namespace Aeshnidae.DatBackup;
///
/// Entry point ACE looks for.
///
/// ModContainer resolves the type purely by convention:
/// assembly "Aeshnidae.DatBackup.dll" -> type "Aeshnidae.DatBackup.Mod"
/// so this class must be named Mod and live in a namespace matching the
/// assembly name. Renaming one without the other is the most common reason a mod
/// loads its assembly and then logs "Missing IHarmonyMod Type".
///
public class Mod : IHarmonyMod
{
///
/// "Aeshnidae.DatBackup". Taken from the assembly rather than written out, so a
/// rename cannot leave a stale literal behind.
/// (Note: nameof(Aeshnidae.DatBackup) would yield just "Template" - nameof on a
/// namespace returns only its last segment.)
///
public static readonly string Name = typeof(Mod).Assembly.GetName().Name!;
/// Harmony owner id. Unique per mod - it is what UnpatchAll targets.
public static readonly string HarmonyId = $"mod.{Name.ToLowerInvariant()}";
/// Folder this mod was loaded from, e.g. C:\ACEPublic\Mods\Aeshnidae.DatBackup
public static readonly string ModPath = Path.Combine(ModManager.ModPath, Name);
public static ModContainer? Container => ModManager.GetModContainerByPath(ModPath);
/// Live settings, re-read every time the mod is enabled.
public static Settings Settings { get; private set; } = new();
private static Harmony? _harmony;
private bool _disposed;
///
/// Called by ModContainer.Enable() once the assembly is loaded.
/// The world is not open yet at this point, so keep this cheap and defensive -
/// anything that throws leaves the mod stuck Inactive.
///
public void Initialize()
{
Settings = Settings.Load(ModPath);
_harmony = new Harmony(HarmonyId);
// Applies [HarmonyPatch] classes that are NOT in a [HarmonyPatchCategory].
// Categorized patches stay dormant until you call _harmony.PatchCategory(...)
// yourself - a convenient switch for optional features.
// Pass the assembly explicitly. The parameterless overload finds its target
// by walking the stack, and the JIT inlines a small Initialize(), so the walk
// lands on ACE.Server instead of this mod and silently patches nothing.
_harmony.PatchAllUncategorized(typeof(Mod).Assembly);
ModManager.Log($"[{Name}] initialized from {ModPath}");
if (Settings.SnapshotOnStartup)
StartupSnapshot();
}
///
/// Called by ModContainer.Disable() on shutdown, hot-reload, and /mod disable.
/// Every patch and event handler added above must come off here, or the old
/// assembly cannot be collected and the next load will double-patch.
///
///
/// The startup snapshot, off the initialisation thread.
///
/// Hashing 1.4 GB of dats takes seconds, and Initialize() runs while the server
/// is still coming up - blocking it would delay the world opening for a backup
/// that nothing is waiting on. Failures are logged and dropped for the same
/// reason: a server that will not start because a backup failed is a worse
/// outcome than a server with one missing snapshot.
///
private static void StartupSnapshot()
{
Task.Run(() =>
{
try
{
var source = Settings.ResolvedDatDirectory;
var store = Settings.ResolvedBackupDirectory;
var (snapshot, message) = SnapshotStore.Take(
store, source, "server startup", Settings.KeepSnapshots,
m => ModManager.Log($"[{Name}] {m}"));
if (snapshot is null)
{
ModManager.Log($"[{Name}] {message}", ModManager.LogLevel.Warn);
return;
}
if (!Settings.VerifyOnStartup)
return;
var (ok, problems) = SnapshotStore.Verify(store, snapshot);
if (ok)
ModManager.Log($"[{Name}] verified snapshot {snapshot.Id}");
else
foreach (var p in problems)
ModManager.Log($"[{Name}] verify: {p}", ModManager.LogLevel.Error);
}
catch (Exception ex)
{
ModManager.Log($"[{Name}] startup snapshot failed: {ex.Message}", ModManager.LogLevel.Error);
}
});
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (_disposed)
return;
if (disposing)
{
_harmony?.UnpatchAll(HarmonyId);
_harmony = null;
ModManager.Log($"[{Name}] shut down");
}
_disposed = true;
}
}