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using System;
namespace StardewModdingAPI
{
/// <summary>The base class for a mod.</summary>
public abstract class Mod : IMod, IDisposable
{
/*********
** Accessors
*********/
/// <inheritdoc />
public IModHelper Helper { get; internal set; } = null!;
/// <inheritdoc />
public IMonitor Monitor { get; internal set; } = null!;
/// <inheritdoc />
public IManifest ModManifest { get; internal set; } = null!;
/*********
** Public methods
*********/
/// <inheritdoc />
public abstract void Entry(IModHelper helper);
/// <inheritdoc />
public virtual object? GetApi()
{
return null;
}
/// <inheritdoc />
public virtual object? GetApi(IManifest manifest)
{
return null;
}
/// <summary>Release or reset unmanaged resources.</summary>
public void Dispose()
{
(this.Helper as IDisposable)?.Dispose(); // deliberately 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.Helper as IDisposable)?.Dispose(); // deliberately do this outside overridable dispose method so mods don't accidentally suppress it
this.Dispose(false);
}
}
}
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