Files
LegacyWeaveLoader/LegacyForge.Core/ModDiscovery.cs
Jacobwasbeast 34177e1507 Add main menu overlay, creative inventory injection, mod discovery, logging, and Wine/Proton support
- Replace dbghelp with raw_pdb library for cross-platform PDB symbol resolution
- Add main menu branding overlay via C4JRender::Present hook
- Add creative inventory item injection from mods
- Add file-based logging (LogUtil) alongside console output
- Fix mod discovery with custom AssemblyLoadContext for proper type identity
- Add file dialog for game path selection in launcher
- Add CreativeTab enum and block/item creative tab assignment
- Unify build output to single ModLoader/build directory
2026-03-06 18:59:02 -06:00

96 lines
3.2 KiB
C#

using System.Reflection;
using System.Runtime.Loader;
using LegacyForge.API;
namespace LegacyForge.Core;
internal static class ModDiscovery
{
internal record DiscoveredMod(
IMod Instance,
ModAttribute Metadata,
Assembly Assembly);
internal static List<DiscoveredMod> DiscoverMods(string modsPath)
{
var mods = new List<DiscoveredMod>();
if (!Directory.Exists(modsPath))
{
Logger.Warning($"Mods directory not found: {modsPath}");
return mods;
}
var dllFiles = Directory.GetFiles(modsPath, "*.dll");
Logger.Info($"Scanning {modsPath} -- found {dllFiles.Length} DLL(s)");
foreach (var dllPath in dllFiles)
{
string fileName = Path.GetFileName(dllPath);
// Skip the API assembly -- it's a shared dependency, not a mod
if (fileName.Equals("LegacyForge.API.dll", StringComparison.OrdinalIgnoreCase))
continue;
try
{
var discovered = LoadModAssembly(dllPath);
mods.AddRange(discovered);
}
catch (Exception ex)
{
Logger.Error($"Failed to load mod from {fileName}: {ex.Message}");
}
}
return mods;
}
private static List<DiscoveredMod> LoadModAssembly(string dllPath)
{
var results = new List<DiscoveredMod>();
var fileName = Path.GetFileName(dllPath);
var fullPath = Path.GetFullPath(dllPath);
// Load into the SAME ALC that LegacyForge.Core lives in (the hostfxr component context).
// This ensures LegacyForge.API types (IMod, ModAttribute, etc.) have the same identity.
var coreContext = AssemblyLoadContext.GetLoadContext(typeof(ModDiscovery).Assembly)
?? AssemblyLoadContext.Default;
var assembly = coreContext.LoadFromAssemblyPath(fullPath);
var allTypes = assembly.GetTypes();
Logger.Debug($"{fileName}: {allTypes.Length} type(s), checking for IMod implementations...");
var modTypes = allTypes
.Where(t => t.IsClass && !t.IsAbstract && typeof(IMod).IsAssignableFrom(t));
foreach (var type in modTypes)
{
var attr = type.GetCustomAttribute<ModAttribute>();
if (attr == null)
{
Logger.Warning($"Class {type.FullName} in {fileName} implements IMod but is missing [Mod] attribute -- skipping");
continue;
}
try
{
var instance = (IMod)Activator.CreateInstance(type)!;
results.Add(new DiscoveredMod(instance, attr, assembly));
string name = string.IsNullOrEmpty(attr.Name) ? attr.Id : attr.Name;
Logger.Info($"Discovered mod: {name} v{attr.Version} by {attr.Author} ({fileName})");
}
catch (Exception ex)
{
Logger.Error($"Failed to instantiate mod {type.FullName}: {ex.Message}");
}
}
if (results.Count == 0)
Logger.Debug($"No IMod implementations found in {fileName}");
return results;
}
}