UserData/Demo Plugin.json
applying attributes to the Config parameter, namely Config.NameAttribute to control the name, and
Config.PreferAttribute to control the type. If the type preferences aren't registered though, it will just fall back to JSON.
The config's behaviour can be found either later here, or in the remarks section of
-Generated<T>(Config, Boolean).
+<xref:IPA.Config.Stores.GeneratedExtension.Generated``1(IPA.Config.Config,System.Boolean)>.
At this point, your main plugin file should look something like this:
using System;
using IPA;
@@ -517,7 +517,7 @@ namespace Demo
diff --git a/branch/4.0.0-beta/articles/start-user.html b/branch/4.0.0-beta/articles/start-user.html
index 3513843d..bcaadd70 100644
--- a/branch/4.0.0-beta/articles/start-user.html
+++ b/branch/4.0.0-beta/articles/start-user.html
@@ -161,7 +161,7 @@ the game directory, though your plugins will be moved to a different folder when
diff --git a/branch/4.0.0-beta/index.html b/branch/4.0.0-beta/index.html
index 47b3cd33..2423c7d9 100644
--- a/branch/4.0.0-beta/index.html
+++ b/branch/4.0.0-beta/index.html
@@ -101,7 +101,7 @@
diff --git a/branch/4.0.0-beta/index.json b/branch/4.0.0-beta/index.json
index dccc8dcd..0465b93b 100644
--- a/branch/4.0.0-beta/index.json
+++ b/branch/4.0.0-beta/index.json
@@ -1,98 +1,68 @@
{
- "api/IPA.Logging.Printers.PluginSubLogPrinter.html": {
- "href": "api/IPA.Logging.Printers.PluginSubLogPrinter.html",
- "title": "Class PluginSubLogPrinter",
- "keywords": "Class PluginSubLogPrinter Prints log messages to the file specified by the name. Inheritance Object LogPrinter GZFilePrinter PluginSubLogPrinter Implements IDisposable Inherited Members GZFilePrinter.FileWriter GZFilePrinter.StartPrint() GZFilePrinter.EndPrint() GZFilePrinter.Dispose() GZFilePrinter.Dispose(Boolean) Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Logging.Printers Assembly : IPA.Loader.dll Syntax public class PluginSubLogPrinter : GZFilePrinter, IDisposable Constructors | Improve this Doc View Source PluginSubLogPrinter(String, String) Creates a new printer with the given name. Declaration public PluginSubLogPrinter(string mainname, string name) Parameters Type Name Description String mainname the name of the main logger String name the name of the logger Properties | Improve this Doc View Source Filter Provides a filter for this specific printer. Declaration public override Logger.LogLevel Filter { get; set; } Property Value Type Description Logger.LogLevel the filter for this printer Overrides LogPrinter.Filter Methods | Improve this Doc View Source GetFileInfo() Gets the FileInfo for the target file. Declaration protected override FileInfo GetFileInfo() Returns Type Description FileInfo the file to write to Overrides GZFilePrinter.GetFileInfo() | Improve this Doc View Source Print(Logger.Level, DateTime, String, String) Prints an entry to the associated file. Declaration public override void Print(Logger.Level level, DateTime time, string logName, string message) Parameters Type Name Description Logger.Level level the Logger.Level of the message DateTime time the DateTime the message was recorded at String logName the name of the log that sent the message String message the message to print Overrides LogPrinter.Print(Logger.Level, DateTime, String, String) Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
- },
- "api/IPA.Logging.Printers.PluginLogFilePrinter.html": {
- "href": "api/IPA.Logging.Printers.PluginLogFilePrinter.html",
- "title": "Class PluginLogFilePrinter",
- "keywords": "Class PluginLogFilePrinter Prints log messages to the file specified by the name. Inheritance Object LogPrinter GZFilePrinter PluginLogFilePrinter Implements IDisposable Inherited Members GZFilePrinter.FileWriter GZFilePrinter.StartPrint() GZFilePrinter.EndPrint() GZFilePrinter.Dispose() GZFilePrinter.Dispose(Boolean) Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Logging.Printers Assembly : IPA.Loader.dll Syntax public class PluginLogFilePrinter : GZFilePrinter, IDisposable Constructors | Improve this Doc View Source PluginLogFilePrinter(String) Creates a new printer with the given name. Declaration public PluginLogFilePrinter(string name) Parameters Type Name Description String name the name of the logger Properties | Improve this Doc View Source Filter Provides a filter for this specific printer. Declaration public override Logger.LogLevel Filter { get; set; } Property Value Type Description Logger.LogLevel the filter level for this printer Overrides LogPrinter.Filter Methods | Improve this Doc View Source GetFileInfo() Gets the FileInfo for the target file. Declaration protected override FileInfo GetFileInfo() Returns Type Description FileInfo the file to write to Overrides GZFilePrinter.GetFileInfo() | Improve this Doc View Source Print(Logger.Level, DateTime, String, String) Prints an entry to the associated file. Declaration public override void Print(Logger.Level level, DateTime time, string logName, string message) Parameters Type Name Description Logger.Level level the Logger.Level of the message DateTime time the DateTime the message was recorded at String logName the name of the log that sent the message String message the message to print Overrides LogPrinter.Print(Logger.Level, DateTime, String, String) Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
- },
- "api/IPA.Logging.Printers.GZFilePrinter.html": {
- "href": "api/IPA.Logging.Printers.GZFilePrinter.html",
- "title": "Class GZFilePrinter",
- "keywords": "Class GZFilePrinter A LogPrinter abstract class that provides the utilities to write to a GZip file. Inheritance Object LogPrinter GZFilePrinter GlobalLogFilePrinter PluginLogFilePrinter PluginSubLogPrinter Implements IDisposable Inherited Members LogPrinter.Filter LogPrinter.Print(Logger.Level, DateTime, String, String) Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Logging.Printers Assembly : IPA.Loader.dll Syntax public abstract class GZFilePrinter : LogPrinter, IDisposable Fields | Improve this Doc View Source FileWriter The StreamWriter that writes to the GZip file. Declaration protected StreamWriter FileWriter Field Value Type Description StreamWriter the writer to the underlying filestream Methods | Improve this Doc View Source Dispose() Declaration public void Dispose() | Improve this Doc View Source Dispose(Boolean) Disposes the file printer. Declaration protected virtual void Dispose(bool disposing) Parameters Type Name Description Boolean disposing does nothing | Improve this Doc View Source EndPrint() Called at the end of any print session. Declaration public override sealed void EndPrint() Overrides LogPrinter.EndPrint() | Improve this Doc View Source GetFileInfo() Gets the FileInfo for the file to write to. Declaration protected abstract FileInfo GetFileInfo() Returns Type Description FileInfo the file to write to | Improve this Doc View Source StartPrint() Called at the start of any print session. Declaration public override sealed void StartPrint() Overrides LogPrinter.StartPrint() Implements System.IDisposable Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
- },
- "api/IPA.Logging.LoggerExtensions.html": {
- "href": "api/IPA.Logging.LoggerExtensions.html",
- "title": "Class LoggerExtensions",
- "keywords": "Class LoggerExtensions A class providing extensions for various loggers. Inheritance Object LoggerExtensions Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Logging Assembly : IPA.Loader.dll Syntax public static class LoggerExtensions Methods | Improve this Doc View Source GetChildLogger(Logger, String) Gets a child logger, if supported. Currently the only defined and supported logger is StandardLogger , and most plugins will only ever receive this anyway. Declaration public static Logger GetChildLogger(this Logger logger, string name) Parameters Type Name Description Logger logger the parent Logger String name the name of the child Returns Type Description Logger the child logger"
- },
- "api/IPA.Loader.PluginManager.PluginDisableDelegate.html": {
- "href": "api/IPA.Loader.PluginManager.PluginDisableDelegate.html",
- "title": "Delegate PluginManager.PluginDisableDelegate",
- "keywords": "Delegate PluginManager.PluginDisableDelegate An invoker for the PluginDisabled event. Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public delegate void PluginDisableDelegate(PluginMetadata plugin, bool needsRestart); Parameters Type Name Description PluginMetadata plugin the plugin that was disabled Boolean needsRestart whether it needs a restart to take effect Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
- },
- "api/IPA.Loader.PluginInitInjector.html": {
- "href": "api/IPA.Loader.PluginInitInjector.html",
- "title": "Class PluginInitInjector",
- "keywords": "Class PluginInitInjector The type that handles value injecting into a plugin's initialization methods. Inheritance Object PluginInitInjector Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public static class PluginInitInjector Remarks The default injectors and what they provide are shown in this table. Parameter Type Injected Value Logger A StandardLogger specialized for the plugin being injected PluginMetadata The PluginMetadata of the plugin being injected Config A Config object for the plugin being injected. These parameters may have Config.NameAttribute and Config.PreferAttribute to control how it is constructed. For all of the default injectors, only one of each will be generated, and any later parameters will recieve the same value as the first one. Methods | Improve this Doc View Source AddInjector(Type, PluginInitInjector.InjectParameter) Adds an injector to be used when calling future plugins' Init methods. Declaration public static void AddInjector(Type type, PluginInitInjector.InjectParameter injector) Parameters Type Name Description Type type the type of the parameter. PluginInitInjector.InjectParameter injector the function to call for injection."
+ "api/index.html": {
+ "href": "api/index.html",
+ "title": "BSIPA API Documentation",
+ "keywords": "BSIPA API Documentation Welcome to the full class documentation! To see guides, head over to the Articles tab . Select a namespace and a class on the left to get started."
},
- "api/IPA.Loader.PluginInitInjector.InjectParameter.html": {
- "href": "api/IPA.Loader.PluginInitInjector.InjectParameter.html",
- "title": "Delegate PluginInitInjector.InjectParameter",
- "keywords": "Delegate PluginInitInjector.InjectParameter A typed injector for a plugin's Init method. When registered, called for all associated types. If it returns null, the default for the type will be used. Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public delegate object InjectParameter(object previous, ParameterInfo param, PluginMetadata meta); Parameters Type Name Description Object previous the previous return value of the function, or null if never called for plugin. ParameterInfo param the ParameterInfo of the parameter being injected. PluginMetadata meta the PluginMetadata for the plugin being loaded. Returns Type Description Object the value to inject into that parameter. Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "other_api/config/schema.html": {
+ "href": "other_api/config/schema.html",
+ "title": "Configuration File Schema",
+ "keywords": "Configuration File Schema { \"definitions\": { \"Debug_\": { \"type\": \"object\", \"properties\": { \"ShowCallSource\": { \"type\": \"boolean\" }, \"ShowDebug\": { \"type\": \"boolean\" }, \"CondenseModLogs\": { \"type\": \"boolean\" }, \"ShowHandledErrorStackTraces\": { \"type\": \"boolean\" }, \"HideMessagesForPerformance\": { \"type\": \"boolean\" }, \"HideLogThreshold\": { \"type\": \"integer\" }, \"ShowTrace\": { \"type\": \"boolean\" } }, \"required\": [ \"ShowCallSource\", \"ShowDebug\", \"CondenseModLogs\", \"ShowHandledErrorStackTraces\", \"HideMessagesForPerformance\", \"HideLogThreshold\", \"ShowTrace\" ] }, \"Updates_\": { \"type\": \"object\", \"properties\": { \"AutoUpdate\": { \"type\": \"boolean\" }, \"AutoCheckUpdates\": { \"type\": \"boolean\" } }, \"required\": [ \"AutoUpdate\", \"AutoCheckUpdates\" ] } }, \"type\": \"object\", \"properties\": { \"Regenerate\": { \"type\": \"boolean\" }, \"Updates\": { \"$ref\": \"#/definitions/Updates_\" }, \"Debug\": { \"$ref\": \"#/definitions/Debug_\" }, \"YeetMods\": { \"type\": \"boolean\" }, \"GameAssemblies\": { \"type\": \"array\", \"items\": { \"type\": \"string\" } }, \"LastGameVersion\": { \"type\": \"string\" } }, \"required\": [ \"Regenerate\", \"Updates\", \"Debug\", \"YeetMods\", \"GameAssemblies\" ] }"
},
- "api/IPA.Config.html": {
- "href": "api/IPA.Config.html",
+ "other_api/index.html": {
+ "href": "other_api/index.html",
"title": "",
- "keywords": "Classes Config An abstraction of a config file on disk, which handles synchronizing between a memory representation and the disk representation. Config.NameAttribute Specifies a preferred config name, instead of using the plugin's name. Config.PreferAttribute Specifies that a particular parameter is preferred to use a particular IConfigProvider . If it is not available, also specifies backups. If none are available, the default is used. ConfigProvider A wrapper for an IConfigProvider and the FileInfo to use with it. ModPrefs Allows to get and set preferences for your mod. Interfaces IConfigProvider An interface for configuration providers. IConfigStore A storage for a config structure. IModPrefs Allows to get and set preferences for your mod."
- },
- "api/IPA.Config.Stores.Converters.NullableConverter-1.html": {
- "href": "api/IPA.Config.Stores.Converters.NullableConverter-1.html",
- "title": "Class NullableConverter",
- "keywords": "Class NullableConverter A converter for a Nullable . Inheritance Object ValueConverter < Nullable > NullableConverter NullableConverter Implements IValueConverter Inherited Members ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public class NullableConverter : ValueConverter, IValueConverter where T : struct Type Parameters Name Description T the underlying type of the Nullable Constructors | Improve this Doc View Source NullableConverter() Creates a converter with the default converter for the base type. Equivalent to new NullableConverter(Converter.Default) Declaration public NullableConverter() See Also NullableConverter(ValueConverter) Default | Improve this Doc View Source NullableConverter(ValueConverter) Creates a converter with the given underlying ValueConverter . Declaration public NullableConverter(ValueConverter underlying) Parameters Type Name Description ValueConverter underlying the undlerlying ValueConverter to use Methods | Improve this Doc View Source FromValue(Value, Object) Converts a Value tree to a value. Declaration public override T? FromValue(Value value, object parent) Parameters Type Name Description Value value the Value tree to convert Object parent the object which will own the created object Returns Type Description Nullable the object represented by value Overrides IPA.Config.Stores.ValueConverter>.FromValue(IPA.Config.Data.Value, System.Object) | Improve this Doc View Source ToValue(Nullable, Object) Converts a nullable T to a Value tree. Declaration public override Value ToValue(T? obj, object parent) Parameters Type Name Description Nullable obj the value to serialize Object parent the object which owns obj Returns Type Description Value a Value tree representing obj . Overrides IPA.Config.Stores.ValueConverter>.ToValue(System.Nullable, System.Object) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "keywords": ""
},
- "api/IPA.Config.Stores.Converters.ISetConverter-2.html": {
- "href": "api/IPA.Config.Stores.Converters.ISetConverter-2.html",
- "title": "Class ISetConverter",
- "keywords": "Class ISetConverter An ISetConverter which default constructs a converter for use as the value converter. Inheritance Object ValueConverter < ISet > CollectionConverter > ISetConverter ISetConverter Implements IValueConverter Inherited Members ISetConverter.Create(Int32, Object) CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(ISet, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(ISet, Object) ValueConverter>.ToValue(ISet, Object) ValueConverter>.FromValue(Value, Object) ValueConverter>.IValueConverter.ToValue(Object, Object) ValueConverter>.IValueConverter.FromValue(Value, Object) ValueConverter>.IValueConverter.Type Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Converters Assembly : IPA.Loader.dll Syntax public sealed class ISetConverter : ISetConverter, IValueConverter where TConverter : ValueConverter, new() Type Parameters Name Description T the value type of the collection TConverter the type of the converter to use for T Constructors | Improve this Doc View Source ISetConverter() Creates an ISetConverter using a default constructed TConverter element type. Equivalent to calling ISetConverter(ValueConverter) with a default-constructed TConverter . Declaration public ISetConverter() See Also ISetConverter(ValueConverter) Implements IValueConverter Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[]) See Also ISetConverter "
+ "articles/dev-resources/description.html": {
+ "href": "articles/dev-resources/description.html",
+ "title": "Demo Plugin",
+ "keywords": "Demo Plugin A little demo for the BSIPA modding introduction. WE CAN USE MARKDOWN!!!"
},
- "api/IPA.Config.Stores.Attributes.SerializedNameAttribute.html": {
- "href": "api/IPA.Config.Stores.Attributes.SerializedNameAttribute.html",
- "title": "Class SerializedNameAttribute",
- "keywords": "Class SerializedNameAttribute Specifies a name for the serialized field or property in an object being wrapped by Generated(Config, Boolean) that is different from the member name itself. Inheritance Object Attribute SerializedNameAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Attributes Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)] public sealed class SerializedNameAttribute : Attribute, _Attribute Examples When serializing the following object, we might get the JSON that follows. public class PluginConfig { public virtual bool BooleanField { get; set; } = true; } { \"BooleanField\": true } However, if we were to add a SerializedNameAttribute to that field, we would get the following. public class PluginConfig { [SerializedName(\"bool\")] public virtual bool BooleanField { get; set; } = true; } { \"bool\": true } Constructors | Improve this Doc View Source SerializedNameAttribute(String) Creates a new SerializedNameAttribute with the given Name . Declaration public SerializedNameAttribute(string name) Parameters Type Name Description String name the value to assign to Name Properties | Improve this Doc View Source Name Gets the name to replace the member name with. Declaration public string Name { get; } Property Value Type Description String Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "articles/start-user.html": {
+ "href": "articles/start-user.html",
+ "title": "Installing BSIPA",
+ "keywords": "Installing BSIPA Note This guide assumes that you are starting completely fresh. Grab a release from the GitHub Releases page . Make sure to download one of the BSIPA-*.zip s, as ModList.zip contains the Beat Saber mod for showing your mods in-game, not the loader itself. Note The specific ZIP you need to download varies on the game you will be patching. For example, if you are patching Beat Saber, you will need the file BSIPA-x64-Net4.zip . This is because Beat Saber is a 64 bit game running .NET 4. If you are patching Muse Dash, however, you nee the file BSIPA-x86-Net3.zip . Tip There are a few tricks for figuring out which file you need. If the game has a folder called MonoBleedingEdge in the install directory, then you need one of the Net4 builds. To determine which build to use, right click on the game executable, go to the Compatability tab, check the Run this program in compatability mode for checkbox, and look and see if the dropdown has any Windows XP emulation options. If it does, the application is 32 bit, and you need to get one of the x86 builds. Otherwise, get one of the x64 builds. Make sure to uncheck that checkbox before leaving the menu. Extract the zip into your game installation directory. There should now be a folder named IPA and a file named IPA.exe in the same folder as the game executable. For example, if you are installing BSIPA in Beat Saber, it might look like this after extraction: Run IPA.exe by double clicking it. A console window should pop up, and eventually, a gold message asking you to press a key will appear. Here is an example of a successful installation: Note In some cases, this may fail, something like this: In these cases, try dragging the game executable over IPA.exe . After installing, your game directory should look something like this: Note At this point it is recommended to run the game once before continuing, to ensure that things are installed correctly. The first run should create a UserData folder with Beat Saber IPA.json and Disabled Mods.json , as well as a Logs folder with several subfolders with their own files. If these are created, then the installation was very likely successful. Tip If you are not installing BSIPA on Beat Saber, you probably want to go to the config at UserData/Beat Saber IPA.json and set both of the following to false : { ... \"Updates\": { \"AutoUpdate\": false, \"AutoCheckUpdates\": false }, ... } Tip Depending on the game, you may have to set the config member GameAssemblies to the names of the assemblies that the game uses for BSIPA to virtualize them properly. For Beat Saber distrobutions, this will be set according to the version that it was built for by default. Otherwise, it will contain just Assembly-CSharp.dll since most games use that default. From here, just place all of your plugins in the Plugins folder, and you're all set! Many plugins will come in a zip such that the root of the zip represents the game install directory, so all you may have to do is extract the plugin into the game installation folder. Note For some reason, by default, Wine does not load DLLs in quite the same way that Windows does, causing issues with the injection. To make the injection work with Wine, winhttp has to have a DLL override set to native,builtin . This can be set either through Protontricks, or with the following .reg file. REGEDIT4 [HKEY_CURRENT_USER\\Software\\Wine\\DllOverrides] \"winhttp\"=\"native,builtin\" For Steam there's a per-game Wine prefix under compatdata . In this case SteamLibrary/steamapps/compatdata/620980/pfx/user.reg . Changes to this file will likely be ovewritten when the game updates or if local files are validated through Steam. Thats really all you have to do! The installation should persist across game updates for as long as winhttp.dll is present in the game directory, though your plugins will be moved to a different folder when it does update so things don't break horribly. Uninstalling Uninstalling is fairly simple, and can be done one of two ways: Drag the game executable over IPA.exe while holding Alt . Open a command prompt or Powershell terminal and run .\\IPA.exe -rn . (see The Command Line for what those options mean)"
},
- "api/IPA.Config.Stores.Attributes.IgnoreAttribute.html": {
- "href": "api/IPA.Config.Stores.Attributes.IgnoreAttribute.html",
- "title": "Class IgnoreAttribute",
- "keywords": "Class IgnoreAttribute Causes a field or property in an object being wrapped by Generated(Config, Boolean) to be ignored during serialization and deserialization. Inheritance Object Attribute IgnoreAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Attributes Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)] public sealed class IgnoreAttribute : Attribute, _Attribute Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "articles/start-dev.html": {
+ "href": "articles/start-dev.html",
+ "title": "Making your own mod",
+ "keywords": "Making a mod Overview What follows is a very barebones, and frankly not very useful plugin class, even as a starting point, but it should be enough to give a decent idea of how to do quick upgrades of existing mods for those who want to. using System; using IPA; using IPA.Logging; namespace Demo { [Plugin(RuntimeOptions.SingleStartInit)] internal class Plugin { public static Logger log { get; private set; } [Init] public Plugin(Logger logger) { log = logger; log.Debug(\"Basic plugin running!\"); // setup that does not require game code // this is only called once ever, so do once-ever initialization } [OnStart] public void OnStart() { // setup that requires game code } [OnExit] public void OnExit() { // teardown } } } There are basically 4 major concepts here: Logger , the logging system. PluginAttribute , which declares that this class is a plugin and how it should behave. InitAttribute , which declares the constructor (and optionally other methods) as being used for initialization. The lifecycle event attributes OnStartAttribute and OnExitAttribute . I reccommend you read the docs for each of those to get an idea for what they do. It is worth noting that this example is of a mod that cannot be enabled and disabled at runtime, as marked by RuntimeOptions.SingleStartInit . What can be changed Before we go adding more functionality, its worth mentioning that that is not the only way to have a plugin set up. For starters, we can add another method marked [Init] , and it will be called after the constructor, with the same injected parameters, if those are applicable. [Init] public void Init(Logger logger) { // logger will be the same instance as log currently is } If you only had a method marked [Init] , and no constructors marked [Init] , then the plugin type must expose a public default constructor. If multiple constructors are marked [Init] , only the one with the most parameters will be called. You may also mark as many methods as you wish with [Init] and all of them will be called, in no well-defined order on initialization. The same is true for [OnStart] and [OnExit] , respectively. From Scratch If you are starting from scratch, you will need one other thing to get your plugin up and running: a manifest. A basic manifest for that might look a little like this: { \"author\": \"ExampleMan\", \"description\": [ \"A demo plugin written for the BSIPA basic tutorial.\" ], \"gameVersion\": \"1.6.0\", \"id\": null, \"name\": \"Demo Plugin\", \"version\": \"0.0.1\", \"features\": [ ], \"links\": { \"project-home\": \"https://example.com/demo-plugin\", \"project-source\": \"https://github.com/exampleman/demo-plugin/\", \"donate\": \"https://ko-fi.com/exampleman\" }, } There is a lot going on there, but most of it should be decently obvious. Among the things that aren't immediately obvious, are id : This represents a unique identifier for the mod, for use by package managers such as BeatMods. It may be null if the mod chooses not to support those. features : Don't worry about this for now, this is a not-very-simple thing that will be touched on later. In addition, there are a few gatchas with it: description : This can be either a string or an array representing different lines. Markdown formatting is permitted. gameVersion : This should match exactly with the application version of the game being targeted. While this is not enforced by BSIPA, mod repositories like BeatMods may require it match, and it is good practice regardless. version : This must be a valid SemVer version number for your mod. In order for your plugin to load, the manifest must be embedded into the plugin DLL as an embedded resource. This can be set in the Visual Studio file properties panel under Build Action , or in the .csproj like so: At this point, if the main plugin source file and the manifest are in the same source location, and the plugin class is using the project's default namespace, the plugin will load just fine. However, this is somewhat difficult both to explain and verify, so I recommend you use the the misc.plugin-hint field in your manifest. It can be used like so: \"misc\": { \"plugin-hint\": \"Demo.Plugin\" } With this, you can set plugin-hint to the full typename of your plugin type, and it will correctly load. This is a hint though, and will also try it as a namespace if it fails to find the plugin type. If that fails, it will then fall back to using the manifest's embedded namespace. A less painful description If you want to have a relatively long or well-formatted description for your mod, it may start to become painful to embed it in a list of JSON strings in the manifest. Luckily, there is a way to handle this. The first step is to create another embedded file, but this time it should be a Markdown file, perhaps description.md . It may contain something like this: # Demo Plugin A little demo for the BSIPA modding introduction. --- WE CAN USE MARKDOWN!!! Then, in your manifest description, have the first line be something look like this, but replacing Demo.description.md with the fully namespaced name of the resource: \"#![Demo.description.md]\", Now, when loaded into memory, if anything reads your description metadata, they get the content of that file instead of the content of the manifest key. Configuring your plugin Something that many plugins want and need is configuration. Fortunately, BSIPA provides a fairly powerful configuration system out of the box. To start using it, first create a config class of some kind. Lets take a look at a fairly simple example of this: namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public int IntValue { get; set; } = 42; public float FloatValue { get; set; } = 3.14159f; } } Notice how the class is both marked public and is not marked sealed . For the moment, both of these are necessary. Also notice that all of the members are properties. While this doesn't change much now, it will be significant in the near future. Now, how do we get this object off of disk? Simple. Back in your plugin class, change your [Init] constructor to look like this: [Init] public Plugin(Logger logger, Config conf) { log = logger; PluginConfig.Instance = conf.Generated(); log.Debug(\"Config loaded\"); // setup that does not require game code } For this to compile, though, we will need to add a few using s: using IPA.Config; using IPA.Config.Stores; With just this, you have your config automatically loading from disk! It's even reloaded when it gets changed mid-game! You can now access it from anywhere by simply accessing PluginConfig.Instance . Make sure you don't accidentally reassign this though, as then you will loose your only interaction with the user's preferences. By default, it will be named the same as is in your plugin's manifest's name field, and will use the built-in json provider. This means that the file that will be loaded from will be UserData/Demo Plugin.json for our demo plugin. You can, however, control both of those by applying attributes to the Config parameter, namely Config.NameAttribute to control the name, and Config.PreferAttribute to control the type. If the type preferences aren't registered though, it will just fall back to JSON. The config's behaviour can be found either later here, or in the remarks section of . At this point, your main plugin file should look something like this: using System; using IPA; using IPA.Logging; using IPA.Config; using IPA.Config.Stores; namespace Demo { [Plugin(RuntimeOptions.SingleStartInit)] internal class Plugin { public static Logger log { get; private set; } [Init] public Plugin(Logger logger, Config conf) { log = logger; PluginConfig.Instance = conf.Generated(); log.Debug(\"Config loaded\"); // setup that does not require game code } [OnStart] public void OnStart() { // setup that requires game code } [OnExit] public void OnExit() { // teardown } } } But what about more complex types than just int and float ? What if you want sub-objects? Those are supported natively, and so are very easy to set up. We just add this to the config class: public class SubThingsObject { public double DoubleValue { get; set; } = 2.718281828459045; } public SubThingsObject SubThings { get; set; } = new SubThingsObject(); Now this object will be automatically read from disk too. But there is one caveat to this: because SubThingsObject is a reference type, SubThings can be null . This is often undesireable. The obvious solution may be to simply change it to a struct , but that is both not supported and potentially undesirable for other reasons we'll get to later. Instead, you can use NonNullableAttribute . Change the definition of SubThings to this: [NonNullable] public SubThingsObject SubThings { get; set; } = new SubThingsObject(); And add this to the using s: using IPA.Config.Stores.Attributes; This attribute tells the serializer that null is an invalid value for the config object. This does, however, require that you take extra care ensure that it never becomes null in code, as that will break the serializer. What about collection types? Well, you can use those too, but you have to use something new: a converter. You may be familiar with them if you have used something like the popular Newtonsoft.Json library before. In BSIPA, they lie in the IPA.Config.Stores.Converters namespace. All converters either implement IValueConverter or derive from ValueConverter . You will mostly use them with an UseConverterAttribute . To use them, we'll want to import them: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Converters; Then add a field, for example a list field: [UseConverter(typeof(ListConverter))] public List ListValue { get; set; } = new List(); This uses a converter that is provided with BSIPA for List s specifically. It converts the list to an ordered array, which is then written to disk as a JSON array. We could also potentially want use something like a HashSet . Lets start by looking at the definition for such a member, then deciphering what exactly it means: [UseConverter(typeof(CollectionConverter>))] public HashSet SetValue { get; set; } = new HashSet(); The converter we're using here is CollectionConverter , a base type for converters of all kinds of collections. In fact, the ListConverter is derived from this, and uses it for most of its implementation. If a type implements ICollection , CollectionConverter can convert it. It, like most other BSIPA provided aggregate converters, provides a type argument overload CollectionConverter to compose other converters with it to handle unusual element types. Now after all that, your plugin class has not changed, and your config class should look something like this: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public double DoubleValue { get; set; } = 2.718281828459045; } public int IntValue { get; set; } = 42; public float FloatValue { get; set; } = 3.14159f; [NonNullable] public SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public HashSet SetValue { get; set; } = new HashSet(); } } I mentioned earlier that your config file will be automatically reloaded -- but isn't that a bad thing? Doesn't that mean that the config could change under your feet without you having a way to tell? Not so- I just haven't introduced the mechanism. Define a public or protected virtual method named OnReload : public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } This method will be called whenever BSIPA reloads your config from disk. When it is called, the object will already have been populated. Use it to notify all of your systems that configuration has changed. Now, we know how to read from disk, and how to use unusual types, but how do we write it back to disk? This config system is based on automatic saving (though we haven't quite gotten to the automatic part), and so the config is written to disk whenever the system recognizes that something has changed. To tell is as much, define a public or protected virtual method named Changed : public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } This method can be called to tell BSIPA that this config object has changed. Later, when we enable automated change tracking, this will also be called when one of the config's members changes. You can use this body to validate something or, for example, write a timestamp for last change. I just mentioned automated change tracking -- lets add that now. To do this, just make all of the properties virtual, like so: public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); Now, whenever you assign to any of those properties, your Changed method will be called, and the config object will be marked as changed and will be written to disk. Unfortunately, any properties that can be modified while only using the property getter do not trigger this, and so if you change any collections for example, you will have to manually call Changed . After doing all this, your config class should look something like this: using System.Collections.Generic; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; namespace Demo { public class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } } } There is one more major problem with this though: the main class is still public. Most configs shouldn't be. Lets make it internal. So we make it internal: internal class PluginConfig But to make it actually work, we add this outside the namespace declaration: using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo(GeneratedExtension.AssemblyVisibilityTarget)] And now our full file looks like this: using System.Collections.Generic; using System.Runtime.CompilerServices; using IPA.Config.Stores; using IPA.Config.Stores.Attributes; using IPA.Config.Stores.Converters; [assembly: InternalsVisibleTo(GeneratedExtension.AssemblyVisibilityTarget)] namespace Demo { internal class PluginConfig { public static PluginConfig Instance { get; set; } public class SubThingsObject { public virtual double DoubleValue { get; set; } = 2.718281828459045; } public virtual int IntValue { get; set; } = 42; public virtual float FloatValue { get; set; } = 3.14159f; [NonNullable] public virtual SubThingsObject SubThings { get; set; } = new SubThingsObject(); [UseConverter(typeof(ListConverter))] public virtual List ListValue { get; set; } = new List(); [UseConverter(typeof(CollectionConverter>))] public virtual HashSet SetValue { get; set; } = new HashSet(); public virtual void Changed() { // this is called whenever one of the virtual properties is changed // can be called to signal that the content has been changed } public virtual void OnReload() { // this is called whenever the config file is reloaded from disk // use it to tell all of your systems that something has changed // this is called off of the main thread, and is not safe to interact // with Unity in } } }"
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- "api/IPA.Config.IConfigProvider.html": {
- "href": "api/IPA.Config.IConfigProvider.html",
- "title": "Interface IConfigProvider",
- "keywords": "Interface IConfigProvider An interface for configuration providers. Namespace : IPA.Config Assembly : IPA.Loader.dll Syntax public interface IConfigProvider Remarks Implementers must provide a default constructor. Do not assume that File will ever be set for a given object. Implementers are expected to preserve the typing of values passed to Store(Value, FileInfo) when returned from Load(FileInfo) . The only exceptions to this are the numeric types, Integer and FloatingPoint , since they can be coerced to each other with AsFloat() and AsInteger() respectively. The provider should however store and recover Integer with as much precision as is possible. For example, a JSON provider may decide to decode all numbers that have an integral value, even if they were originally FloatingPoint , as Integer . This is reasonable, as Integer is more precise, particularly with larger values, than FloatingPoint . Properties | Improve this Doc View Source Extension Gets the extension without a dot to use for files handled by this provider. Declaration string Extension { get; } Property Value Type Description String Remarks This must work immediately, and is used to generate the FileInfo used to set File . Methods | Improve this Doc View Source Load(FileInfo) Loads a Value from disk in whatever format this provider provides and returns it. Declaration Value Load(FileInfo file) Parameters Type Name Description FileInfo file the file to read from Returns Type Description Value the Value loaded | Improve this Doc View Source Store(Value, FileInfo) Stores the Value given to disk in the format specified. Declaration void Store(Value value, FileInfo file) Parameters Type Name Description Value value the Value to store FileInfo file the file to write to Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "articles/index.html": {
+ "href": "articles/index.html",
+ "title": "Getting Started",
+ "keywords": "Getting Started Starting out is quite simple. Just follow one of the following guides: Installing BSIPA Making your own mod Or, if you want to contribute, see Contributing ."
},
- "api/IPA.Config.Data.Value.html": {
- "href": "api/IPA.Config.Data.Value.html",
- "title": "Class Value",
- "keywords": "Class Value A base value type for config data abstract representations, to be serialized with an IConfigProvider . If a Value is null , then that represents just that: a null in whatever serialization is being used. Also contains factory functions for all derived types. Inheritance Object Value Boolean FloatingPoint Integer List Map Text Inherited Members Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Data Assembly : IPA.Loader.dll Syntax public abstract class Value Methods | Improve this Doc View Source Bool(Boolean) Creates a new Boolean wrapping a Boolean . Declaration public static Boolean Bool(bool val) Parameters Type Name Description Boolean val the value to wrap Returns Type Description Boolean a Boolean wrapping val See Also From(Boolean) | Improve this Doc View Source Float(Decimal) Creates a new FloatingPoint wrapping a Decimal . Declaration public static FloatingPoint Float(decimal val) Parameters Type Name Description Decimal val the value to wrap Returns Type Description FloatingPoint a FloatingPoint wrapping val See Also From(Decimal) | Improve this Doc View Source From(Boolean) Creates a new Value wrapping a Boolean . Declaration public static Boolean From(bool val) Parameters Type Name Description Boolean val the value to wrap Returns Type Description Boolean a Boolean wrapping val See Also Bool(Boolean) | Improve this Doc View Source From(IDictionary) Creates a new Map holding the content of an IDictionary of String to Value . Declaration public static Map From(IDictionary vals) Parameters Type Name Description IDictionary < String , Value > vals the dictionary of Value s to initialize the Map wtih Returns Type Description Map a Map containing the content of vals See Also Map() From(IEnumerable>) | Improve this Doc View Source From(IEnumerable) Creates a new List holding the content of an IEnumerable of Value . Declaration public static List From(IEnumerable vals) Parameters Type Name Description IEnumerable < Value > vals the Value s to initialize the List with Returns Type Description List a List containing the content of vals See Also List() | Improve this Doc View Source From(IEnumerable>) Creates a new Map holding the content of an IEnumerable of KeyValuePair of String to Value . Declaration public static Map From(IEnumerable> vals) Parameters Type Name Description IEnumerable < KeyValuePair < String , Value >> vals the enumerable of KeyValuePair of name to Value Returns Type Description Map a Map containing the content of vals See Also Map() From(IDictionary) | Improve this Doc View Source From(Decimal) Creates a new Value wrapping a Double . Declaration public static FloatingPoint From(decimal val) Parameters Type Name Description Decimal val the value to wrap Returns Type Description FloatingPoint a FloatingPoint wrapping val See Also Float(Decimal) | Improve this Doc View Source From(Int64) Creates a new Value wrapping a Int64 . Declaration public static Integer From(long val) Parameters Type Name Description Int64 val the value to wrap Returns Type Description Integer a Integer wrapping val See Also Integer(Int64) | Improve this Doc View Source From(String) Creates a new Value representing a String . Declaration public static Text From(string val) Parameters Type Name Description String val the value to wrap Returns Type Description Text a Text wrapping val See Also Text(String) | Improve this Doc View Source Integer(Int64) Creates a new Integer wrapping a Int64 . Declaration public static Integer Integer(long val) Parameters Type Name Description Int64 val the value to wrap Returns Type Description Integer a Integer wrapping val See Also From(Int64) | Improve this Doc View Source List() Creates an empty List() . Declaration public static List List() Returns Type Description List an empty List() See Also From(IEnumerable) | Improve this Doc View Source Map() Creates an empty Map() . Declaration public static Map Map() Returns Type Description Map an empty Map() See Also From(IDictionary) From(IEnumerable>) | Improve this Doc View Source Null() Creates a Null Value . Declaration public static Value Null() Returns Type Description Value null | Improve this Doc View Source Text(String) Creates a new Text object wrapping a String . Declaration public static Text Text(string val) Parameters Type Name Description String val the value to wrap Returns Type Description Text a Text wrapping val See Also From(String) | Improve this Doc View Source ToString() Converts this Value into a human-readable format. Declaration public abstract override string ToString() Returns Type Description String a human-readable string containing the value provided Overrides Object.ToString() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "articles/contributing.html": {
+ "href": "articles/contributing.html",
+ "title": "Contributing",
+ "keywords": "Contributing Prerequisites Microsoft Visual Studio 2019 or later (2017 may work, no guarantees) Tools for C/C++ (MSVC) v141 .NET 4.6.1 SDK and .NET 4.7.2 SDK Beat Saber (if developing for .NET 4.5+) Muse Dash (if developing for .NET 3.5) Building Clone with git clone https://github.com/beat-saber-modding-group/BeatSaber-IPA-Reloaded.git --recursive Create a file, bsinstalldir.txt in the solution root. Do NOT create this in Visual Studio; VS adds a BOM at the begginning of the file that the tools used cannot read. It should contain the path to your Beat Saber installation, using forward slashes with a trailing slash. e.g. C:/Program Files (x86)/Steam/steamapps/common/Beat Saber/ If you intend to be doing .NET 3.5 centric development, you must put your Muse Dash installation folder in a file named mdinstalldir.txt that is otherwise identical to bsinstalldir.txt . Open BSIPA.sln in Visual Studio. Choose the configuration that you intend to target during development. Rebuild all. When you make a change somewhere in BSIPA itself, right click on BSIPA-Meta and click Build or Rebuild . This sets up the output in path/to/solution/BSIPA-Meta/bin/ to be what should be copied to the game directory. When making a change to Mod List, you only need to build Mod List itself. Install by copying everything in path/to/solution/BSIPA-ModList/bin/ to your game directory. When building a Debug build, all referenced assemblies from Beat Saber will be copied from the install directory provided in bsinstalldir.txt into Refs/ . Any new references should reference the copy in there. When building for Release, it just uses the files already in Refs/ ."
},
- "api/IPA.Config.Data.FloatingPoint.html": {
- "href": "api/IPA.Config.Data.FloatingPoint.html",
- "title": "Class FloatingPoint",
- "keywords": "Class FloatingPoint A Value representing a floating point value. This may hold a Decimal 's worth of data. Inheritance Object Value FloatingPoint Inherited Members Value.Null() Value.List() Value.Map() Value.From(String) Value.Text(String) Value.From(Int64) Value.Integer(Int64) Value.From(Decimal) Value.Float(Decimal) Value.From(Boolean) Value.Bool(Boolean) Value.From(IEnumerable) Value.From(IDictionary) Value.From(IEnumerable>) Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Data Assembly : IPA.Loader.dll Syntax public sealed class FloatingPoint : Value Properties | Improve this Doc View Source Value The actual value fo this FloatingPoint object. Declaration public decimal Value { get; set; } Property Value Type Description Decimal Methods | Improve this Doc View Source AsInteger() Coerces this FloatingPoint into an Integer . Declaration public Integer AsInteger() Returns Type Description Integer a Integer representing the closest approximation of Value | Improve this Doc View Source ToString() Converts this Value into a human-readable format. Declaration public override string ToString() Returns Type Description String the result of Value.ToString() Overrides Value.ToString() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "index.html": {
+ "href": "index.html",
+ "title": "BSIPA - Home",
+ "keywords": "BSIPA - The Unity mod injector for the new age (pending confirmation). Assuming, that is, that Unity 2017 is \"new age\". How To Install See Installing How To Uninstall See Uninstalling Arguments See The Command Line . How To Develop See Developing for more information. How To Keep The Game Patched BSIPA will automatically repatch the game when it updates, as long as winhttp.dll is present in the install directory."
},
- "api/IPA.Config.ConfigProvider.html": {
- "href": "api/IPA.Config.ConfigProvider.html",
- "title": "Class ConfigProvider",
- "keywords": "Class ConfigProvider A wrapper for an IConfigProvider and the FileInfo to use with it. Inheritance Object ConfigProvider Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config Assembly : IPA.Loader.dll Syntax public class ConfigProvider Methods | Improve this Doc View Source Load() Loads a Value from disk in whatever format this provider provides and returns it. Declaration public Value Load() Returns Type Description Value the Value loaded | Improve this Doc View Source Store(Value) Stores the Value given to disk in the format specified. Declaration public void Store(Value value) Parameters Type Name Description Value value the Value to store Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ "articles/command-line.html": {
+ "href": "articles/command-line.html",
+ "title": "The Command Line",
+ "keywords": "The Command Line BSIPA has 2 command lines: the installer, and the game. Their documentation is below. The Installer ( IPA.exe ) The Game The installer has quite a few options, which are documented inline with the -h or --help flag. This is what it currently looks like: usage: IPA.exe [FLAGS] [ARGUMENTS] flags: -h, --help prints this message -w, --waitfor=PID waits for the specified PID to exit -f, --force forces the operation to go through -r, --revert reverts the IPA installation -n, --nowait doesn't wait for user input after the operation -s, --start=ARGUMENTS uses the specified arguments to start the game after the patch/unpatch -l, --launch uses positional parameters as arguments to start the game after patch/unpatch -R, --no-revert prevents a normal installation from first reverting The game also gets quite a few command line options, though there isn't anything as convenient as a help page for them. Here's a quick list of what they are and what they do. --verbose Makes a console appear with log information at startup. --debug Enables the loading of debug information in Mono. The debugging information must be in the portable PDB format, in the same location as the DLL that it's for. This option also forces BSIPA to show all debug messages in the console, as well as where they were called. This overrides the config settings Debug.ShowDebug and Debug.ShowCallSource . --trace Enables trace level messages. By default, they do not ever enter the message queue, and thus cost almost nothing. When this or the config option is used, they are added and logged with the same rules as Debug messages. This overrides the config setting Debug.ShowTrace . --mono-debug Enables the built-in Mono soft debugger engine. By default, it acts as a client, and requires that there be a soft debugger server running on port 10000 on localhost . Implies --debug . --server Does nothing on its own. When paired with --mono-debug , this option makes the Mono soft debugger act in server mode. It begins listening on port 10000 on any address, and will pause startup (with no window) until a debugger is connected. I recommend using SDB, but that is a command line debugger and a lot of people don't care for those. --no-yeet Disables mod yeeting. By default, whenever BSIPA detects that the game is now running a newer version than previous runs, it will move all mods to another folder and not load them. (They still get checked for updates though.) When this is enabled, that behaviour is disabled. Overrides the config setting YeetMods . --condense-logs Reduces the number of log files BSIPA will output for a given session. By default, BSIPA will create a subfolder in the Logs folder for each mod sublog, as well as each mod. This disables that behaviour, and restricts it to only create a global log and mod logs. Overrides the config setting Debug.CondenseModLogs . --no-updates Disables automatic updating. By default, BSIPA will check BeatMods for all of the loaded mods to see if there is a new version avaliable. If there is, it will be downloaded and installed on the next run. This flag disables that behaviour. Overrides the config settings Updates.AutoCheckUpdates and Updates.AutoUpdate ."
},
- "api/IPA.html": {
- "href": "api/IPA.html",
- "title": "",
- "keywords": "Classes InitAttribute Marks a method or a constructor as an inialization method. OnDisableAttribute Indicates that the target method should be called when the plugin is disabled. OnEnableAttribute Indicates that the target method should be called when the plugin is enabled. OnExitAttribute Indicates that the target method should be called when the game exits. OnStartAttribute Indicates that the target method should be called when the game starts. PluginAttribute Marks a class as being a BSIPA plugin. Enums RuntimeOptions Options that a plugin must specify to describe how it expects to be run."
+ "api/IPA.Utilities.UnityGame.Release.html": {
+ "href": "api/IPA.Utilities.UnityGame.Release.html",
+ "title": "Enum UnityGame.Release",
+ "keywords": "Enum UnityGame.Release The different types of releases of the game. Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public enum Release Fields Name Description Other Indicates a non-Steam release. Steam Indicates a Steam release. Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
- "api/IPA.Utilities.html": {
- "href": "api/IPA.Utilities.html",
- "title": "",
- "keywords": "Classes AlmostVersion A type that wraps SemVer.Version so that the string of the version is stored when the string is not a valid SemVer.Version . AlmostVersionConverter A ValueConverter for AlmostVersion s. CriticalSection Provides utilities for managing various critical sections. EnumerableExtensions Extensions for IEnumerable that don't currently exist in System.Linq . Extensions A class providing various extension methods. FieldAccessor A type containing utilities for accessing non-public fields of objects. PropertyAccessor A type containing utilities for accessing non-public properties of an object. Ref Utilities to create Ref using type inference. Ref A class to store a reference for passing to methods which cannot take ref parameters. ReflectionUtil A utility class providing reflection helper methods. UnityGame Provides some basic utility methods and properties of Beat Saber Utils A class providing static utility functions that in any other language would just exist . Structs CriticalSection.AutoExecuteSection A struct that allows using blocks to manage an execute section. Enums AlmostVersion.StoredAs Represents a storage type of either parsed SemVer.Version object or raw String . UnityGame.Release The different types of releases of the game. Delegates FieldAccessor.Accessor A delegate for a field accessor taking a T ref and returning a U ref. PropertyAccessor.Getter A getter for a property. PropertyAccessor.Setter A setter for a property."
+ "api/IPA.Utilities.ReflectionUtil.html": {
+ "href": "api/IPA.Utilities.ReflectionUtil.html",
+ "title": "Class ReflectionUtil",
+ "keywords": "Class ReflectionUtil A utility class providing reflection helper methods. Inheritance Object ReflectionUtil Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class ReflectionUtil Methods | Improve this Doc View Source CopyComponent(Component, Type, GameObject, Type) Copies a component original to a component of overridingType on the destination UnityEngine.GameObject . Declaration public static Component CopyComponent(this Component original, Type overridingType, GameObject destination, Type originalTypeOverride = null) Parameters Type Name Description UnityEngine.Component original the original component Type overridingType the new component's type UnityEngine.GameObject destination the destination GameObject Type originalTypeOverride overrides the source component type (for example, to a superclass) Returns Type Description UnityEngine.Component the copied component | Improve this Doc View Source CopyComponent(Component, GameObject, Type) A generic version of CopyComponent(Component, Type, GameObject, Type) . Declaration public static T CopyComponent(this Component original, GameObject destination, Type originalTypeOverride = null) where T : Component Parameters Type Name Description UnityEngine.Component original the original component UnityEngine.GameObject destination the destination game object Type originalTypeOverride overrides the source component type (for example, to a superclass) Returns Type Description T the copied component Type Parameters Name Description T the overriding type See Also CopyComponent(Component, Type, GameObject, Type) | Improve this Doc View Source GetField(T, String) Gets the value of a field. Declaration public static U GetField(this T obj, string fieldName) Parameters Type Name Description T obj the object instance to pull from String fieldName the name of the field to read Returns Type Description U the value of the field Type Parameters Name Description U the type of the field (result casted) T the type to get the field from Exceptions Type Condition MissingFieldException if fieldName does not exist on T See Also Get(ref T, String) | Improve this Doc View Source GetProperty(T, String) Gets a property on the target object, as gotten from T . Declaration public static U GetProperty(this T obj, string propertyName) Parameters Type Name Description T obj the object instance String propertyName the property to get Returns Type Description U the value of the property Type Parameters Name Description U the type of the property to get T the type to get the property from Exceptions Type Condition MissingMemberException if propertyName does not exist on T See Also Get(ref T, String) | Improve this Doc View Source InvokeMethod(T, String, Object[]) Invokes a method from T on an object. Declaration public static U InvokeMethod(this T obj, string methodName, params object[] args) Parameters Type Name Description T obj the object instance String methodName the method's name Object [] args the method arguments Returns Type Description U the return value Type Parameters Name Description U the type of the property to get T the type to search for the method on Exceptions Type Condition MissingMethodException if methodName does not exist on T | Improve this Doc View Source SetField(T, String, U) Sets a field on the target object, as gotten from T . Declaration public static void SetField(this T obj, string fieldName, U value) Parameters Type Name Description T obj the object instance String fieldName the field to set U value the value to set it to Type Parameters Name Description T the type to get the field from U the type of the field to set Exceptions Type Condition MissingFieldException if fieldName does not exist on T See Also Set(ref T, String, U) | Improve this Doc View Source SetProperty(T, String, U) Sets a property on the target object, as gotten from T . Declaration public static void SetProperty(this T obj, string propertyName, U value) Parameters Type Name Description T obj the object instance String propertyName the property to set U value the value to set it to Type Parameters Name Description T the type to get the property from U the type of the property to set Exceptions Type Condition MissingMemberException if propertyName does not exist on T See Also Set(ref T, String, U)"
},
- "api/IPA.Utilities.Utils.html": {
- "href": "api/IPA.Utilities.Utils.html",
- "title": "Class Utils",
- "keywords": "Class Utils A class providing static utility functions that in any other language would just exist . Inheritance Object Utils Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class Utils Properties | Improve this Doc View Source CanUseDateTimeNowSafely Whether you can safely use Now without Mono throwing a fit. Declaration public static bool CanUseDateTimeNowSafely { get; } Property Value Type Description Boolean true if you can use Now safely, false otherwise Methods | Improve this Doc View Source ByteArrayToString(Byte[]) Converts a byte array to a hex string. Declaration public static string ByteArrayToString(byte[] ba) Parameters Type Name Description Byte [] ba the byte array Returns Type Description String the hex form of the array | Improve this Doc View Source CopyAll(DirectoryInfo, DirectoryInfo, String, Func) Copies all files from source to target . Declaration public static void CopyAll(DirectoryInfo source, DirectoryInfo target, string appendFileName = \"\", Func onCopyException = null) Parameters Type Name Description DirectoryInfo source the source directory DirectoryInfo target the destination directory String appendFileName the filename of the file to append together Func < Exception , FileInfo , Boolean > onCopyException a delegate called when there is an error copying. Return true to keep going. | Improve this Doc View Source CurrentTime() Gets the current DateTime if supported, otherwise, if Mono would throw a fit, returns MinValue plus some value, such that each time it is called the value will be greater than the previous result. Not suitable for timing. Declaration public static DateTime CurrentTime() Returns Type Description DateTime the current DateTime if supported, otherwise some indeterminant increasing value. | Improve this Doc View Source GetRelativePath(String, String) Gets a path relative to the provided folder. Declaration public static string GetRelativePath(string file, string folder) Parameters Type Name Description String file the file to relativize String folder the source folder Returns Type Description String a path to get from folder to file | Improve this Doc View Source StringToByteArray(String) Converts a hex string to a byte array. Declaration public static byte[] StringToByteArray(string hex) Parameters Type Name Description String hex the hex stream Returns Type Description Byte [] the corresponding byte array | Improve this Doc View Source UnsafeCompare(Byte[], Byte[]) Uses unsafe code to compare 2 byte arrays quickly. Declaration public static bool UnsafeCompare(byte[] a1, byte[] a2) Parameters Type Name Description Byte [] a1 array 1 Byte [] a2 array 2 Returns Type Description Boolean whether or not they are byte-for-byte equal | Improve this Doc View Source VersionCompareNoPrerelease(Version, Version) Compares a pair of SemVer.Version s ignoring both the prerelease and build fields. Declaration public static int VersionCompareNoPrerelease(Version l, Version r) Parameters Type Name Description SemVer.Version l the left value SemVer.Version r the right value Returns Type Description Int32 < 0 if l is less than r, 0 if they are equal in the numeric portion, or > 0 if l is greater than r"
+ "api/IPA.Utilities.Ref.html": {
+ "href": "api/IPA.Utilities.Ref.html",
+ "title": "Class Ref",
+ "keywords": "Class Ref Utilities to create Ref using type inference. Inheritance Object Ref Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class Ref Methods | Improve this Doc View Source Create(T) Creates a Ref . Declaration public static Ref Create(T val) Parameters Type Name Description T val the default value. Returns Type Description Ref the new Ref . Type Parameters Name Description T the type to reference."
},
"api/IPA.Utilities.Ref-1.html": {
"href": "api/IPA.Utilities.Ref-1.html",
@@ -114,6 +84,26 @@
"title": "Delegate PropertyAccessor.Getter",
"keywords": "Delegate PropertyAccessor.Getter A getter for a property. Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public delegate U Getter(ref T obj); Parameters Type Name Description T obj the object it is a member of Returns Type Description U the value of the property Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
+ "api/IPA.Utilities.FieldAccessor-2.html": {
+ "href": "api/IPA.Utilities.FieldAccessor-2.html",
+ "title": "Class FieldAccessor",
+ "keywords": "Class FieldAccessor A type containing utilities for accessing non-public fields of objects. Inheritance Object FieldAccessor Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class FieldAccessor Type Parameters Name Description T the type that the fields are on U the type of the field to access Methods | Improve this Doc View Source Access(ref T, String) Accesses a field for an object by name. Declaration public static U Access(ref T obj, string name) Parameters Type Name Description T obj the object to access the field of String name the name of the field to access Returns Type Description U a reference to the object at the field Exceptions Type Condition MissingFieldException if the field does not exist on T See Also GetAccessor(String) | Improve this Doc View Source Get(T, String) Gets the value of a field of an object by name. Declaration public static U Get(T obj, string name) Parameters Type Name Description T obj the object to access the field of String name the name of the field to access Returns Type Description U the value of the field Exceptions Type Condition MissingFieldException if the field does not exist on T See Also Get(ref T, String) Access(ref T, String) GetAccessor(String) | Improve this Doc View Source Get(ref T, String) Gets the value of a field of an object by name. Declaration public static U Get(ref T obj, string name) Parameters Type Name Description T obj the object to access the field of String name the name of the field to access Returns Type Description U the value of the field Remarks The only good reason to use this over Get(T, String) is when you are working with a value type, as it prevents a copy. Exceptions Type Condition MissingFieldException if the field does not exist on T See Also Get(T, String) Access(ref T, String) GetAccessor(String) | Improve this Doc View Source GetAccessor(String) Gets an FieldAccessor.Accessor for the field named name on T . Declaration public static FieldAccessor.Accessor GetAccessor(string name) Parameters Type Name Description String name the field name Returns Type Description FieldAccessor.Accessor <> an accessor for the field Exceptions Type Condition MissingFieldException if the field does not exist on T | Improve this Doc View Source Set(T, String, U) Sets the value of a field for an object by name. Declaration public static void Set(T obj, string name, U value) Parameters Type Name Description T obj the object to set the field of String name the name of the field U value the value to set it to Remarks This overload cannot be safely used for value types. Use Set(ref T, String, U) instead. Exceptions Type Condition MissingFieldException if the field does not exist on T See Also Set(ref T, String, U) Access(ref T, String) GetAccessor(String) | Improve this Doc View Source Set(ref T, String, U) Sets the value of a field for an object by name. Declaration public static void Set(ref T obj, string name, U value) Parameters Type Name Description T obj the object to set the field of String name the name of the field U value the value to set it to Remarks This overload must be used for value types. Exceptions Type Condition MissingFieldException if the field does not exist on T See Also Set(T, String, U) Access(ref T, String) GetAccessor(String) See Also PropertyAccessor "
+ },
+ "api/IPA.Utilities.FieldAccessor-2.Accessor.html": {
+ "href": "api/IPA.Utilities.FieldAccessor-2.Accessor.html",
+ "title": "Delegate FieldAccessor.Accessor",
+ "keywords": "Delegate FieldAccessor.Accessor A delegate for a field accessor taking a T ref and returning a U ref. Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public delegate U Accessor(ref T obj); Parameters Type Name Description T obj the object to access the field of Returns Type Description U a reference to the field's value Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
+ },
+ "api/IPA.Utilities.Extensions.html": {
+ "href": "api/IPA.Utilities.Extensions.html",
+ "title": "Class Extensions",
+ "keywords": "Class Extensions A class providing various extension methods. Inheritance Object Extensions Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class Extensions Methods | Improve this Doc View Source GetDefault(Type) Gets the default value for a given Type . Declaration public static object GetDefault(this Type type) Parameters Type Name Description Type type the Type to get the default value for Returns Type Description Object the default value of type | Improve this Doc View Source IsSubPathOf(String, String) Returns true if path starts with the path baseDirPath . The comparison is case-insensitive, handles / and \\ slashes as folder separators and only matches if the base dir folder name is matched exactly (\"c:\\foobar\\file.txt\" is not a sub path of \"c:\\foo\"). Declaration public static bool IsSubPathOf(this string path, string baseDirPath) Parameters Type Name Description String path String baseDirPath Returns Type Description Boolean | Improve this Doc View Source Right(String, Int32) Gets the rightmost length characters from a string. Declaration public static string Right(this string value, int length) Parameters Type Name Description String value The string to retrieve the substring from. Int32 length The number of characters to retrieve. Returns Type Description String The substring. | Improve this Doc View Source Unwrap(Nullable) Unwraps a Nullable where T is Boolean such that if the value is null, it gives false . Declaration public static bool Unwrap(this bool? self) Parameters Type Name Description Nullable < Boolean > self the bool? to unwrap Returns Type Description Boolean the unwrapped value, or false if it was null | Improve this Doc View Source WithEnding(String, String) Returns str with the minimal concatenation of ending (starting from end) that results in satisfying .EndsWith(ending). Declaration public static string WithEnding(this string str, string ending) Parameters Type Name Description String str String ending Returns Type Description String Examples \"hel\".WithEnding(\"llo\") returns \"hello\", which is the result of \"hel\" + \"lo\"."
+ },
+ "api/IPA.Utilities.EnumerableExtensions.html": {
+ "href": "api/IPA.Utilities.EnumerableExtensions.html",
+ "title": "Class EnumerableExtensions",
+ "keywords": "Class EnumerableExtensions Extensions for IEnumerable that don't currently exist in System.Linq . Inheritance Object EnumerableExtensions Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public static class EnumerableExtensions Methods | Improve this Doc View Source Append(IEnumerable, T) Adds a value to the end of the sequence. Declaration public static IEnumerable Append