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using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Indicates how an instruction was handled.</summary>
internal enum InstructionHandleResult
{
/// <summary>No special handling is needed.</summary>
None,
/// <summary>The instruction was successfully rewritten for compatibility.</summary>
Rewritten,
/// <summary>The instruction is not compatible and can't be rewritten for compatibility.</summary>
NotCompatible,
/// <summary>The instruction is compatible, but patches the game in a way that may impact stability.</summary>
DetectedGamePatch,
/// <summary>The instruction is compatible, but affects the save serializer in a way that may make saves unloadable without the mod.</summary>
DetectedSaveSerializer,
/// <summary>The instruction is compatible, but uses the <c>dynamic</c> keyword which won't work on Linux/Mac.</summary>
DetectedDynamic,
/// <summary>The instruction is compatible, but references <see cref="ISpecializedEvents.UnvalidatedUpdateTicking"/> or <see cref="ISpecializedEvents.UnvalidatedUpdateTicked"/> which may impact stability.</summary>
DetectedUnvalidatedUpdateTick,
/// <summary>The instruction accesses the filesystem directly.</summary>
DetectedFilesystemAccess,
/// <summary>The instruction accesses the OS shell or processes directly.</summary>
DetectedShellAccess
}
}
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