Files
SeamlessClient/SeamlessTransfer/ModLoader.cs
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fixes for nexus v3
2025-07-28 03:58:25 +07:00

136 lines
3.9 KiB
C#

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