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"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 } } }"
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"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 ."
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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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"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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"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."
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"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\" ] }"
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"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)"
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"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!!!"
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"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(this IEnumerable seq, T app) Parameters Type Name Description IEnumerable seq a sequence of values T app the value to append to seq Returns Type Description IEnumerable a new sequence ending with app Type Parameters Name Description T the type of the elements of seq | Improve this Doc View Source NonNull(IEnumerable) LINQ extension method that filters null elements out of an enumeration. Declaration public static IEnumerable NonNull(this IEnumerable self) where T : class Parameters Type Name Description IEnumerable self the enumeration to filter Returns Type Description IEnumerable a filtered enumerable Type Parameters Name Description T the type of the enumeration | Improve this Doc View Source NonNull(IEnumerable>) LINQ extension method that filters null elements from an enumeration of nullable types. Declaration public static IEnumerable NonNull(this IEnumerable self) where T : struct Parameters Type Name Description IEnumerable < Nullable > self the enumeration to filter Returns Type Description IEnumerable a filtered enumerable Type Parameters Name Description T the underlying type of the nullable enumeration | Improve this Doc View Source NonNull(IEnumerable, Func) LINQ extension method that filters null elements out of an enumeration based on a converter. Declaration public static IEnumerable NonNull(this IEnumerable self, Func pred) where U : class Parameters Type Name Description IEnumerable self the enumeration to filter Func pred the predicate to select for filtering Returns Type Description IEnumerable a filtered enumerable Type Parameters Name Description T the type of the enumeration U the type to compare to null | Improve this Doc View Source Prepend(IEnumerable, T) Adds a value to the beginning of the sequence. Declaration public static IEnumerable Prepend(this IEnumerable seq, T prep) Parameters Type Name Description IEnumerable seq a sequence of values T prep the value to prepend to seq Returns Type Description IEnumerable a new sequence beginning with prep Type Parameters Name Description T the type of the elements of seq"
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"href": "api/IPA.Utilities.Async.Synchronization.html",
"title": "Class Synchronization",
"keywords": "Class Synchronization Utilities for inter-thread synchronization. All Locker method acquire their object immediately, and should only be used with langword_csharp_using to automatically release them. Inheritance Object Synchronization Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public static class Synchronization Examples The canonical usage of all of the member functions is as follows, substituting Lock(Mutex) with whichever member you want to use, according to your lock type. using var _locker = Synchronization.Lock(mutex); Methods | Improve this Doc View Source Lock(Mutex) Creates a locker for a mutex. Declaration public static Synchronization.MutexLocker Lock(Mutex mut) Parameters Type Name Description Mutex mut the mutex to acquire Returns Type Description Synchronization.MutexLocker the locker to use with langword_csharp_using | Improve this Doc View Source Lock(Semaphore) Creates a locker for a semaphore. Declaration public static Synchronization.SemaphoreLocker Lock(Semaphore sem) Parameters Type Name Description Semaphore sem the semaphore to acquire Returns Type Description Synchronization.SemaphoreLocker the locker to use with langword_csharp_using | Improve this Doc View Source Lock(SemaphoreSlim) Creates a locker for a slim semaphore. Declaration public static Synchronization.SemaphoreSlimLocker Lock(SemaphoreSlim sem) Parameters Type Name Description SemaphoreSlim sem the slim semaphore to acquire Returns Type Description Synchronization.SemaphoreSlimLocker the locker to use with langword_csharp_using | Improve this Doc View Source LockAsync(SemaphoreSlim) Creates a locker for a slim semaphore asynchronously. Declaration public static Task LockAsync(SemaphoreSlim sem) Parameters Type Name Description SemaphoreSlim sem the slim semaphore to acquire async Returns Type Description Task < Synchronization.SemaphoreSlimAsyncLocker > the locker to use with langword_csharp_using | Improve this Doc View Source LockRead(ReaderWriterLockSlim) Creates a locker for a read lock on a ReaderWriterLockSlim . Declaration public static Synchronization.ReaderWriterLockSlimReadLocker LockRead(ReaderWriterLockSlim rwl) Parameters Type Name Description ReaderWriterLockSlim rwl the lock to acquire in read mode Returns Type Description Synchronization.ReaderWriterLockSlimReadLocker the locker to use with langword_csharp_using | Improve this Doc View Source LockReadUpgradable(ReaderWriterLockSlim) Creates a locker for an upgradable read lock on a ReaderWriterLockSlim . Declaration public static Synchronization.ReaderWriterLockSlimUpgradableReadLocker LockReadUpgradable(ReaderWriterLockSlim rwl) Parameters Type Name Description ReaderWriterLockSlim rwl the lock to acquire in upgradable read mode Returns Type Description Synchronization.ReaderWriterLockSlimUpgradableReadLocker the locker to use with langword_csharp_using | Improve this Doc View Source LockWrite(ReaderWriterLockSlim) Creates a locker for a write lock ReaderWriterLockSlim . Declaration public static Synchronization.ReaderWriterLockSlimWriteLocker LockWrite(ReaderWriterLockSlim rwl) Parameters Type Name Description ReaderWriterLockSlim rwl the lock to acquire in write mode Returns Type Description Synchronization.ReaderWriterLockSlimWriteLocker the locker to use with langword_csharp_using"
},
"api/IPA.Utilities.Async.Synchronization.SemaphoreSlimLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.SemaphoreSlimLocker.html",
"title": "Struct Synchronization.SemaphoreSlimLocker",
"keywords": "Struct Synchronization.SemaphoreSlimLocker A locker for a SemaphoreSlim that automatically releases when it is disposed. Create this with Lock(SemaphoreSlim) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct SemaphoreSlimLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() 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[]) See Also Synchronization Lock(SemaphoreSlim)"
},
"api/IPA.Utilities.Async.Synchronization.SemaphoreSlimAsyncLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.SemaphoreSlimAsyncLocker.html",
"title": "Struct Synchronization.SemaphoreSlimAsyncLocker",
"keywords": "Struct Synchronization.SemaphoreSlimAsyncLocker A locker for a SemaphoreSlim that was created asynchronously and automatically releases when it is disposed. Create this with LockAsync(SemaphoreSlim) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct SemaphoreSlimAsyncLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() 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[]) See Also Synchronization LockAsync(SemaphoreSlim)"
},
"api/IPA.Utilities.Async.Synchronization.SemaphoreLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.SemaphoreLocker.html",
"title": "Struct Synchronization.SemaphoreLocker",
"keywords": "Struct Synchronization.SemaphoreLocker A locker for a Semaphore that automatically releases when it is disposed. Create this with Lock(Semaphore) . Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public struct SemaphoreLocker : IDisposable Explicit Interface Implementations | Improve this Doc View Source IDisposable.Dispose() Declaration void IDisposable.Dispose() 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[]) See Also Synchronization Lock(Semaphore)"
},
"api/IPA.Utilities.Async.SingleThreadTaskScheduler.html": {
"href": "api/IPA.Utilities.Async.SingleThreadTaskScheduler.html",
"title": "Class SingleThreadTaskScheduler",
"keywords": "Class SingleThreadTaskScheduler A single-threaded task scheduler that runs all of its tasks on the same thread. Inheritance Object TaskScheduler SingleThreadTaskScheduler Implements IDisposable Inherited Members TaskScheduler.TryDequeue(Task) TaskScheduler.FromCurrentSynchronizationContext() TaskScheduler.TryExecuteTask(Task) TaskScheduler.MaximumConcurrencyLevel TaskScheduler.Default TaskScheduler.Current TaskScheduler.Id TaskScheduler.UnobservedTaskException Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Utilities.Async Assembly : IPA.Loader.dll Syntax public class SingleThreadTaskScheduler : TaskScheduler, IDisposable Properties | Improve this Doc View Source IsRunning Gets whether or not the underlying thread has been started. Declaration public bool IsRunning { get; } Property Value Type Description Boolean Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. Methods | Improve this Doc View Source Dispose() Disposes this object. This puts the object into an unusable state. Declaration public void Dispose() | Improve this Doc View Source Dispose(Boolean) Disposes this object. Declaration protected virtual void Dispose(bool disposing) Parameters Type Name Description Boolean disposing whether or not to dispose managed objects | Improve this Doc View Source Exit() Terminates the runner thread, and waits for the currently running task to complete. Declaration public IEnumerable Exit() Returns Type Description IEnumerable < Task > an IEnumerable of Task s that did not execute Remarks After this method returns, this object has been disposed and is no longer in a valid state. Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. | Improve this Doc View Source GetScheduledTasks() Throws a NotSupportedException . Declaration protected override IEnumerable GetScheduledTasks() Returns Type Description IEnumerable < Task > nothing Overrides TaskScheduler.GetScheduledTasks() Exceptions Type Condition NotSupportedException Always. | Improve this Doc View Source Join() Waits for the runner thread to complete all tasks in the queue, then exits. Declaration public void Join() Remarks After this method returns, this object has been disposed and is no longer in a valid state. Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. | Improve this Doc View Source QueueTask(Task) Queues a given Task to this scheduler. The Task must> be scheduled for this TaskScheduler by the runtime. Declaration protected override void QueueTask(Task task) Parameters Type Name Description Task task the Task to queue Overrides TaskScheduler.QueueTask(Task) Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. | Improve this Doc View Source Start() Starts the thread that executes tasks scheduled with this TaskScheduler Declaration public void Start() Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. | Improve this Doc View Source TryExecuteTaskInline(Task, Boolean) Rejects any attempts to execute a task inline. Declaration protected override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued) Parameters Type Name Description Task task the task to attempt to execute Boolean taskWasPreviouslyQueued whether the task was previously queued to this scheduler Returns Type Description Boolean false Overrides TaskScheduler.TryExecuteTaskInline(Task, Boolean) Remarks This task scheduler always runs its tasks on the thread that it manages, therefore it doesn't make sense to run it inline. Exceptions Type Condition ObjectDisposedException Thrown if this object has already been disposed. 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.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.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.Logging.Logger.LogLevel.html": {
"href": "api/IPA.Logging.Logger.LogLevel.html",
"title": "Enum Logger.LogLevel",
"keywords": "Enum Logger.LogLevel An enum providing log level filters. Namespace : IPA.Logging Assembly : IPA.Loader.dll Syntax [Flags] public enum LogLevel : byte Fields Name Description All Shows all messages. CriticalOnly Only shows Critical messages. DebugOnly Only shows Debug messages. DebugUp Shows all messages debug and up. ErrorOnly Only shows Error messages. ErrorUp Shows all messages error and up. InfoOnly Only shows info messages. InfoUp Shows all messages info and up. None Allow no messages through. NoticeOnly Only shows notice messages. NoticeUp Shows all messages Notice and up. TraceOnly Only shows Trace messages. Undefined Used for when the level is undefined. WarningOnly Only shows Warning messages. WarningUp Shows all messages warning and up. Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
"api/IPA.Logging.Logger.Level.html": {
"href": "api/IPA.Logging.Logger.Level.html",
"title": "Enum Logger.Level",
"keywords": "Enum Logger.Level An enum specifying the level of the message. Resembles Syslog. Namespace : IPA.Logging Assembly : IPA.Loader.dll Syntax public enum Level : byte Fields Name Description Critical A critical error message. Debug A debug message. Error An error message. Info An informational message. None No associated level. These never get shown. Notice A notice. More significant than Info, but less than a warning. Trace A trace message. These are ignored incredibly early. Warning A warning message. Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
"api/IPA.Loader.PluginManager.PluginEnableDelegate.html": {
"href": "api/IPA.Loader.PluginManager.PluginEnableDelegate.html",
"title": "Delegate PluginManager.PluginEnableDelegate",
"keywords": "Delegate PluginManager.PluginEnableDelegate An invoker for the PluginEnabled event. Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public delegate void PluginEnableDelegate(PluginMetadata plugin, bool needsRestart); Parameters Type Name Description PluginMetadata plugin the plugin that was enabled 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.Config.Stores.IValueConverter.html": {
"href": "api/IPA.Config.Stores.IValueConverter.html",
"title": "Interface IValueConverter",
"keywords": "Interface IValueConverter The base interface for a value converter for use by objects generated by Generated(Config, Boolean) . Namespace : IPA.Config.Stores Assembly : IPA.Loader.dll Syntax public interface IValueConverter Remarks The object returned from FromValue(Value, Object) , if fed into ToValue(Object, Object) , should return equivalent Value structures. Similarly, if the result of ToValue(Object, Object) is fed into FromValue(Value, Object) , the resulting object should be equivalent to the one passed to ToValue(Object, Object) . The parent parameter to ToValue(Object, Object) and FromValue(Value, Object) should be (ideally) the the top of the serialization tree, or some other generated object in that tree, rather than some arbitrary object in the middle that is not managed by the generatd config system. Converters do not need to perform null checks, as the serializer and deserializer will do that automatically. Properties | Improve this Doc View Source Type Gets the type that this IValueConverter handles. Declaration Type Type { get; } Property Value Type Description Type Methods | Improve this Doc View Source FromValue(Value, Object) Converts the given Value to the object type handled by this converter. Declaration object FromValue(Value value, object parent) Parameters Type Name Description Value value the Value to deserialize Object parent the object that will own the result Returns Type Description Object the deserialized object | Improve this Doc View Source ToValue(Object, Object) Converts the given object to a Value . Declaration Value ToValue(object obj, object parent) Parameters Type Name Description Object obj the object to convert Object parent the owning object of obj Returns Type Description Value a representation of obj as a Value structure 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.NullableConverter-2.html": {
"href": "api/IPA.Config.Stores.Converters.NullableConverter-2.html",
"title": "Class NullableConverter",
"keywords": "Class 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 . Inheritance Object ValueConverter < Nullable > NullableConverter NullableConverter Implements IValueConverter Inherited Members NullableConverter.FromValue(Value, Object) NullableConverter.ToValue(Nullable, 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 NullableConverter : NullableConverter, IValueConverter where T : struct where TConverter : ValueConverter, new() Type Parameters Name Description T the underlying type of the Nullable TConverter the type to use as an underlying converter Constructors | Improve this Doc View Source NullableConverter() Creates a converter with a new TConverter as the underlying converter. Declaration public NullableConverter() See Also NullableConverter(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 NullableConverter "
},
"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.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 "
},
"api/IPA.Config.Stores.Attributes.NotifyPropertyChangesAttribute.html": {
"href": "api/IPA.Config.Stores.Attributes.NotifyPropertyChangesAttribute.html",
"title": "Class NotifyPropertyChangesAttribute",
"keywords": "Class NotifyPropertyChangesAttribute Indicates that the generated subclass of the attribute's target should implement INotifyPropertyChanged . If the type this is applied to already inherits it, this is implied. Inheritance Object Attribute NotifyPropertyChangesAttribute 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.Class, AllowMultiple = false, Inherited = true)] public sealed class NotifyPropertyChangesAttribute : 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[])"
},
"api/IPA.Config.Stores.Attributes.NonNullableAttribute.html": {
"href": "api/IPA.Config.Stores.Attributes.NonNullableAttribute.html",
"title": "Class NonNullableAttribute",
"keywords": "Class NonNullableAttribute Indicates that a field or property in an object being wrapped by Generated(Config, Boolean) that would otherwise be nullable (i.e. a reference type or a Nullable type) should never be null, and the member will be ignored if the deserialized value is null . Inheritance Object Attribute NonNullableAttribute 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 NonNullableAttribute : 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[])"
},
"api/IPA.Config.IModPrefs.html": {
"href": "api/IPA.Config.IModPrefs.html",
"title": "Interface IModPrefs",
"keywords": "Interface IModPrefs Allows to get and set preferences for your mod. Namespace : IPA.Config Assembly : IPA.Loader.dll Syntax [Obsolete(\"Uses IniFile, which uses 16 bit system calls. Use BS Utils INI system for now.\")] public interface IModPrefs Methods | Improve this Doc View Source GetBool(String, String, Boolean, Boolean) Gets a bool from the ini. Declaration bool GetBool(string section, string name, bool defaultValue = false, bool autoSave = false) Parameters Type Name Description String section Section of the key. String name Name of the key. Boolean defaultValue Value that should be used when no value is found. Boolean autoSave Whether or not the default value should be written if no value is found. Returns Type Description Boolean | Improve this Doc View Source GetFloat(String, String, Single, Boolean) Gets a float from the ini. Declaration float GetFloat(string section, string name, float defaultValue = 0F, bool autoSave = false) Parameters Type Name Description String section Section of the key. String name Name of the key. Single defaultValue Value that should be used when no value is found. Boolean autoSave Whether or not the default value should be written if no value is found. Returns Type Description Single | Improve this Doc View Source GetInt(String, String, Int32, Boolean) Gets an int from the ini. Declaration int GetInt(string section, string name, int defaultValue = 0, bool autoSave = false) Parameters Type Name Description String section Section of the key. String name Name of the key. Int32 defaultValue Value that should be used when no value is found. Boolean autoSave Whether or not the default value should be written if no value is found. Returns Type Description Int32 | Improve this Doc View Source GetString(String, String, String, Boolean) Gets a string from the ini. Declaration string GetString(string section, string name, string defaultValue = \"\", bool autoSave = false) Parameters Type Name Description String section Section of the key. String name Name of the key. String defaultValue Value that should be used when no value is found. Boolean autoSave Whether or not the default value should be written if no value is found. Returns Type Description String | Improve this Doc View Source HasKey(String, String) Checks whether or not a key exists in the ini. Declaration bool HasKey(string section, string name) Parameters Type Name Description String section Section of the key. String name Name of the key. Returns Type Description Boolean | Improve this Doc View Source SetBool(String, String, Boolean) Sets a bool in the ini. Declaration void SetBool(string section, string name, bool value) Parameters Type Name Description String section Section of the key. String name Name of the key. Boolean value Value that should be written. | Improve this Doc View Source SetFloat(String, String, Single) Sets a float in the ini. Declaration void SetFloat(string section, string name, float value) Parameters Type Name Description String section Section of the key. String name Name of the key. Single value Value that should be written. | Improve this Doc View Source SetInt(String, String, Int32) Sets an int in the ini. Declaration void SetInt(string section, string name, int value) Parameters Type Name Description String section Section of the key. String name Name of the key. Int32 value Value that should be written. | Improve this Doc View Source SetString(String, String, String) Sets a string in the ini. Declaration void SetString(string section, string name, string value) Parameters Type Name Description String section Section of the key. String name Name of the key. String value Value that should be written. 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.IConfigStore.html": {
"href": "api/IPA.Config.IConfigStore.html",
"title": "Interface IConfigStore",
"keywords": "Interface IConfigStore A storage for a config structure. Namespace : IPA.Config Assembly : IPA.Loader.dll Syntax public interface IConfigStore Properties | Improve this Doc View Source SyncObject A synchronization object for the save thread to wait on for changes. It should be signaled whenever the internal state of the object is changed. The writer will never signal this handle. Declaration WaitHandle SyncObject { get; } Property Value Type Description WaitHandle | Improve this Doc View Source WriteSyncObject A synchronization object for the load thread and accessors to maintain safe synchronization. Any readers should take a read lock with EnterReadLock() or EnterUpgradeableReadLock() , and any writers should take a write lock with EnterWriteLock() . Declaration ReaderWriterLockSlim WriteSyncObject { get; } Property Value Type Description ReaderWriterLockSlim Remarks Read and write are read and write to this object , not to the file on disk. Methods | Improve this Doc View Source ReadFrom(ConfigProvider) Reads the config structure from the given IConfigProvider into the current IConfigStore . Declaration void ReadFrom(ConfigProvider provider) Parameters Type Name Description ConfigProvider provider the provider to read from Remarks The calling code will have entered a write lock on WriteSyncObject when this is called. | Improve this Doc View Source WriteTo(ConfigProvider) Writes the config structure stored by the current IConfigStore to the given IConfigProvider . Declaration void WriteTo(ConfigProvider provider) Parameters Type Name Description ConfigProvider provider the provider to write to Remarks The calling code will have entered a read lock on WriteSyncObject when this is called. 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.Data.html": {
"href": "api/IPA.Config.Data.html",
"title": "",
"keywords": "Classes Boolean A Value representing a boolean value. FloatingPoint A Value representing a floating point value. This may hold a Decimal 's worth of data. Integer A Value representing an integer. This may hold a Int64 's worth of data. List A list of Value s for serialization by an IConfigProvider . Use List() or From(IEnumerable) to create. Map A ordered map of String to Value for serialization by an IConfigProvider . Use Map() or From(IDictionary) to create. Text A Value representing a piece of text. The only reason this is not named String is so that it doesn't conflict with String . 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."
},
"api/IPA.Config.Data.Text.html": {
"href": "api/IPA.Config.Data.Text.html",
"title": "Class Text",
"keywords": "Class Text A Value representing a piece of text. The only reason this is not named String is so that it doesn't conflict with String . Inheritance Object Value Text 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