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ModInstance.cs
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namespace Reloaded.Mod.Loader.Mods.Structs;
/// <summary>
/// Represents an individual loaded mod managed mod instance.
/// </summary>
public class ModInstance : IDisposable
{
public LoadContext Context { get; private set; }
public IModV1 Mod { get; private set; }
public IModConfig ModConfig { get; set; }
public ModState State { get; set; }
public bool CanSuspend { get; set; }
public bool CanUnload { get; set; }
private bool _started;
/* Non-Dll Mods */
public ModInstance(IModConfig config)
{
ModConfig = config;
CanSuspend = false;
CanUnload = true;
}
/* Native Mods */
public ModInstance(IModV1 mod, IModConfig config)
{
Mod = mod;
ModConfig = config;
CanSuspend = mod.CanSuspend();
CanUnload = mod.CanUnload();
}
/* Dll Mods */
public ModInstance(LoadContext context, IModV1 mod, IModConfig config)
{
Context = context;
Mod = mod;
ModConfig = config;
CanSuspend = mod.CanSuspend();
CanUnload = mod.CanUnload();
}
~ModInstance()
{
Dispose();
}
public void Dispose()
{
if (CanUnload)
{
Mod?.Disposing?.Invoke();
Mod?.Unload();
Context?.Dispose();
// Clean up references.
Context = null;
Mod = null;
GC.SuppressFinalize(this);
GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced, true, true);
// Blocking GC happens here to ensure no reference to unloaded assembly still exists.
}
}
public void Start(IModLoader loader)
{
if (!_started)
{
if (Mod != null)
{
if (Mod is IModV2 modV2)
modV2.StartEx(loader, ModConfig);
else
Mod.Start(loader);
}
State = ModState.Running;
_started = true;
}
}
public void Resume()
{
if (CanSuspend)
{
Mod?.Resume();
State = ModState.Running;
}
}
public void Suspend()
{
if (CanSuspend)
{
Mod?.Suspend();
State = ModState.Suspended;
}
}
}