using System; namespace StardewModdingAPI { /// <summary>The base class for a mod.</summary> public abstract class Mod : IMod, IDisposable { /********* ** Accessors *********/ /// <summary>Provides simplified APIs for writing mods.</summary> public IModHelper Helper { get; internal set; } /// <summary>Writes messages to the console and log file.</summary> public IMonitor Monitor { get; internal set; } /// <summary>The mod's manifest.</summary> public IManifest ModManifest { get; internal set; } /********* ** Public methods *********/ /// <summary>The mod entry point, called after the mod is first loaded.</summary> /// <param name="helper">Provides simplified APIs for writing mods.</param> public abstract void Entry(IModHelper helper); /// <summary>Get an API that other mods can access. This is always called after <see cref="Entry"/>.</summary> public virtual object GetApi() => null; /// <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 *********/ /// <summary>Release or reset unmanaged resources when the game exits. There's no guarantee this will be called on every exit.</summary> /// <param name="disposing">Whether the instance is being disposed explicitly rather than finalized. If this is false, the instance shouldn't dispose other objects since they may already be finalized.</param> protected virtual void Dispose(bool disposing) { } /// <summary>Destruct the instance.</summary> ~Mod() { this.Dispose(false); } } }