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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."
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"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.PropertyAccessor-2.Getter.html": {
"href": "api/IPA.Utilities.PropertyAccessor-2.Getter.html",
"title": "Delegate PropertyAccessor.Getter",
"keywords": "Delegate PropertyAccessor.Getter A getter for a property. Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public delegate U Getter(ref T obj); Parameters Type Name Description T obj the object it is a member of Returns Type Description U the value of the property Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
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"href": "api/IPA.Utilities.MethodAccessor-2.html",
"title": "Class MethodAccessor",
"keywords": "Class MethodAccessor A type containing utilities for calling non-public methods on an object. Inheritance Object MethodAccessor 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 MethodAccessor where TDelegate : Delegate Type Parameters Name Description T the type to find the methods on TDelegate the delegate type to create, and to use as a signature to search for Methods | Improve this Doc View Source GetDelegate(String) Gets a delegate to the named method with the signature specified by TDelegate . Declaration public static TDelegate GetDelegate(string name) Parameters Type Name Description String name the name of the method to get Returns Type Description TDelegate a delegate that can call the specified method Exceptions Type Condition MissingMethodException if name does not represent the name of a method with the given signature ArgumentException if the method found returns a type incompatable with the return type of TDelegate"
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"api/IPA.Utilities.CriticalSection.html": {
"href": "api/IPA.Utilities.CriticalSection.html",
"title": "Class CriticalSection",
"keywords": "Class CriticalSection Provides utilities for managing various critical sections. Inheritance Object CriticalSection 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 CriticalSection Methods | Improve this Doc View Source EnterExecuteSection() Enters a critical execution section. Does not nest. Declaration public static void EnterExecuteSection() | Improve this Doc View Source ExecuteSection() Creates an CriticalSection.AutoExecuteSection for automated management of an execute section. Declaration public static CriticalSection.AutoExecuteSection ExecuteSection() Returns Type Description CriticalSection.AutoExecuteSection the new CriticalSection.AutoExecuteSection that manages the section | Improve this Doc View Source ExitExecuteSection() Exits a critical execution section. Does not nest. Declaration public static void ExitExecuteSection()"
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"href": "api/IPA.Utilities.CriticalSection.AutoExecuteSection.html",
"title": "Struct CriticalSection.AutoExecuteSection",
"keywords": "Struct CriticalSection.AutoExecuteSection A struct that allows using blocks to manage an execute section. Implements IDisposable Inherited Members ValueType.Equals(Object) ValueType.GetHashCode() ValueType.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public struct AutoExecuteSection : 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[])"
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"href": "api/IPA.Utilities.Async.html",
"title": "",
"keywords": "Classes Coroutines A class providing coroutine helpers. SingleThreadTaskScheduler A single-threaded task scheduler that runs all of its tasks on the same thread. 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. UnityMainThreadTaskScheduler A task scheduler that runs tasks on the Unity main thread via coroutines. Structs Synchronization.MutexLocker A locker for a Mutex that automatically releases when it is disposed. Create this with Lock(Mutex) . Synchronization.ReaderWriterLockSlimReadLocker A locker for a read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockRead(ReaderWriterLockSlim) . Synchronization.ReaderWriterLockSlimUpgradableReadLocker A locker for an upgradable read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockReadUpgradable(ReaderWriterLockSlim) . Synchronization.ReaderWriterLockSlimWriteLocker A locker for a write lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockWrite(ReaderWriterLockSlim) . Synchronization.SemaphoreLocker A locker for a Semaphore that automatically releases when it is disposed. Create this with Lock(Semaphore) . Synchronization.SemaphoreSlimAsyncLocker A locker for a SemaphoreSlim that was created asynchronously and automatically releases when it is disposed. Create this with LockAsync(SemaphoreSlim) . Synchronization.SemaphoreSlimLocker A locker for a SemaphoreSlim that automatically releases when it is disposed. Create this with Lock(SemaphoreSlim) ."
},
"api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html": {
"href": "api/IPA.Utilities.Async.UnityMainThreadTaskScheduler.html",
"title": "Class UnityMainThreadTaskScheduler",
"keywords": "Class UnityMainThreadTaskScheduler A task scheduler that runs tasks on the Unity main thread via coroutines. Inheritance Object TaskScheduler UnityMainThreadTaskScheduler Implements IDisposable Inherited Members TaskScheduler.TryDequeue(Task) TaskScheduler.FromCurrentSynchronizationContext() TaskScheduler.TryExecuteTask(Task) TaskScheduler.MaximumConcurrencyLevel 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 UnityMainThreadTaskScheduler : TaskScheduler, IDisposable Properties | Improve this Doc View Source Cancelling Gets whether or not this scheduler is in the process of shutting down. Declaration public bool Cancelling { get; } Property Value Type Description Boolean true if the scheduler is shutting down, false otherwise | Improve this Doc View Source Default Gets the default main thread scheduler that is managed by BSIPA. Declaration public static TaskScheduler Default { get; } Property Value Type Description TaskScheduler a scheduler that is managed by BSIPA | Improve this Doc View Source Factory Gets a factory for creating tasks on Default . Declaration public static TaskFactory Factory { get; } Property Value Type Description TaskFactory a factory for creating tasks on the default scheduler | Improve this Doc View Source IsRunning Gets whether or not this scheduler is currently executing tasks. Declaration public bool IsRunning { get; } Property Value Type Description Boolean true if the scheduler is running, false otherwise | Improve this Doc View Source YieldAfterTasks Gets or sets the number of tasks to execute before yielding back to Unity. Declaration public int YieldAfterTasks { get; set; } Property Value Type Description Int32 the number of tasks to execute per resume | Improve this Doc View Source YieldAfterTime Gets or sets the amount of time to execute tasks for before yielding back to Unity. Default is 0.5ms. Declaration public TimeSpan YieldAfterTime { get; set; } Property Value Type Description TimeSpan the amount of time to execute tasks for before yielding back to Unity Methods | Improve this Doc View Source Cancel() Cancels the scheduler. If the scheduler is currently executing tasks, that batch will finish first. All remaining tasks will be left in the queue. Declaration public void Cancel() Exceptions Type Condition ObjectDisposedException if this scheduler is disposed InvalidOperationException if the scheduler is not running | Improve this Doc View Source Coroutine() When used as a Unity coroutine, runs the scheduler. Otherwise, this is an invalid call. Declaration public IEnumerator Coroutine() Returns Type Description IEnumerator a Unity coroutine Remarks Do not ever call UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator) on this coroutine, nor UnityEngine.MonoBehaviour.StopAllCoroutines() on the behaviour hosting this coroutine. This has no way to detect this, and this object will become invalid. If you need to stop this coroutine, first call Cancel() , then wait for it to exit on its own. Exceptions Type Condition ObjectDisposedException if this scheduler is disposed InvalidOperationException if the scheduler is already running | 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 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 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 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.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimWriteLocker.html",
"title": "Struct Synchronization.ReaderWriterLockSlimWriteLocker",
"keywords": "Struct Synchronization.ReaderWriterLockSlimWriteLocker A locker for a write lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockWrite(ReaderWriterLockSlim) . 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 ReaderWriterLockSlimWriteLocker : 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 LockWrite(ReaderWriterLockSlim)"
},
"api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimUpgradableReadLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimUpgradableReadLocker.html",
"title": "Struct Synchronization.ReaderWriterLockSlimUpgradableReadLocker",
"keywords": "Struct Synchronization.ReaderWriterLockSlimUpgradableReadLocker A locker for an upgradable read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockReadUpgradable(ReaderWriterLockSlim) . 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 ReaderWriterLockSlimUpgradableReadLocker : IDisposable Methods | Improve this Doc View Source Upgrade() Creates a locker for a write lock on the ReaderWriterLockSlim associated with this locker, upgrading the current thread's lock. Declaration public Synchronization.ReaderWriterLockSlimWriteLocker Upgrade() Returns Type Description Synchronization.ReaderWriterLockSlimWriteLocker a locker for the new write lock See Also Synchronization 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 LockReadUpgradable(ReaderWriterLockSlim)"
},
"api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimReadLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.ReaderWriterLockSlimReadLocker.html",
"title": "Struct Synchronization.ReaderWriterLockSlimReadLocker",
"keywords": "Struct Synchronization.ReaderWriterLockSlimReadLocker A locker for a read lock on a ReaderWriterLockSlim that automatically releases when it is disposed. Create this with LockRead(ReaderWriterLockSlim) . 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 ReaderWriterLockSlimReadLocker : 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 LockRead(ReaderWriterLockSlim)"
},
"api/IPA.Utilities.Async.Synchronization.MutexLocker.html": {
"href": "api/IPA.Utilities.Async.Synchronization.MutexLocker.html",
"title": "Struct Synchronization.MutexLocker",
"keywords": "Struct Synchronization.MutexLocker A locker for a Mutex that automatically releases when it is disposed. Create this with Lock(Mutex) . 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 MutexLocker : 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(Mutex)"
},
"api/IPA.Utilities.AlmostVersion.StoredAs.html": {
"href": "api/IPA.Utilities.AlmostVersion.StoredAs.html",
"title": "Enum AlmostVersion.StoredAs",
"keywords": "Enum AlmostVersion.StoredAs Represents a storage type of either parsed object or raw String . Namespace : IPA.Utilities Assembly : IPA.Loader.dll Syntax public enum StoredAs Fields Name Description SemVer The version was stored as a . String The version was stored as a String . Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
"api/IPA.RuntimeOptions.html": {
"href": "api/IPA.RuntimeOptions.html",
"title": "Enum RuntimeOptions",
"keywords": "Enum RuntimeOptions Options that a plugin must specify to describe how it expects to be run. Namespace : IPA Assembly : IPA.Loader.dll Syntax public enum RuntimeOptions Fields Name Description DynamicInit Indicates that this plugin supports runtime enabling and disabling. When this is set, the plugin may be disabled at reasonable points during runtime. As with SingleStartInit , it will be initialized and enabled with the game if it is enabled on startup, and disabled with the game if it is enabled on shutdown. When a plugin with this set is enabled mid-game, the first time it is enabled, its initialization methods will be called, then its enable methods. All subsequent enables will NOT re-initialize, however the enable methods will be called. When a plugin with this set is disabled mid-game, the plugin instance will NOT be destroyed, and will instead be re-used for subsequent enables. The plugin is expected to handle this gracefully, and behave in a way that makes sense. SingleStartInit Indicates that this plugin expects to be initialized and enabled with the game, and disabled with the game. With this option set, whether or not the plugin is disabled during a given run is constant for that entire run. See Also PluginAttribute InitAttribute OnEnableAttribute OnDisableAttribute OnStartAttribute OnExitAttribute Extension Methods ReflectionUtil.SetField(String, U) ReflectionUtil.GetField(String) ReflectionUtil.SetProperty(String, U) ReflectionUtil.GetProperty(String) ReflectionUtil.InvokeMethod(String, Object[])"
},
"api/IPA.PluginAttribute.html": {
"href": "api/IPA.PluginAttribute.html",
"title": "Class PluginAttribute",
"keywords": "Class PluginAttribute Marks a class as being a BSIPA plugin. Inheritance Object Attribute PluginAttribute 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.Class, AllowMultiple = false, Inherited = false)] public sealed class PluginAttribute : Attribute, _Attribute Constructors | Improve this Doc View Source PluginAttribute(RuntimeOptions) Initializes a PluginAttribute with the given RuntimeOptions to indicate the runtime capabilities of the plugin. Declaration public PluginAttribute(RuntimeOptions runtimeOptions) Parameters Type Name Description RuntimeOptions runtimeOptions the options to use for this plugin Properties | Improve this Doc View Source RuntimeOptions The RuntimeOptions passed into the constructor of this attribute. Declaration public RuntimeOptions RuntimeOptions { get; } Property Value Type Description RuntimeOptions 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 InitAttribute OnEnableAttribute OnDisableAttribute OnStartAttribute OnExitAttribute"
},
"api/IPA.OnStartAttribute.html": {
"href": "api/IPA.OnStartAttribute.html",
"title": "Class OnStartAttribute",
"keywords": "Class OnStartAttribute Indicates that the target method should be called when the game starts. Inheritance Object Attribute OnStartAttribute 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 OnStartAttribute : Attribute, _Attribute, IEdgeLifecycleAttribute Remarks This attribute is interchangable with OnEnableAttribute , 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 OnEnableAttribute"
},
"api/IPA.Old.IPlugin.html": {
"href": "api/IPA.Old.IPlugin.html",
"title": "Interface IPlugin",
"keywords": "Interface IPlugin Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed in Plugins. Namespace : IPA.Old Assembly : IPA.Loader.dll Syntax [Obsolete(\"When building plugins for Beat Saber, use IBeatSaberPlugin\")] public interface IPlugin Properties | Improve this Doc View Source Name Gets the name of the plugin. Declaration string Name { get; } Property Value Type Description String | Improve this Doc View Source Version Gets the version of the plugin. Declaration string Version { get; } Property Value Type Description String Methods | Improve this Doc View Source OnApplicationQuit() Gets invoked when the application is closed. Declaration void OnApplicationQuit() | Improve this Doc View Source OnApplicationStart() Gets invoked when the application is started. Declaration void OnApplicationStart() | Improve this Doc View Source OnFixedUpdate() Gets invoked on ever physics update. Declaration void OnFixedUpdate() | Improve this Doc View Source OnLevelWasInitialized(Int32) Gets invoked after the first update cycle after a level was loaded. Declaration void OnLevelWasInitialized(int level) Parameters Type Name Description Int32 level | Improve this Doc View Source OnLevelWasLoaded(Int32) Gets invoked whenever a level is loaded. Declaration void OnLevelWasLoaded(int level) Parameters Type Name Description Int32 level | Improve this Doc View Source OnUpdate() Gets invoked on every graphic update. Declaration void OnUpdate() 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.Old.IEnhancedPlugin.html": {
"href": "api/IPA.Old.IEnhancedPlugin.html",
"title": "Interface IEnhancedPlugin",
"keywords": "Interface IEnhancedPlugin An enhanced version of the standard IPA plugin. Inherited Members IPlugin.Name IPlugin.Version IPlugin.OnApplicationStart() IPlugin.OnApplicationQuit() IPlugin.OnLevelWasLoaded(Int32) IPlugin.OnLevelWasInitialized(Int32) IPlugin.OnUpdate() IPlugin.OnFixedUpdate() Namespace : IPA.Old Assembly : IPA.Loader.dll Syntax [Obsolete(\"When building plugins for Beat Saber, use IPA.IEnhancedPlugin\")] public interface IEnhancedPlugin : IPlugin Properties | Improve this Doc View Source Filter Gets a list of executables this plugin should be executed on (without the file ending) Declaration string[] Filter { get; } Property Value Type Description String [] Examples { \"PlayClub\", \"PlayClubStudio\" } Methods | Improve this Doc View Source OnLateUpdate() Called after Update. Declaration void OnLateUpdate() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Loader.PluginMetadata.html": {
"href": "api/IPA.Loader.PluginMetadata.html",
"title": "Class PluginMetadata",
"keywords": "Class PluginMetadata A class which describes a loaded plugin. Inheritance Object PluginMetadata Inherited Members Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public class PluginMetadata Properties | Improve this Doc View Source Assembly The assembly the plugin was loaded from. Declaration public Assembly Assembly { get; } Property Value Type Description Assembly the loaded Assembly that contains the plugin main type | Improve this Doc View Source Features The features this plugin requests. Declaration public IReadOnlyList Features { get; } Property Value Type Description IReadOnlyList < Feature > the list of features requested by the plugin | Improve this Doc View Source File The file the plugin was loaded from. Declaration public FileInfo File { get; } Property Value Type Description FileInfo the file the plugin was loaded from | Improve this Doc View Source Id The BeatMods ID of the plugin, or null if it doesn't have one. Declaration public string Id { get; } Property Value Type Description String the updater ID of the plugin | Improve this Doc View Source IsBare Whether or not this metadata object represents a bare manifest. Declaration public bool IsBare { get; } Property Value Type Description Boolean true if it is bare, false otherwise | Improve this Doc View Source Name The human readable name of the plugin. Declaration public string Name { get; } Property Value Type Description String the name of the plugin | Improve this Doc View Source PluginType The TypeDefinition for the main type of the plugin. Declaration public TypeDefinition PluginType { get; } Property Value Type Description TypeDefinition the Cecil definition for the plugin main type | Improve this Doc View Source RuntimeOptions The RuntimeOptions that the plugin specified in its PluginAttribute . Declaration public RuntimeOptions RuntimeOptions { get; } Property Value Type Description RuntimeOptions | Improve this Doc View Source Version The version of the plugin. Declaration public SemVer.Version Version { get; } Property Value Type Description SemVer.Version the version of the plugin Methods | Improve this Doc View Source ToString() Gets all of the metadata as a readable string. Declaration public override string ToString() Returns Type Description String the readable printable metadata string Overrides Object.ToString() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Loader.PluginManager.html": {
"href": "api/IPA.Loader.PluginManager.html",
"title": "Class PluginManager",
"keywords": "Class PluginManager The manager class for all plugins. Inheritance Object PluginManager Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Loader Assembly : IPA.Loader.dll Syntax public static class PluginManager Properties | Improve this Doc View Source AllPlugins Gets a list of all enabled BSIPA plugins. Declaration public static IEnumerable AllPlugins { get; } Property Value Type Description IEnumerable < PluginMetadata > a collection of all enabled plugins as PluginMetadata s | Improve this Doc View Source DisabledPlugins Gets a list of disabled BSIPA plugins. Declaration public static IEnumerable DisabledPlugins { get; } Property Value Type Description IEnumerable < PluginMetadata > a collection of all disabled plugins as PluginMetadata | Improve this Doc View Source Plugins An IEnumerable of old IPA plugins. Declaration [Obsolete(\"I mean, IPlugin shouldn't be used, so why should this? Not renaming to extend support for old plugins.\")] public static IEnumerable Plugins { get; } Property Value Type Description IEnumerable < IPlugin > all legacy plugin instances Methods | Improve this Doc View Source GetDisabledPlugin(String) Gets a disabled plugin's metadata by its name. Declaration public static PluginMetadata GetDisabledPlugin(string name) Parameters Type Name Description String name the name of the disabled plugin to get Returns Type Description PluginMetadata the metadata for the corresponding plugin | Improve this Doc View Source GetDisabledPluginFromId(String) Gets a disabled plugin's metadata by its ID. Declaration public static PluginMetadata GetDisabledPluginFromId(string name) Parameters Type Name Description String name the ID of the disabled plugin to get Returns Type Description PluginMetadata the metadata for the corresponding plugin | Improve this Doc View Source GetPlugin(String) Gets info about the enabled plugin with the specified name. Declaration public static PluginMetadata GetPlugin(string name) Parameters Type Name Description String name the name of the plugin to get (must be an exact match) Returns Type Description PluginMetadata the plugin metadata for the requested plugin or null if it doesn't exist or is disabled | Improve this Doc View Source GetPluginFromId(String) Gets info about the enabled plugin with the specified ID. Declaration public static PluginMetadata GetPluginFromId(string name) Parameters Type Name Description String name the ID name of the plugin to get (must be an exact match) Returns Type Description PluginMetadata the plugin metadata for the requested plugin or null if it doesn't exist or is disabled | Improve this Doc View Source IsDisabled(PluginMetadata) Checks if a given plugin is disabled. Declaration public static bool IsDisabled(PluginMetadata meta) Parameters Type Name Description PluginMetadata meta the plugin to check Returns Type Description Boolean true if the plugin is disabled, false otherwise. | Improve this Doc View Source IsEnabled(PluginMetadata) Checks if a given plugin is enabled. Declaration public static bool IsEnabled(PluginMetadata meta) Parameters Type Name Description PluginMetadata meta the plugin to check Returns Type Description Boolean true if the plugin is enabled, false otherwise. | Improve this Doc View Source PluginStateTransaction() Creates a new transaction for mod enabling and disabling mods simultaneously. Declaration public static StateTransitionTransaction PluginStateTransaction() Returns Type Description StateTransitionTransaction a new StateTransitionTransaction that captures the current state of loaded mods Events | Improve this Doc View Source PluginDisabled Called whenever a plugin is disabled. Declaration public static event PluginManager.PluginDisableDelegate PluginDisabled Event Type Type Description PluginManager.PluginDisableDelegate | Improve this Doc View Source PluginEnabled Called whenever a plugin is enabled. Declaration public static event PluginManager.PluginEnableDelegate PluginEnabled Event Type Type Description PluginManager.PluginEnableDelegate"
},
"api/IPA.Loader.Features.html": {
"href": "api/IPA.Loader.Features.html",
"title": "",
"keywords": "Classes Feature The root interface for a mod Feature."
},
"api/IPA.Loader.Features.Feature.html": {
"href": "api/IPA.Loader.Features.Feature.html",
"title": "Class Feature",
"keywords": "Class Feature The root interface for a mod Feature. Inheritance Object Feature Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Loader.Features Assembly : IPA.Loader.dll Syntax public abstract class Feature Remarks Avoid storing any data in any subclasses. If you do, it may result in a failure to load the feature. Properties | Improve this Doc View Source InvalidMessage The message to be logged when the feature is not valid for a plugin. This should also be set whenever either BeforeLoad(PluginMetadata) or BeforeInit(PluginMetadata) returns false. Declaration public virtual string InvalidMessage { get; protected set; } Property Value Type Description String the message to show when the feature is marked invalid | Improve this Doc View Source StoreOnPlugin Defines whether or not this feature will be accessible from the plugin metadata once loaded. Declaration protected virtual bool StoreOnPlugin { get; } Property Value Type Description Boolean true if this Feature will be stored on the plugin metadata, false otherwise Methods | Improve this Doc View Source AfterInit(PluginMetadata) Called after a plugin has been fully initialized, whether or not there is an Init method. This should never throw an exception. Declaration public virtual void AfterInit(PluginMetadata plugin) Parameters Type Name Description PluginMetadata plugin the plugin that was just initialized | Improve this Doc View Source AfterInit(PluginMetadata, Object) Called after a plugin has been fully initialized, whether or not there is an Init method. This should never throw an exception. Declaration public virtual void AfterInit(PluginMetadata plugin, object pluginInstance) Parameters Type Name Description PluginMetadata plugin the plugin that was just initialized Object pluginInstance the instance of the plugin being initialized | Improve this Doc View Source BeforeInit(PluginMetadata) Called before a plugin's Init method is called. This will not be called if there is no Init method. This should never throw an exception. An exception will abort the loading of the plugin with an error. Declaration public virtual bool BeforeInit(PluginMetadata plugin) Parameters Type Name Description PluginMetadata plugin the plugin to be initialized Returns Type Description Boolean whether or not to call the Init method | Improve this Doc View Source BeforeLoad(PluginMetadata) Called before a plugin is loaded. This should never throw an exception. An exception will abort the loading of the plugin with an error. Declaration public virtual bool BeforeLoad(PluginMetadata plugin) Parameters Type Name Description PluginMetadata plugin the plugin about to be loaded Returns Type Description Boolean whether or not the plugin should be loaded Remarks The assembly will still be loaded, but the plugin will not be constructed if this returns false . Any features it defines, for example, will still be loaded. | Improve this Doc View Source Evaluate() Evaluates the Feature for use in conditional meta-Features. This should be re-calculated on every call, unless it can be proven to not change. This will be called on every feature that returns true from Initialize(PluginMetadata, String[]) Declaration public virtual bool Evaluate() Returns Type Description Boolean the truthiness of the Feature. | Improve this Doc View Source Initialize(PluginMetadata, String[]) Initializes the feature with the parameters provided in the definition. Note: When no parenthesis are provided, parameters is an empty array. Declaration public abstract bool Initialize(PluginMetadata meta, string[] parameters) Parameters Type Name Description PluginMetadata meta the metadata of the plugin that is being prepared String [] parameters the parameters passed to the feature definition, or null Returns Type Description Boolean true if the feature is valid for the plugin, false otherwise Remarks This gets called BEFORE your Init method. Returning false does not prevent the plugin from being loaded. It simply prevents the feature from being used. | Improve this Doc View Source RequireLoaded(PluginMetadata) Ensures a plugin's assembly is loaded. Do not use unless you need to. Declaration protected void RequireLoaded(PluginMetadata plugin) Parameters Type Name Description PluginMetadata plugin the plugin to ensure is loaded. 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.html": {
"href": "api/IPA.Config.html",
"title": "",
"keywords": "Classes Config An abstraction of a config file on disk, which handles synchronizing between a memory representation and the disk representation. Config.NameAttribute Specifies a preferred config name, instead of using the plugin's name. Config.PreferAttribute Specifies that a particular parameter is preferred to use a particular IConfigProvider . If it is not available, also specifies backups. If none are available, the default is used. ConfigProvider A wrapper for an IConfigProvider and the FileInfo to use with it. ModPrefs Allows to get and set preferences for your mod. Interfaces IConfigProvider An interface for configuration providers. IConfigStore A storage for a config structure. IModPrefs Allows to get and set preferences for your mod."
},
"api/IPA.Config.Stores.html": {
"href": "api/IPA.Config.Stores.html",
"title": "",
"keywords": "Classes GeneratedStore A class providing an extension for Config to make it easy to use generated config stores. ValueConverter A strongly-typed IValueConverter . Interfaces IValueConverter The base interface for a value converter for use by objects generated by Generated(Config, Boolean) ."
},
"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. TODO: is this a good idea? 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 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) . 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 ."
},
"api/IPA.Config.Stores.Attributes.IgnoreAttribute.html": {
"href": "api/IPA.Config.Stores.Attributes.IgnoreAttribute.html",
"title": "Class IgnoreAttribute",
"keywords": "Class IgnoreAttribute Causes a field or property in an object being wrapped by Generated(Config, Boolean) to be ignored during serialization and deserialization. Inheritance Object Attribute IgnoreAttribute Implements _Attribute Inherited Members Attribute.GetCustomAttributes(MemberInfo, Type) Attribute.GetCustomAttributes(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(MemberInfo) Attribute.GetCustomAttributes(MemberInfo, Boolean) Attribute.IsDefined(MemberInfo, Type) Attribute.IsDefined(MemberInfo, Type, Boolean) Attribute.GetCustomAttribute(MemberInfo, Type) Attribute.GetCustomAttribute(MemberInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo) Attribute.GetCustomAttributes(ParameterInfo, Type) Attribute.GetCustomAttributes(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(ParameterInfo, Boolean) Attribute.IsDefined(ParameterInfo, Type) Attribute.IsDefined(ParameterInfo, Type, Boolean) Attribute.GetCustomAttribute(ParameterInfo, Type) Attribute.GetCustomAttribute(ParameterInfo, Type, Boolean) Attribute.GetCustomAttributes(Module, Type) Attribute.GetCustomAttributes(Module) Attribute.GetCustomAttributes(Module, Boolean) Attribute.GetCustomAttributes(Module, Type, Boolean) Attribute.IsDefined(Module, Type) Attribute.IsDefined(Module, Type, Boolean) Attribute.GetCustomAttribute(Module, Type) Attribute.GetCustomAttribute(Module, Type, Boolean) Attribute.GetCustomAttributes(Assembly, Type) Attribute.GetCustomAttributes(Assembly, Type, Boolean) Attribute.GetCustomAttributes(Assembly) Attribute.GetCustomAttributes(Assembly, Boolean) Attribute.IsDefined(Assembly, Type) Attribute.IsDefined(Assembly, Type, Boolean) Attribute.GetCustomAttribute(Assembly, Type) Attribute.GetCustomAttribute(Assembly, Type, Boolean) Attribute.Equals(Object) Attribute.GetHashCode() Attribute.Match(Object) Attribute.IsDefaultAttribute() Attribute._Attribute.GetTypeInfoCount(UInt32) Attribute._Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) Attribute._Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) Attribute._Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) Attribute.TypeId Object.ToString() Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Stores.Attributes Assembly : IPA.Loader.dll Syntax [AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)] public sealed class IgnoreAttribute : Attribute, _Attribute Implements System.Runtime.InteropServices._Attribute Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Config.ModPrefs.html": {
"href": "api/IPA.Config.ModPrefs.html",
"title": "Class ModPrefs",
"keywords": "Class ModPrefs Allows to get and set preferences for your mod. Inheritance Object ModPrefs Implements IModPrefs Inherited Members Object.ToString() Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config Assembly : IPA.Loader.dll Syntax [Obsolete(\"Uses IniFile, which uses 16 bit system calls. Use BS Utils INI system for now.\")] public class ModPrefs : IModPrefs Constructors | Improve this Doc View Source ModPrefs(PluginMetadata) Constructs a ModPrefs object for the provide plugin. Declaration public ModPrefs(PluginMetadata plugin) Parameters Type Name Description PluginMetadata plugin the plugin to get the preferences file for Methods | Improve this Doc View Source GetBool(String, String, Boolean, Boolean) Gets a bool from the ini. Declaration public static 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 public static 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 public static 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 public static 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 public static 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 public static 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 public static 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 public static 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 public static 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. Explicit Interface Implementations | Improve this Doc View Source IModPrefs.GetBool(String, String, Boolean, Boolean) Declaration bool IModPrefs.GetBool(string section, string name, bool defaultValue, bool autoSave) Parameters Type Name Description String section String name Boolean defaultValue Boolean autoSave Returns Type Description Boolean | Improve this Doc View Source IModPrefs.GetFloat(String, String, Single, Boolean) Declaration float IModPrefs.GetFloat(string section, string name, float defaultValue, bool autoSave) Parameters Type Name Description String section String name Single defaultValue Boolean autoSave Returns Type Description Single | Improve this Doc View Source IModPrefs.GetInt(String, String, Int32, Boolean) Declaration int IModPrefs.GetInt(string section, string name, int defaultValue, bool autoSave) Parameters Type Name Description String section String name Int32 defaultValue Boolean autoSave Returns Type Description Int32 | Improve this Doc View Source IModPrefs.GetString(String, String, String, Boolean) Declaration string IModPrefs.GetString(string section, string name, string defaultValue, bool autoSave) Parameters Type Name Description String section String name String defaultValue Boolean autoSave Returns Type Description String | Improve this Doc View Source IModPrefs.HasKey(String, String) Declaration bool IModPrefs.HasKey(string section, string name) Parameters Type Name Description String section String name Returns Type Description Boolean | Improve this Doc View Source IModPrefs.SetBool(String, String, Boolean) Declaration void IModPrefs.SetBool(string section, string name, bool value) Parameters Type Name Description String section String name Boolean value | Improve this Doc View Source IModPrefs.SetFloat(String, String, Single) Declaration void IModPrefs.SetFloat(string section, string name, float value) Parameters Type Name Description String section String name Single value | Improve this Doc View Source IModPrefs.SetInt(String, String, Int32) Declaration void IModPrefs.SetInt(string section, string name, int value) Parameters Type Name Description String section String name Int32 value | Improve this Doc View Source IModPrefs.SetString(String, String, String) Declaration void IModPrefs.SetString(string section, string name, string value) Parameters Type Name Description String section String name String value Implements IModPrefs 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.IConfigProvider.html": {
"href": "api/IPA.Config.IConfigProvider.html",
"title": "Interface IConfigProvider",
"keywords": "Interface IConfigProvider An interface for configuration providers. Namespace : IPA.Config Assembly : IPA.Loader.dll Syntax public interface IConfigProvider Remarks Implementers must provide a default constructor. Do not assume that File will ever be set for a given object. Implementers are expected to preserve the typing of values passed to Store(Value, FileInfo) when returned from Load(FileInfo) . The only exceptions to this are the numeric types, Integer and FloatingPoint , since they can be coerced to each other with AsFloat() and AsInteger() respectively. The provider should however store and recover Integer with as much precision as is possible. For example, a JSON provider may decide to decode all numbers that have an integral value, even if they were originally FloatingPoint , as Integer . This is reasonable, as Integer is more precise, particularly with larger values, than FloatingPoint . Properties | Improve this Doc View Source Extension Gets the extension without a dot to use for files handled by this provider. Declaration string Extension { get; } Property Value Type Description String Remarks This must work immediately, and is used to generate the FileInfo used to set File . Methods | Improve this Doc View Source Load(FileInfo) Loads a Value from disk in whatever format this provider provides and returns it. Declaration Value Load(FileInfo file) Parameters Type Name Description FileInfo file the file to read from Returns Type Description Value the Value loaded | Improve this Doc View Source Store(Value, FileInfo) Stores the Value given to disk in the format specified. Declaration void Store(Value value, FileInfo file) Parameters Type Name Description Value value the Value to store FileInfo file the file to write to Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Config.Data.Value.html": {
"href": "api/IPA.Config.Data.Value.html",
"title": "Class Value",
"keywords": "Class Value A base value type for config data abstract representations, to be serialized with an IConfigProvider . If a Value is null , then that represents just that: a null in whatever serialization is being used. Also contains factory functions for all derived types. Inheritance Object Value Boolean FloatingPoint Integer List Map Text Inherited Members Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Data Assembly : IPA.Loader.dll Syntax public abstract class Value Methods | Improve this Doc View Source Bool(Boolean) Creates a new Boolean wrapping a Boolean . Declaration public static Boolean Bool(bool val) Parameters Type Name Description Boolean val the value to wrap Returns Type Description Boolean a Boolean wrapping val See Also From(Boolean) | Improve this Doc View Source Float(Decimal) Creates a new FloatingPoint wrapping a Decimal . Declaration public static FloatingPoint Float(decimal val) Parameters Type Name Description Decimal val the value to wrap Returns Type Description FloatingPoint a FloatingPoint wrapping val See Also From(Decimal) | Improve this Doc View Source From(Boolean) Creates a new Value wrapping a Boolean . Declaration public static Boolean From(bool val) Parameters Type Name Description Boolean val the value to wrap Returns Type Description Boolean a Boolean wrapping val See Also Bool(Boolean) | Improve this Doc View Source From(IDictionary) Creates a new Map holding the content of an IDictionary of String to Value . Declaration public static Map From(IDictionary vals) Parameters Type Name Description IDictionary < String , Value > vals the dictionary of Value s to initialize the Map wtih Returns Type Description Map a Map containing the content of vals See Also Map() From(IEnumerable>) | Improve this Doc View Source From(IEnumerable) Creates a new List holding the content of an IEnumerable of Value . Declaration public static List From(IEnumerable vals) Parameters Type Name Description IEnumerable < Value > vals the Value s to initialize the List with Returns Type Description List a List containing the content of vals See Also List() | Improve this Doc View Source From(IEnumerable>) Creates a new Map holding the content of an IEnumerable of KeyValuePair of String to Value . Declaration public static Map From(IEnumerable> vals) Parameters Type Name Description IEnumerable < KeyValuePair < String , Value >> vals the enumerable of KeyValuePair of name to Value Returns Type Description Map a Map containing the content of vals See Also Map() From(IDictionary) | Improve this Doc View Source From(Decimal) Creates a new Value wrapping a Double . Declaration public static FloatingPoint From(decimal val) Parameters Type Name Description Decimal val the value to wrap Returns Type Description FloatingPoint a FloatingPoint wrapping val See Also Float(Decimal) | Improve this Doc View Source From(Int64) Creates a new Value wrapping a Int64 . Declaration public static Integer From(long val) Parameters Type Name Description Int64 val the value to wrap Returns Type Description Integer a Integer wrapping val See Also Integer(Int64) | Improve this Doc View Source From(String) Creates a new Value representing a String . Declaration public static Text From(string val) Parameters Type Name Description String val the value to wrap Returns Type Description Text a Text wrapping val See Also Text(String) | Improve this Doc View Source Integer(Int64) Creates a new Integer wrapping a Int64 . Declaration public static Integer Integer(long val) Parameters Type Name Description Int64 val the value to wrap Returns Type Description Integer a Integer wrapping val See Also From(Int64) | Improve this Doc View Source List() Creates an empty List() . Declaration public static List List() Returns Type Description List an empty List() See Also From(IEnumerable) | Improve this Doc View Source Map() Creates an empty Map() . Declaration public static Map Map() Returns Type Description Map an empty Map() See Also From(IDictionary) From(IEnumerable>) | Improve this Doc View Source Null() Creates a Null Value . Declaration public static Value Null() Returns Type Description Value null | Improve this Doc View Source Text(String) Creates a new Text object wrapping a String . Declaration public static Text Text(string val) Parameters Type Name Description String val the value to wrap Returns Type Description Text a Text wrapping val See Also From(String) | Improve this Doc View Source ToString() Converts this Value into a human-readable format. Declaration public abstract override string ToString() Returns Type Description String a human-readable string containing the value provided Overrides Object.ToString() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty(T, String, U) ReflectionUtil.GetProperty(T, String) ReflectionUtil.InvokeMethod(T, String, Object[])"
},
"api/IPA.Config.Data.Map.html": {
"href": "api/IPA.Config.Data.Map.html",
"title": "Class Map",
"keywords": "Class Map A ordered map of String to Value for serialization by an IConfigProvider . Use Map() or From(IDictionary) to create. Inheritance Object Value Map Implements IDictionary < String , Value > ICollection < KeyValuePair < String , Value >> IEnumerable < KeyValuePair < String , Value >> IEnumerable Inherited Members Value.Null() Value.List() Value.Map() Value.From(String) Value.Text(String) Value.From(Int64) Value.Integer(Int64) Value.From(Decimal) Value.Float(Decimal) Value.From(Boolean) Value.Bool(Boolean) Value.From(IEnumerable) Value.From(IDictionary) Value.From(IEnumerable>) Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Data Assembly : IPA.Loader.dll Syntax public sealed class Map : Value, IDictionary, ICollection>, IEnumerable>, IEnumerable Properties | Improve this Doc View Source Count Gets the number of key-value pairs in this Map . Declaration public int Count { get; } Property Value Type Description Int32 See Also Count | Improve this Doc View Source Item[String] Accesses the Value at key in the map. Declaration public Value this[string key] { get; set; } Parameters Type Name Description String key the key to get the value associated with Property Value Type Description Value the value associated with the key See Also Item [TKey] | Improve this Doc View Source Keys Gets a collection of the keys for the Map . Declaration public ICollection Keys { get; } Property Value Type Description ICollection < String > See Also Keys | Improve this Doc View Source Values Gets a collection of the values in the Map . Declaration public ICollection Values { get; } Property Value Type Description ICollection < Value > Remarks Unlike all other iterables given by Map , this does not guarantee that order is maintained. See Also Values Methods | Improve this Doc View Source Add(String, Value) Adds a new Value with a given key. Declaration public void Add(string key, Value value) Parameters Type Name Description String key the key to put the value at Value value the Value to add See Also Add (TKey, TValue) | Improve this Doc View Source Clear() Clears the Map of its key-value pairs. Declaration public void Clear() See Also Clear () | Improve this Doc View Source ContainsKey(String) Checks if the Map contains a given key . Declaration public bool ContainsKey(string key) Parameters Type Name Description String key the key to check for Returns Type Description Boolean true if the key exists, otherwise false See Also ContainsKey (TKey) | Improve this Doc View Source GetEnumerator() Enumerates the Map 's key-value pairs. Declaration public IEnumerator> GetEnumerator() Returns Type Description IEnumerator < KeyValuePair < String , Value >> an IEnumerator of key-value pairs in this Map See Also GetEnumerator () | Improve this Doc View Source Remove(String) Removes the object associated with a key in this Map . Declaration public bool Remove(string key) Parameters Type Name Description String key the key to remove Returns Type Description Boolean true if the key existed, false otherwise See Also Remove (TKey) | Improve this Doc View Source ToString() Converts this Value into a human-readable format. Declaration public override string ToString() Returns Type Description String a JSON-like set of key-value pairs Overrides Value.ToString() | Improve this Doc View Source TryGetValue(String, out Value) Gets the value associated with the specified key. Declaration public bool TryGetValue(string key, out Value value) Parameters Type Name Description String key the key of the value to get Value value the target location of the retrieved object Returns Type Description Boolean true if the key was found and value set, false otherwise See Also TryGetValue (TKey, TValue) Explicit Interface Implementations | Improve this Doc View Source ICollection>.Add(KeyValuePair) Declaration void ICollection>.Add(KeyValuePair item) Parameters Type Name Description KeyValuePair < String , Value > item | Improve this Doc View Source ICollection>.Contains(KeyValuePair) Declaration bool ICollection>.Contains(KeyValuePair item) Parameters Type Name Description KeyValuePair < String , Value > item Returns Type Description Boolean | Improve this Doc View Source ICollection>.CopyTo(KeyValuePair[], Int32) Declaration void ICollection>.CopyTo(KeyValuePair[] array, int arrayIndex) Parameters Type Name Description KeyValuePair < String , Value >[] array Int32 arrayIndex | Improve this Doc View Source ICollection>.IsReadOnly Declaration bool ICollection>.IsReadOnly { get; } Returns Type Description Boolean | Improve this Doc View Source ICollection>.Remove(KeyValuePair) Declaration bool ICollection>.Remove(KeyValuePair item) Parameters Type Name Description KeyValuePair < String , Value > item Returns Type Description Boolean | Improve this Doc View Source IEnumerable.GetEnumerator() Declaration IEnumerator IEnumerable.GetEnumerator() Returns Type Description IEnumerator Implements System.Collections.Generic.IDictionary System.Collections.Generic.ICollection System.Collections.Generic.IEnumerable System.Collections.IEnumerable Extension Methods EnumerableExtensions.Prepend(IEnumerable, T) EnumerableExtensions.Append(IEnumerable, T) EnumerableExtensions.NonNull(IEnumerable, Func) 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.Integer.html": {
"href": "api/IPA.Config.Data.Integer.html",
"title": "Class Integer",
"keywords": "Class Integer A Value representing an integer. This may hold a Int64 's worth of data. Inheritance Object Value Integer Inherited Members Value.Null() Value.List() Value.Map() Value.From(String) Value.Text(String) Value.From(Int64) Value.Integer(Int64) Value.From(Decimal) Value.Float(Decimal) Value.From(Boolean) Value.Bool(Boolean) Value.From(IEnumerable) Value.From(IDictionary) Value.From(IEnumerable>) Object.Equals(Object) Object.Equals(Object, Object) Object.ReferenceEquals(Object, Object) Object.GetHashCode() Object.GetType() Object.MemberwiseClone() Namespace : IPA.Config.Data Assembly : IPA.Loader.dll Syntax public sealed class Integer : Value Properties | Improve this Doc View Source Value The actual value of the Integer object. Declaration public long Value { get; set; } Property Value Type Description Int64 Methods | Improve this Doc View Source AsFloat() Coerces this Integer into a FloatingPoint . Declaration public FloatingPoint AsFloat() Returns Type Description FloatingPoint a FloatingPoint representing the closest approximation of Value | Improve this Doc View Source ToString() Converts this Value into a human-readable format. Declaration public override string ToString() Returns Type Description String the result of Value.ToString() Overrides Value.ToString() Extension Methods ReflectionUtil.SetField(T, String, U) ReflectionUtil.GetField(T, String) ReflectionUtil.SetProperty