feat(app): wire plugin host, ship smoke plugin, log lifecycle
Phase 1 MVP end-to-end. Program.cs initializes Serilog, builds an AppPluginHost that hands plugins a SerilogAdapter (IPluginLogger), discovers plugins from the App's output plugins/ dir, loads each via PluginLoader, calls Enable on all of them before opening the GameWindow, and calls Disable in a finally block on shutdown. AcDream.Plugins.Smoke is a new first-party plugin that logs through the host during Initialize / Enable / Disable. Its csproj references the abstractions with Private=false + ExcludeAssets=runtime to avoid shipping a second copy of AcDream.Plugin.Abstractions.dll (which would break ALC type identity). An MSBuild Target on the App project copies the plugin DLL into plugins/AcDream.Plugins.Smoke/ and writes the plugin.json manifest next to it. Smoke verified against real dats. Console output observed: [INF] scanning plugins in ...\plugins [INF] smoke plugin initialized [INF] loaded plugin acdream.smoke (Smoke Plugin) [INF] smoke plugin enabled loaded landblock 0xA9B4FFFF <window renders terrain> [INF] smoke plugin disabled (on shutdown) Phase 1 done. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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7 changed files with 130 additions and 6 deletions
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@ -1,15 +1,61 @@
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using AcDream.App.Plugins;
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using AcDream.App.Rendering;
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using AcDream.Core.Plugins;
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using Serilog;
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var datDir = args.FirstOrDefault()
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?? Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
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Log.Logger = new LoggerConfiguration()
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.MinimumLevel.Debug()
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.WriteTo.Console()
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.CreateLogger();
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var datDir = args.FirstOrDefault() ?? Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
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if (string.IsNullOrWhiteSpace(datDir))
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{
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Console.Error.WriteLine("usage: AcDream.App <dat-directory>");
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Console.Error.WriteLine(" or: set ACDREAM_DAT_DIR and run with no args");
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Log.Error("usage: AcDream.App <dat-directory> (or set ACDREAM_DAT_DIR)");
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return 2;
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}
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using var window = new GameWindow(datDir);
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window.Run();
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var host = new AppPluginHost(new SerilogAdapter(Log.Logger));
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var pluginsDir = Path.Combine(AppContext.BaseDirectory, "plugins");
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Log.Information("scanning plugins in {PluginsDir}", pluginsDir);
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var loaded = new List<LoadedPlugin>();
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foreach (var result in PluginDiscovery.Scan(pluginsDir))
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{
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if (!result.Success)
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{
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Log.Warning("plugin discovery failed for {Dir}: {Error}", result.PluginDirectory, result.Error);
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continue;
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}
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var loadResult = PluginLoader.Load(result.PluginDirectory, result.Manifest!, host);
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if (!loadResult.Success)
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{
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Log.Warning("plugin load failed for {Id}: {Error}", result.Manifest!.Id, loadResult.Error);
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continue;
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}
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loaded.Add(loadResult);
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Log.Information("loaded plugin {Id} ({DisplayName})", result.Manifest!.Id, result.Manifest.DisplayName);
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}
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foreach (var plugin in loaded)
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plugin.Plugin!.Enable();
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try
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{
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using var window = new GameWindow(datDir);
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window.Run();
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}
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finally
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{
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foreach (var plugin in loaded)
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{
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try { plugin.Plugin!.Disable(); }
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catch (Exception ex) { Log.Error(ex, "plugin disable failed: {Id}", plugin.Manifest.Id); }
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}
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Log.CloseAndFlush();
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}
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return 0;
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