{
"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/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."
},
"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\" }, \"SyncLogging\": { \"type\": \"boolean\" } }, \"required\": [ \"ShowCallSource\", \"ShowDebug\", \"CondenseModLogs\", \"ShowHandledErrorStackTraces\", \"HideMessagesForPerformance\", \"HideLogThreshold\", \"ShowTrace\", \"SyncLogging\" ] }, \"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\" ] }"
},
"other_api/index.html": {
"href": "other_api/index.html",
"title": "",
"keywords": ""
},
"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!!!"
},
"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)"
},
"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 Generated(Config, Boolean) . 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(GeneratedStore.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(GeneratedStore.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 } } }"
},
"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 ."
},
"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 ."
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"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/ ."
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"api/IPA.Utilities.AlmostVersionConverter.html": {
"href": "api/IPA.Utilities.AlmostVersionConverter.html",
"title": "Class AlmostVersionConverter",
"keywords": "Class AlmostVersionConverter A ValueConverter for AlmostVersion s. Inheritance Object ValueConverter < AlmostVersion > AlmostVersionConverter 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.Utilities Assembly : IPA.Loader.dll Syntax public sealed class AlmostVersionConverter : ValueConverter, IValueConverter Methods | Improve this Doc View Source FromValue(Value, Object) Converts a Text node into an AlmostVersion . Declaration public override AlmostVersion FromValue(Value value, object parent) Parameters Type Name Description Value value the Text node to convert Object parent the owner of the new object Returns Type Description AlmostVersion Overrides IPA.Config.Stores.ValueConverter.FromValue(IPA.Config.Data.Value, System.Object) | Improve this Doc View Source ToValue(AlmostVersion, Object) Converts an AlmostVersion to a Text node. Declaration public override Value ToValue(AlmostVersion obj, object parent) Parameters Type Name Description AlmostVersion obj the AlmostVersion to convert Object parent the parent of obj Returns Type Description Value a Text node representing obj Overrides IPA.Config.Stores.ValueConverter.ToValue(IPA.Utilities.AlmostVersion, 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[])"
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"api/IPA.Utilities.AlmostVersion.html": {
"href": "api/IPA.Utilities.AlmostVersion.html",
"title": "Class AlmostVersion",
"keywords": "Class AlmostVersion A type that wraps so that the string of the version is stored when the string is not a valid . Inheritance Object AlmostVersion Implements IComparable < AlmostVersion > IComparable < SemVer.Version > Inherited Members Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public class AlmostVersion : IComparable, IComparable Constructors | Improve this Doc View Source AlmostVersion(SemVer.Version) Creates an AlmostVersion from the provided in ver . Declaration public AlmostVersion(SemVer.Version ver) Parameters Type Name Description SemVer.Version ver the to store | Improve this Doc View Source AlmostVersion(String) Creates a new AlmostVersion with the version string provided in vertext . Declaration public AlmostVersion(string vertext) Parameters Type Name Description String vertext the version string to store | Improve this Doc View Source AlmostVersion(String, AlmostVersion) Creates a new AlmostVersion from the version string in vertext stored the same way as the AlmostVersion passed in copyMode . Declaration public AlmostVersion(string vertext, AlmostVersion copyMode) Parameters Type Name Description String vertext the text to parse as an AlmostVersion AlmostVersion copyMode an AlmostVersion to copy the storage mode of | Improve this Doc View Source AlmostVersion(String, AlmostVersion.StoredAs) Creates an AlmostVersion from the version string in vertext stored using the storage mode specified in mode . Declaration public AlmostVersion(string vertext, AlmostVersion.StoredAs mode) Parameters Type Name Description String vertext the text to parse as an AlmostVersion AlmostVersion.StoredAs mode the storage mode to store the version in Properties | Improve this Doc View Source SemverValue The value of the AlmostVersion if it was stored as a . Declaration public SemVer.Version SemverValue { get; } Property Value Type Description SemVer.Version the stored value as a , or null if not stored as a version. | Improve this Doc View Source StorageMode The way the value is stored, whether it be as a or a String . Declaration public AlmostVersion.StoredAs StorageMode { get; } Property Value Type Description AlmostVersion.StoredAs the storage mode used to store this value | Improve this Doc View Source StringValue The value of the AlmostVersion if it was stored as a String . Declaration public string StringValue { get; } Property Value Type Description String the stored value as a String , or null if not stored as a string. Methods | Improve this Doc View Source CompareTo(AlmostVersion) Compares langword_csharp_this to the AlmostVersion in other using or CompareTo(String) , depending on the current store. Declaration public int CompareTo(AlmostVersion other) Parameters Type Name Description AlmostVersion other the AlmostVersion to compare to Returns Type Description Int32 less than 0 if other is considered bigger than langword_csharp_this , 0 if equal, and greater than zero if smaller Remarks The storage methods of the two objects must be the same, or this will throw an InvalidOperationException . See Also CompareTo(SemVer.Version) | Improve this Doc View Source CompareTo(SemVer.Version) Compares langword_csharp_this to the in other using . Declaration public int CompareTo(SemVer.Version other) Parameters Type Name Description SemVer.Version other the to compare to Returns Type Description Int32 less than 0 if other is considered bigger than langword_csharp_this , 0 if equal, and greater than zero if smaller Remarks The storage method of langword_csharp_this must be SemVer , else an InvalidOperationException will be thrown. See Also CompareTo(AlmostVersion) | Improve this Doc View Source Equals(Object) Performs a strict equality check between langword_csharp_this and obj . Declaration public override bool Equals(object obj) Parameters Type Name Description Object obj the object to compare to Returns Type Description Boolean true if they are equal, false otherwise Overrides Object.Equals(Object) Remarks This may return false where Equality(AlmostVersion, AlmostVersion) returns true See Also Equals ( Object ) | Improve this Doc View Source GetHashCode() Default generated hash code function generated by VS. Declaration public override int GetHashCode() Returns Type Description Int32 a value unique to each object, except those that are considered equal by Equals(Object) Overrides Object.GetHashCode() See Also GetHashCode () | Improve this Doc View Source ToString() Gets a string representation of the current version. If the value is stored as a string, this returns it. If it is stored as a , it is equivalent to calling . Declaration public override string ToString() Returns Type Description String a string representation of the current version Overrides Object.ToString() See Also ToString () Operators | Improve this Doc View Source Equality(AlmostVersion, AlmostVersion) Compares two versions, only taking into account the numeric part of the version if they are stored as s, or strict equality if they are stored as String s. Declaration public static bool operator ==(AlmostVersion l, AlmostVersion r) Parameters Type Name Description AlmostVersion l the first value to compare AlmostVersion r the second value to compare Returns Type Description Boolean true if they are mostly equal, false otherwise Remarks This is a looser equality than Equals(Object) , meaning that this may return true where Equals(Object) does not. See Also Equals(Object) | Improve this Doc View Source Implicit(AlmostVersion to SemVer.Version) Implicitly converts an AlmostVersion to , if applicable, using SemverValue . If not applicable, returns null Declaration public static implicit operator SemVer.Version(AlmostVersion av) Parameters Type Name Description AlmostVersion av the AlmostVersion to convert to a Returns Type Description SemVer.Version See Also SemverValue | Improve this Doc View Source Implicit(SemVer.Version to AlmostVersion) Implicitly converts a to AlmostVersion using AlmostVersion(SemVer.Version) . Declaration public static implicit operator AlmostVersion(SemVer.Version ver) Parameters Type Name Description SemVer.Version ver the to convert Returns Type Description AlmostVersion See Also AlmostVersion(SemVer.Version) | Improve this Doc View Source Inequality(AlmostVersion, AlmostVersion) The opposite of Equality(AlmostVersion, AlmostVersion) . Equivalent to !(l == r) . Declaration public static bool operator !=(AlmostVersion l, AlmostVersion r) Parameters Type Name Description AlmostVersion l the first value to compare AlmostVersion r the second value to compare Returns Type Description Boolean true if they are not mostly equal, false otherwise See Also Equality(AlmostVersion, AlmostVersion) Implements System.IComparable System.IComparable 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.OnExitAttribute.html": {
"href": "api/IPA.OnExitAttribute.html",
"title": "Class OnExitAttribute",
"keywords": "Class OnExitAttribute Indicates that the target method should be called when the game exits. Inheritance Object Attribute OnExitAttribute 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 Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = false)] public sealed class OnExitAttribute : Attribute, _Attribute, IEdgeLifecycleAttribute Remarks This attribute is interchangable with OnDisableAttribute , and is treated identically. They are seperate to allow plugin code to more clearly describe the intent of the methods. Typically, this will be used when the RuntimeOptions parameter of the plugins's PluginAttribute is SingleStartInit . The method marked by this attribute will always be called from the Unity main thread. 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[]) See Also PluginAttribute OnDisableAttribute"
},
"api/IPA.OnEnableAttribute.html": {
"href": "api/IPA.OnEnableAttribute.html",
"title": "Class OnEnableAttribute",
"keywords": "Class OnEnableAttribute Indicates that the target method should be called when the plugin is enabled. Inheritance Object Attribute OnEnableAttribute 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 Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = false)] public sealed class OnEnableAttribute : Attribute, _Attribute, IEdgeLifecycleAttribute Remarks This attribute is interchangable with OnStartAttribute , and is treated identically. They are seperate to allow plugin code to more clearly describe the intent of the methods. Typically, this will be used when the RuntimeOptions parameter of the plugins's PluginAttribute is DynamicInit . The method marked by this attribute will always be called from the Unity main thread. 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[]) See Also PluginAttribute OnStartAttribute"
},
"api/IPA.OnDisableAttribute.html": {
"href": "api/IPA.OnDisableAttribute.html",
"title": "Class OnDisableAttribute",
"keywords": "Class OnDisableAttribute Indicates that the target method should be called when the plugin is disabled. Inheritance Object Attribute OnDisableAttribute 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 Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = false)] public sealed class OnDisableAttribute : Attribute, _Attribute, IEdgeLifecycleAttribute Remarks This attribute is interchangable with OnExitAttribute , and is treated identically. They are seperate to allow plugin code to more clearly describe the intent of the methods. Typically, this will be used when the RuntimeOptions parameter of the plugins's PluginAttribute is DynamicInit . The method marked by this attribute will always be called from the Unity main thread. 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[]) See Also PluginAttribute OnExitAttribute"
},
"api/IPA.Old.html": {
"href": "api/IPA.Old.html",
"title": "",
"keywords": "Interfaces IEnhancedPlugin An enhanced version of the standard IPA plugin. IPlugin Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed in Plugins."
},
"api/IPA.Logging.Printers.html": {
"href": "api/IPA.Logging.Printers.html",
"title": "",
"keywords": "Classes ColoredConsolePrinter Prints a pretty message to the console. ColorlessConsolePrinter A colorless version of ColoredConsolePrinter , that indiscriminantly prints to standard out. GlobalLogFilePrinter A printer for all messages to a unified log location. GZFilePrinter A LogPrinter abstract class that provides the utilities to write to a GZip file. PluginLogFilePrinter Prints log messages to the file specified by the name. PluginSubLogPrinter Prints log messages to the file specified by the name."
},
"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.Logging.Logger.html": {
"href": "api/IPA.Logging.Logger.html",
"title": "Class Logger",
"keywords": "Class Logger The logger base class. Provides the format for console logs. Inheritance Object Logger StandardLogger 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 abstract class Logger Properties | Improve this Doc View Source LogFormat The standard format for log messages. Declaration public static string LogFormat { get; protected set; } Property Value Type Description String the format for the standard loggers to print in Methods | Improve this Doc View Source Critical(Exception) Sends an exception as a critical message. Equivalent to Log(Level.Critical, e); Declaration public virtual void Critical(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Critical(String) Sends a critical message. Equivalent to Log(Level.Critical, message); Declaration public virtual void Critical(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) | Improve this Doc View Source Debug(Exception) Sends an exception as a debug message. Equivalent to Log(Level.Debug, e); Declaration public virtual void Debug(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Debug(String) Sends a debug message. Equivalent to Log(Level.Debug, message); Declaration public virtual void Debug(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) | Improve this Doc View Source Error(Exception) Sends an exception as an error message. Equivalent to Log(Level.Error, e); Declaration public virtual void Error(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Error(String) Sends an error message. Equivalent to Log(Level.Error, message); Declaration public virtual void Error(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) | Improve this Doc View Source Info(Exception) Sends an exception as an info message. Equivalent to Log(Level.Info, e); Declaration public virtual void Info(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Info(String) Sends an info message. Equivalent to Log(Level.Info, message); Declaration public virtual void Info(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) | Improve this Doc View Source Log(Logger.Level, Exception) A basic log function taking an exception to log. Declaration public virtual void Log(Logger.Level level, Exception e) Parameters Type Name Description Logger.Level level the level of the message Exception e the exception to log | Improve this Doc View Source Log(Logger.Level, String) A basic log function. Declaration public abstract void Log(Logger.Level level, string message) Parameters Type Name Description Logger.Level level the level of the message String message the message to log | Improve this Doc View Source Notice(Exception) Sends an exception as a notice message. Equivalent to Log(Level.Notice, e); Declaration public virtual void Notice(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Notice(String) Sends a notice message. Equivalent to Log(Level.Notice, message); Declaration public virtual void Notice(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) | Improve this Doc View Source Trace(Exception) Sends an exception as a trace message. Equivalent to Log(Level.Trace, e); Declaration public virtual void Trace(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Trace(String) Sends a trace message. Equivalent to Log(Level.Trace, message); Declaration public virtual void Trace(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) | Improve this Doc View Source Warn(Exception) Sends an exception as a warning message. Equivalent to Log(Level.Warning, e); Declaration public virtual void Warn(Exception e) Parameters Type Name Description Exception e the exception to log See Also Log(Logger.Level, Exception) | Improve this Doc View Source Warn(String) Sends a warning message. Equivalent to Log(Level.Warning, message); Declaration public virtual void Warn(string message) Parameters Type Name Description String message the message to log See Also Log(Logger.Level, String) Extension Methods LoggerExtensions.GetChildLogger(Logger, String) 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.Config.Stores.GeneratedStore.html": {
"href": "api/IPA.Config.Stores.GeneratedStore.html",
"title": "Class GeneratedStore",
"keywords": "Class GeneratedStore A class providing an extension for Config to make it easy to use generated config stores. Inheritance Object GeneratedStore Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores Assembly : IPA.Loader.dll Syntax public static class GeneratedStore Fields | Improve this Doc View Source AssemblyVisibilityTarget The name of the assembly that internals must be visible to to allow internal protection. Declaration public const string AssemblyVisibilityTarget = \"IPA.Config.Generated\" Field Value Type Description String Methods | Improve this Doc View Source Create() Creates a generated store outside of the context of the config system. Declaration public static T Create() where T : class Returns Type Description T a generated instance of T implementing functionality described by Generated(Config, Boolean) Type Parameters Name Description T the type to wrap Remarks See Generated(Config, Boolean) for more information about how it behaves. See Also Generated(Config, Boolean) | Improve this Doc View Source Generated(Config, Boolean) Creates a generated IConfigStore of type T , registers it to the Config object, and returns it. This also forces a synchronous config load via LoadSync() if loadSync is true . Declaration public static T Generated(this Config cfg, bool loadSync = true) where T : class Parameters Type Name Description Config cfg the Config to register to Boolean loadSync whether to synchronously load the content, or trigger an async load Returns Type Description T a generated instance of T as a special IConfigStore Type Parameters Name Description T the type to wrap Remarks T must be a public non- sealed class. It can also be internal, but in that case, then your assembly must have the following attribute to allow the generated code to reference it. [assembly: InternalsVisibleTo(IPA.Config.Stores.GeneratedStore.AssemblyVisibilityTarget)] Only fields and properties that are public or protected will be considered, and only properties where both the getter and setter are public or protected are considered. Any fields or properties with an IgnoreAttribute applied to them are also ignored. Having properties be virtual is not strictly necessary, however it allows the generated type to keep track of changes and lock around them so that the config will auto-save. All of the attributes in the IPA.Config.Stores.Attributes namespace are handled as described by them. If the T declares a public or protected, virtual method Changed() , then that method may be called to artificially signal to the runtime that the content of the object has changed. That method will also be called after the write locks are released when a property is set anywhere in the owning tree. This will only be called on the outermost generated object of the config structure, even if the change being signaled is somewhere deep into the tree. Similarly, T can declare a public or protected, virtual method OnReload() , which will be called on the filesystem reader thread after the object has been repopulated with new data values. It will be called after the write lock for this object is released. This will only be called on the outermost generated object of the config structure. Similarly, T can declare a public or protected, virtual method CopyFrom(ConfigType) (the first parameter is the type it is defined on), which may be called to copy the properties from another object of its type easily, and more importantly, as only one change. Its body will be executed after the values have been copied. Similarly, T can declare a public or protected, virtual method ChangeTransaction() returning IDisposable , which may be called to get an object representing a transactional change. This may be used to change a lot of properties at once without triggering a save multiple times. Ideally, this is used in a langword_csharp_using block or declaration. The IDisposable returned from your implementation will have its Dispose() called after Changed() is called, but before the write lock is released. Unless you have a very good reason to use the nested IDisposable , avoid it. If T is marked with NotifyPropertyChangesAttribute , the resulting object will implement INotifyPropertyChanged . Similarly, if T implements INotifyPropertyChanged , the resulting object will implement it and notify it too."
},
"api/IPA.Config.Stores.Converters.html": {
"href": "api/IPA.Config.Stores.Converters.html",
"title": "",
"keywords": "Classes CaseInsensitiveEnumConverter A converter for an enum of type T , that converts the enum to its string representation and back, ignoring the case of the serialized value for deseiralization. CollectionConverter A base class for all ICollection type converters, providing most of the functionality. CollectionConverter A CollectionConverter which default constructs a converter for use as the value converter. Converter Provides utility functions for custom converters. Converter Provides generic utilities for converters for certain types. CustomObjectConverter A ValueConverter for objects normally serialized to config via Generated(Config, Boolean) . CustomValueTypeConverter A ValueConverter for custom value types, serialized identically to the reference types serialized with Generated(Config, Boolean) . EnumConverter A converter for an enum of type T , that converts the enum to its string representation and back. IListConverter A CollectionConverter for an IList , creating a List when deserializing. IListConverter An IListConverter which default constructs a converter for use as the value converter. ISetConverter A CollectionConverter for an ISet , creating a HashSet when deserializing. ISetConverter An ISetConverter which default constructs a converter for use as the value converter. ListConverter A CollectionConverter for a List . ListConverter A ListConverter which default constructs a converter for use as the value converter. NullableConverter A converter for a Nullable . NullableConverter A converter for a Nullable that default-constructs a converter of type TConverter to use as the underlying converter. Use this in the UseConverterAttribute . NumericEnumConverter A converter for an enum of type T , that converts the enum to its underlying value for serialization."
},
"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[])"
},
"api/IPA.Config.Stores.Converters.ListConverter-2.html": {
"href": "api/IPA.Config.Stores.Converters.ListConverter-2.html",
"title": "Class ListConverter",
"keywords": "Class ListConverter A ListConverter which default constructs a converter for use as the value converter. Inheritance Object ValueConverter < List > CollectionConverter > ListConverter ListConverter Implements IValueConverter Inherited Members ListConverter.Create(Int32, Object) CollectionConverter>.BaseConverter CollectionConverter>.Create(Int32, Object) CollectionConverter>.PopulateFromValue(List, List, Object) CollectionConverter>.FromValue(Value, Object) CollectionConverter>.ToValue(List, Object) ValueConverter>.ToValue(List, 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 ListConverter : ListConverter, 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 ListConverter() Creates an ListConverter using a default constructed TConverter element type. Equivalent to calling ListConverter(ValueConverter) with a default-constructed TConverter . Declaration public ListConverter() See Also ListConverter(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 ListConverter "
},
"api/IPA.Config.Stores.Converters.ISetConverter-1.html": {
"href": "api/IPA.Config.Stores.Converters.ISetConverter-1.html",
"title": "Class ISetConverter",
"keywords": "Class ISetConverter A CollectionConverter for an ISet , creating a HashSet when deserializing. Inheritance Object ValueConverter < ISet > CollectionConverter > ISetConverter ISetConverter Implements IValueConverter Inherited Members 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 class ISetConverter : CollectionConverter>, IValueConverter Type Parameters Name Description T the element type of the ISet Constructors | Improve this Doc View Source ISetConverter() Creates an ISetConverter using the default converter for T . Declaration public ISetConverter() See Also CollectionConverter() | Improve this Doc View Source ISetConverter(ValueConverter) Creates an ISetConverter using the specified underlying converter for values. Declaration public ISetConverter(ValueConverter underlying) Parameters Type Name Description ValueConverter underlying the underlying ValueConverter to use for the values Methods | Improve this Doc View Source Create(Int32, Object) Creates a new ISet (a HashSet ) for deserialization. Declaration protected override ISet Create(int size, object parent) Parameters Type Name Description Int32 size the size to initialize it to Object parent the object that will own the new object Returns Type Description ISet the new ISet Overrides IPA.Config.Stores.Converters.CollectionConverter>.Create(System.Int32, 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[]) See Also CollectionConverter "
},
"api/IPA.Config.Stores.Converters.IListConverter-2.html": {
"href": "api/IPA.Config.Stores.Converters.IListConverter-2.html",
"title": "Class IListConverter",
"keywords": "Class IListConverter An IListConverter which default constructs a converter for use as the value converter. Inheritance Object ValueConverter < IList > CollectionConverter > IListConverter IListConverter Implements IValueConverter Inherited Members IListConverter