174 lines
5.0 KiB
C#
174 lines
5.0 KiB
C#
using Sandbox.Definitions;
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using Sandbox.Engine.Networking;
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using Sandbox.Game.World;
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using Sandbox.ModAPI;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using VRage.Game;
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using VRage.Game.GUI;
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namespace SeamlessClientPlugin.SeamlessTransfer
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{
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public static class ModLoader
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{
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/* Mod loader should download and load missing mods for target server, and unload ones that arent needed
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*
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* Sandbox.Game.World.MyScriptManager.LoadData() is where modded scripts get loaded and added
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* Sandbox.Game.World.MySession() calls MyDefinitionManager.Static.LoadData(mods); which loads mod data files
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*
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*
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* Need to be called in the following order:
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* ScriptManager.Init(checkpoint.ScriptManagerData);
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* MyDefinitionManager.Static.LoadData(checkpoint.Mods);
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* PreloadModels(sector);
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*
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*
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*/
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//Mods that are currently loaded in this instance.
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private static List<MyObjectBuilder_Checkpoint.ModItem> CurrentLoadedMods = new List<MyObjectBuilder_Checkpoint.ModItem>();
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//Mods that we need to Load
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private static List<MyObjectBuilder_Checkpoint.ModItem> TargetLoadMods = new List<MyObjectBuilder_Checkpoint.ModItem>();
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//Mods that we need to UnLoad
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private static List<MyObjectBuilder_Checkpoint.ModItem> TargetUnLoadMods = new List<MyObjectBuilder_Checkpoint.ModItem>();
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private static bool FinishedDownloadingMods = false;
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private static bool DownloadSuccess = false;
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private static DateTime DownloadTimeout;
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private static MethodInfo PrepareBaseSession = typeof(MySession).GetMethod("PreloadModels", BindingFlags.Static | BindingFlags.NonPublic);
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private static FieldInfo ScriptManager = typeof(MySession).GetField("ScriptManager", BindingFlags.Instance | BindingFlags.Public);
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public static void DownloadNewMods(List<MyObjectBuilder_Checkpoint.ModItem> Target)
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{
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CurrentLoadedMods = MySession.Static.Mods;
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//Loop through our current mods
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foreach(var mod in CurrentLoadedMods)
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{
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if (!Target.Contains(mod))
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TargetUnLoadMods.Add(mod);
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}
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//Loop through our TargetMods
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foreach(var mod in Target)
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{
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if (!CurrentLoadedMods.Contains(mod))
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TargetLoadMods.Add(mod);
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}
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DownloadTimeout = DateTime.Now + TimeSpan.FromMinutes(5);
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SeamlessClient.TryShow("Downloading New Mods");
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MyWorkshop.DownloadModsAsync(TargetLoadMods, ModDownloadingFinished);
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}
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private static void ModDownloadingFinished(bool Success)
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{
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if (Success)
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{
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SeamlessClient.TryShow("Mod Downloading Finished!");
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FinishedDownloadingMods = true;
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DownloadSuccess = true;
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//May need to wait seamless loading if mods have yet to finish downloading
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}
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else
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{
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DownloadSuccess = false;
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FinishedDownloadingMods = true;
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}
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}
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public static void ReadyModSwitch(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
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{
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while (!FinishedDownloadingMods)
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{
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//Break out of loop
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if (DownloadTimeout < DateTime.Now)
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break;
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Thread.Sleep(20);
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}
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FinishedDownloadingMods = false;
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//Skip mod switch
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if (!DownloadSuccess)
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return;
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//Create new script manager?
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ScriptManager.SetValue(MySession.Static, new MyScriptManager());
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MyGuiTextures.Static.Unload();
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MySession.Static.ScriptManager.Init(checkpoint.ScriptManagerData);
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//MyDefinitionManager.Static.LoadData(TargetServerMods);
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PrepareBaseSession.Invoke(null, new object[] { sector });
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MyLocalCache.PreloadLocalInventoryConfig();
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//SeamlessClient.TryShow("Finished transfering!");
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// PrepareBaseSession.Invoke(MySession.Static, new object[] { TargetServerMods, null });
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}
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private static void UnloadOldScripts()
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{
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// MySandboxGame.Log.WriteLine(string.Format("Script loaded: {0}", value.FullName));
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int amount = 0;
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foreach (var mod in TargetUnLoadMods)
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{
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var val = MySession.Static.ScriptManager.Scripts.FirstOrDefault(x => x.Value.FullName.Contains(mod.PublishedFileId.ToString()));
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MySession.Static.ScriptManager.Scripts.Remove(val.Key);
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amount++;
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}
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SeamlessClient.TryShow($"Removed {amount} old scripts!");
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}
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}
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}
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