Dalamud/Dalamud/Plugin/Internal/LocalPlugin.cs

472 lines
19 KiB
C#

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