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-rw-r--r--release-notes.md1
-rw-r--r--src/StardewModdingAPI/Mod.cs20
-rw-r--r--src/StardewModdingAPI/Program.cs17
3 files changed, 34 insertions, 4 deletions
diff --git a/release-notes.md b/release-notes.md
index c1d2c13f..ebd5f981 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -20,6 +20,7 @@ For players:
For mod developers:
* Added log entries for basic context changes (e.g. loaded save) to simplify troubleshooting. More detailed logging can be enabled by setting `VerboseLogging: true` in `StardewModdingAPI.config.json`.
* Added `debug` console command to TrainerMod which lets you pass debug commands to the game (e.g. `debug warp FarmHouse 1 1` warps the player to the farmhouse).
+* Mods now implement `IDisposable` to let them release any unmanaged resources.
## 1.12
See [log](https://github.com/Pathoschild/SMAPI/compare/1.11...1.12).
diff --git a/src/StardewModdingAPI/Mod.cs b/src/StardewModdingAPI/Mod.cs
index 8033e1fd..a3169fb3 100644
--- a/src/StardewModdingAPI/Mod.cs
+++ b/src/StardewModdingAPI/Mod.cs
@@ -5,7 +5,7 @@ using StardewModdingAPI.Framework;
namespace StardewModdingAPI
{
/// <summary>The base class for a mod.</summary>
- public class Mod : IMod
+ public class Mod : IMod, IDisposable
{
/*********
** Properties
@@ -88,6 +88,14 @@ namespace StardewModdingAPI
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public virtual void Entry(IModHelper helper) { }
+ /// <summary>Release or reset unmanaged resources.</summary>
+ public void Dispose()
+ {
+ (this.Helper as IDisposable)?.Dispose(); // deliberate do this outside overridable dispose method so mods don't accidentally suppress it
+ this.Dispose(true);
+ GC.SuppressFinalize(this);
+ }
+
/*********
** Private methods
@@ -106,5 +114,15 @@ namespace StardewModdingAPI
}
return Path.Combine(this.PathOnDisk, "psconfigs");
}
+
+ /// <summary>Release or reset unmanaged resources.</summary>
+ /// <param name="disposing">Whether the instance is being disposed explicitly rather than finalised. If this is false, the instance shouldn't dispose other objects since they may already be finalised.</param>
+ protected virtual void Dispose(bool disposing) { }
+
+ /// <summary>Destruct the instance.</summary>
+ ~Mod()
+ {
+ this.Dispose(false);
+ }
}
}
diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs
index 725ac94f..a5905805 100644
--- a/src/StardewModdingAPI/Program.cs
+++ b/src/StardewModdingAPI/Program.cs
@@ -228,14 +228,25 @@ namespace StardewModdingAPI
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
public void Dispose()
{
+ this.Monitor.Log("Disposing...", LogLevel.Trace);
+
// skip if already disposed
if (this.IsDisposed)
return;
this.IsDisposed = true;
- // dispose mod helpers
- foreach (var mod in this.ModRegistry.GetMods())
- (mod.Helper as IDisposable)?.Dispose();
+ // dispose mod data
+ foreach (IMod mod in this.ModRegistry.GetMods())
+ {
+ try
+ {
+ (mod as IDisposable)?.Dispose();
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {mod.ModManifest.Name} mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
+ }
+ }
// dispose core components
this.IsGameRunning = false;