Hook into various methods to ensure slang code is populated when editor is open
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99
csharp_mod/GlobalCode.cs
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99
csharp_mod/GlobalCode.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Text;
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namespace Slang;
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public static class GlobalCode
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{
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public const string SLANG_REF = "#SLANG_REF:";
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public const string SLANG_SRC = "#SLANG_SRC:";
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// This is a Dictionary of ENCODED source code, compressed
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// so that save file data is smaller
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private static Dictionary<Guid, string> codeDict = new();
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public static void ClearCache()
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{
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codeDict.Clear();
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}
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public static string GetSource(Guid reference)
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{
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if (!codeDict.ContainsKey(reference))
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{
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return string.Empty;
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}
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return DecodeSource(codeDict[reference]);
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}
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public static void SetSource(Guid reference, string source)
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{
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codeDict[reference] = EncodeSource(source);
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}
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public static string? GetEncoded(Guid reference)
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{
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if (codeDict.ContainsKey(reference))
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return null;
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return codeDict[reference];
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}
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public static void SetEncoded(Guid reference, string encodedSource)
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{
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if (codeDict.ContainsKey(reference))
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{
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codeDict[reference] = encodedSource;
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}
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else
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{
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codeDict.Add(reference, encodedSource);
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}
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}
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private static string EncodeSource(string source)
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{
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if (string.IsNullOrEmpty(source))
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{
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return "";
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}
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byte[] bytes = Encoding.UTF8.GetBytes(source);
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using (var memoryStream = new MemoryStream())
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{
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using (var gzipStream = new GZipStream(memoryStream, CompressionMode.Compress))
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{
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gzipStream.Write(bytes, 0, bytes.Length);
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}
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return Convert.ToBase64String(memoryStream.ToArray());
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}
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}
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private static string DecodeSource(string source)
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{
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if (string.IsNullOrEmpty(source))
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{
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return "";
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}
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byte[] compressedBytes = Convert.FromBase64String(source);
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using (var memoryStream = new MemoryStream(compressedBytes))
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{
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using (var gzipStream = new GZipStream(memoryStream, CompressionMode.Decompress))
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{
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using (var outputStream = new MemoryStream())
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{
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gzipStream.CopyTo(outputStream);
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return Encoding.UTF8.GetString(outputStream.ToArray());
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}
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}
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}
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}
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}
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