initial integration with ic10editor mod
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@@ -38,6 +38,7 @@ namespace Slang
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}
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[BepInPlugin(PluginGuid, PluginName, "0.1.0")]
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[BepInDependency(StationeersIC10Editor.IC10EditorPlugin.PluginGuid)]
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public class SlangPlugin : BaseUnityPlugin
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{
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public const string PluginGuid = "com.biddydev.slang";
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@@ -60,26 +61,15 @@ namespace Slang
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public static unsafe string Compile(string source)
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{
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if (string.IsNullOrEmpty(source))
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return "";
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// Add a null terminator char at the end of the source string (turns into a CStr)
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source += "\0";
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var bytes = System.Text.Encoding.UTF8.GetBytes(source);
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// don't move my memory around, C#!
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fixed (byte* pBytes = bytes)
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string compiled;
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if (Marshal.CompileFromString(source, out compiled))
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{
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var compiled = Ffi.compile_from_string(pBytes);
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try
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{
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return compiled.AsString();
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}
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finally
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{
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Ffi.free_string(compiled);
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}
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// TODO: handle saving the original source code
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return compiled;
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}
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else
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{
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return compiled;
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}
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}
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@@ -99,13 +89,16 @@ namespace Slang
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private void Awake()
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{
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L.SetLogger(Logger);
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ExtractNativeDll("slang.dll");
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var harmony = new Harmony(PluginGuid);
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harmony.PatchAll();
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CodeFormatters.RegisterFormatter("slang", () => new SlangFormatter(), true);
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if (ExtractNativeDll(Ffi.RustLib))
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{
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var harmony = new Harmony(PluginGuid);
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harmony.PatchAll();
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CodeFormatters.RegisterFormatter("slang", () => new SlangFormatter(), true);
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}
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}
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private void ExtractNativeDll(string fileName)
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private bool ExtractNativeDll(string fileName)
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{
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string destinationPath = Path.Combine(Path.GetDirectoryName(Info.Location), fileName);
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@@ -116,9 +109,9 @@ namespace Slang
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if (stream == null)
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{
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L.Error(
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"slang.dll compiler not found. This means it was not embedded in the mod. Please contact the mod author!"
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$"{Ffi.RustLib} not found. This means it was not embedded in the mod. Please contact the mod author!"
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);
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return;
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return false;
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}
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try
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@@ -127,10 +120,12 @@ namespace Slang
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{
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stream.CopyTo(fileStream);
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}
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return true;
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}
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catch (IOException e)
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{
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L.Warning($"Could not overwrite {fileName} (it might be in use): {e.Message}");
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return false;
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}
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}
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}
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