using System.Collections.Generic; using Mono.Cecil; namespace StardewModdingAPI.Framework.ModLoading { /// <summary>A minimal assembly definition resolver which resolves references to known assemblies.</summary> internal class AssemblyDefinitionResolver : DefaultAssemblyResolver { /********* ** Fields *********/ /// <summary>The known assemblies.</summary> private readonly IDictionary<string, AssemblyDefinition> Lookup = new Dictionary<string, AssemblyDefinition>(); /********* ** Public methods *********/ /// <summary>Add known assemblies to the resolver.</summary> /// <param name="assemblies">The known assemblies.</param> public void Add(params AssemblyDefinition[] assemblies) { foreach (AssemblyDefinition assembly in assemblies) { this.RegisterAssembly(assembly); this.Lookup[assembly.Name.Name] = assembly; this.Lookup[assembly.Name.FullName] = assembly; } } /// <summary>Resolve an assembly reference.</summary> /// <param name="name">The assembly name.</param> public override AssemblyDefinition Resolve(AssemblyNameReference name) => this.ResolveName(name.Name) ?? base.Resolve(name); /// <summary>Resolve an assembly reference.</summary> /// <param name="name">The assembly name.</param> /// <param name="parameters">The assembly reader parameters.</param> public override AssemblyDefinition Resolve(AssemblyNameReference name, ReaderParameters parameters) => this.ResolveName(name.Name) ?? base.Resolve(name, parameters); /********* ** Private methods *********/ /// <summary>Resolve a known assembly definition based on its short or full name.</summary> /// <param name="name">The assembly's short or full name.</param> private AssemblyDefinition ResolveName(string name) { return this.Lookup.TryGetValue(name, out AssemblyDefinition match) ? match : null; } } }