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this.Manifest.Disabled = true;
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this.SaveManifest();
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}
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private void SetupLoaderConfig(LoaderConfig config)
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{
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config.IsUnloadable = true;
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config.LoadInMemory = true;
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config.PreferSharedTypes = false;
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config.SharedAssemblies.Add(typeof(Lumina.GameData).Assembly.GetName());
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config.SharedAssemblies.Add(typeof(Lumina.Excel.ExcelSheetImpl).Assembly.GetName());
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}
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private void SaveManifest() => this.Manifest.Save(this.manifestFile);
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}
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}
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