Addresses final code review of phase-1 branch (Important I-1, I-3): - Move plugin Enable() loop inside the same try block as GameWindow.Run, and wrap each Enable() in per-plugin try/catch mirroring the Disable loop. Previously, a plugin Enable() throwing would skip the finally block entirely: plugins that had already enabled would never get disabled, Serilog would never flush, and the exception would escape ungracefully. Now Enable failures are logged and contained, and shutdown always runs. - Add a comment at the Get<LandBlock> call in GameWindow.OnLoad explaining why TryGet was avoided (the [MaybeNullWhen(false)] nullable-generic analysis trips TreatWarningsAsErrors). I-2 (camera aspect doesn't update on window resize) deferred to Phase 2. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
64 lines
1.7 KiB
C#
64 lines
1.7 KiB
C#
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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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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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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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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try
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{
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foreach (var plugin in loaded)
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{
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try { plugin.Plugin!.Enable(); }
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catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); }
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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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