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Random cleanup.
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parent
08b7f184e6
commit
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3 changed files with 7 additions and 10 deletions
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@ -24,7 +24,7 @@ public partial class ModCollection
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public ModCollection Default { get; private set; } = Empty;
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// A single collection that can not be deleted as a fallback for the current collection.
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public ModCollection DefaultName { get; private set; } = Empty;
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private ModCollection DefaultName { get; set; } = Empty;
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// The list of character collections.
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private readonly Dictionary< string, ModCollection > _characters = new();
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@ -36,11 +36,8 @@ public partial class ModCollection
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public ModCollection Character( string name )
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=> _characters.TryGetValue( name, out var c ) ? c : Default;
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public bool HasCharacterCollections
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=> _characters.Count > 0;
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// Set a active collection, can be used to set Default, Current or Character collections.
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public void SetCollection( int newIdx, Type type, string? characterName = null )
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private void SetCollection( int newIdx, Type type, string? characterName = null )
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{
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var oldCollectionIdx = type switch
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{
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@ -120,7 +117,7 @@ public partial class ModCollection
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// Load default, current and character collections from config.
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// Then create caches. If a collection does not exist anymore, reset it to an appropriate default.
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public void LoadCollections()
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private void LoadCollections()
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{
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var configChanged = !ReadActiveCollections( out var jObject );
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@ -97,7 +97,7 @@ public partial class ModCollection
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// Since inheritances depend on other collections existing,
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// we return them as a list to be applied after reading all collections.
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public static ModCollection? LoadFromFile( FileInfo file, out IReadOnlyList< string > inheritance )
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private static ModCollection? LoadFromFile( FileInfo file, out IReadOnlyList< string > inheritance )
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{
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inheritance = Array.Empty< string >();
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if( !file.Exists )
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@ -16,9 +16,9 @@ public sealed class ModFileSystem : FileSystem< Mod >, IDisposable
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// Does not save or copy the backup in the current mod directory,
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// as this is done on mod directory changes only.
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private void Save()
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{
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SaveToFile( new FileInfo( ModFileSystemFile ), SaveMod, true );
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PluginLog.Verbose( "Saved mod filesystem." );
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{
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SaveToFile( new FileInfo( ModFileSystemFile ), SaveMod, true );
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PluginLog.Verbose( "Saved mod filesystem." );
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}
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// Create a new ModFileSystem from the currently loaded mods and the current sort order file.
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