using System.Runtime.CompilerServices; using MagicStorage; using MagicStorage.Components; using Terraria; using Terraria.DataStructures; using Terraria.ModLoader; namespace ItemChecklist { // This code can be used as an example of weak references. // The most important part of weak references is remembering to test your mod with the referenced .tmod file deleted and a fresh start of tModLoader. (To clear the loaded assemblies.) // If you do not, the mod might crash. Testing on non-windows machines is also important. // Here we show a few pitfalls that might cause a TypeInitializationException to be thrown. // Remember, you have to gate all access to Types and Methods defined in the weakly referenced mod or it will crash. // All calls to methods in this class by this mod besides Load and Unload are gated with a check to Enabled. [JITWhenModsEnabled("MagicStorage")] static class MagicStorageIntegration { // Here we store a reference to the MagicStorage Mod instance. We can use it for many things. // You can call all the Mod methods on it just like we do with our own Mod instance: MagicStorage.ItemType("ShadowDiamond") static Mod MagicStorage; // Here we define a bool property to quickly check if MagicStorage is loaded. public static bool Enabled => MagicStorage != null; // Below is an alternate approach to the Enabled property seen above. // To make sure an up-to-date version of the referenced mod is being used, usually we write "MagicStorage@0.4.3.1" in build.txt. // This, however, would throw an error if the 0.4.1 were loaded. // This approach, with the @0.4.3.1 removed from the weakReferences in build.txt and the Version check added to Enabled below, // allows older versions of MagicStorage to load alongside this mod even though the integration won't work. // Usually letting tModLoader handle the version requirement and forcing your users to update their mods is easier and better. //public static bool Enabled => MagicStorage != null && MagicStorage.Version >= new Version(0, 4, 3, 1); static Point16 previousStorageAccess = new Point16(-1, -1); // Here is an example of using Types in MagicStorage. Note the special approaches that must be made with weak referenced Mods. //static StorageAccess tile = null; // Assigning a class/static field, even to null, will throw TypeInitializationException //static StorageAccess tile; // Not assigning a field seems to work, but actually crashes on Mono (Mac/Linux). // The solution that works is an inner class (Or non-inner, doesn't matter). Here we use a static class, but a non-static class could also be used if more convenient (using a constructor, unloading everything at once). static class MagicStorageIntegrationMembers { internal static StorageAccess tile; } //static MagicStorageIntegrationMembers members; //class MagicStorageIntegrationMembers //{ // internal StorageAccess tile; //} public static void Load() { ModLoader.TryGetMod("MagicStorage", out MagicStorage); if (Enabled) //MagicStorageIntegrationMembers.tile = null; // Will also crash. Here even though Enabled will be false, the Type of tile will still need to be resolved when this method runs. //members = new MagicStorageIntegrationMembers(); // Even thought the Type StorageAccess is hidden behind MagicStorageIntegrationMembers, this line will also cause MagicStorageIntegrationMembers and consequently StorageAccess to need to be resolved. Initialize(); // Move that logic into another method to prevent this. } // Be aware of inlining. Inlining can happen at the whim of the runtime. Without this Attribute, this mod happens to crash the 2nd time it is loaded on Linux/Mac. (The first call isn't inlined just by chance.) This can cause headaches. // To avoid TypeInitializationException (or ReflectionTypeLoadException) problems, we need to specify NoInlining on methods like this to prevent inlining (methods containing or accessing Types in the Weakly referenced assembly). [MethodImpl(MethodImplOptions.NoInlining)] private static void Initialize() { // This method will only be called when Enable is true, preventing TypeInitializationException MagicStorageIntegrationMembers.tile = new StorageAccess(); //members = new MagicStorageIntegrationMembers(); //members.tile = new StorageAccess(); } public static void Unload() { if (Enabled) // Here we properly unload, making sure to check Enabled before setting MagicStorage to null. Unload_Inner(); // Once again we must separate out this logic. MagicStorage = null; // Make sure to null out any references to allow Garbage Collection to work. } [MethodImpl(MethodImplOptions.NoInlining)] private static void Unload_Inner() { MagicStorageIntegrationMembers.tile = null; //members = null; } // In this example we used Initialize and Unload_Inner in conjunction with Load and Unload to avoid TypeInitializationException, but we could also just check Enabled before calling MagicStorageIntegration.Unload(); and assign MagicStorage and check Enabled before calling MagicStorageIntegration.Load(); // I opted to keep the MagicStorage integration logic in the MagicStorageIntegration class to keep MagicStorage related code as sparse and unobtrusive as possible within the remaining codebase for this mod. // That said, in ItemChecklistPlayer, we see this: // if (ItemChecklistUI.collectChestItems && MagicStorageIntegration.Enabled) // MagicStorageIntegration.FindItemsInStorage(); // I could have changed this to always call FindItemsInStorage and have FindItemsInStorage check Enabled, but that would require a FindItemsInStorage_Inner type class once again to prevent errors. // Whatever approach you do, be aware of what you are doing and be careful. // StoragePlayer and TEStorageHeart are classes in MagicStorage. // Make sure to extract the .dll from the .tmod and then add them to your .csproj as references. // As a convention, I rename the .dll file ModName_v1.2.3.4.dll and place them in Mod Sources/Mods/lib. // I do this for organization and so the .csproj loads properly for others using the GitHub repository. // Remind contributors to download the referenced mod itself if they wish to build the mod. internal static void FindItemsInStorage() { var storagePlayer = Main.LocalPlayer.GetModPlayer(); Point16 storageAccess = storagePlayer.ViewingStorage(); if (storageAccess == previousStorageAccess) return; previousStorageAccess = storageAccess; if (!Main.playerInventory || storageAccess.X < 0 || storageAccess.Y < 0) return; ModTile modTile = TileLoader.GetTile(Main.tile[storageAccess.X, storageAccess.Y].TileType); if (modTile == null || !(modTile is StorageAccess)) { return; } TEStorageHeart heart = ((StorageAccess)modTile).GetHeart(storageAccess.X, storageAccess.Y); if (heart == null) { return; } var items = heart.GetStoredItems(); // Will 1000 items crash the chat? foreach (var item in items) { foreach (ItemChecklistGlobalItem globalItem in ItemChecklist.instance.GetContent()) { globalItem.ItemReceived(item); } } } } }