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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
{
/*********
** Properties
*********/
/// <summary>The known assemblies.</summary>
private readonly IDictionary<string, AssemblyDefinition> Loaded = 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.Loaded[assembly.Name.Name] = assembly;
this.Loaded[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.Loaded.ContainsKey(name)
? this.Loaded[name]
: null;
}
}
}
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