refactor: register static-state resets on game end

This commit is contained in:
2026-06-23 22:20:04 +08:00
parent b74005282e
commit 647b130993
7 changed files with 105 additions and 1 deletions
@@ -4,11 +4,13 @@ using System.Linq;
using HarmonyLib;
using UnityEngine;
using UXAssist.Common;
using UXAssist.Common.ModFeatures;
using GameLogicProc = UXAssist.Common.GameLogic;
using UXAssist.Common.GameConstants;
namespace CheatEnabler.Patches.Factory;
[ModFeature("BeltSignalGenerator")]
internal class BeltSignalGenerator : PatchImpl<BeltSignalGenerator>
{
private static Dictionary<int, BeltSignal>[] _signalBelts;
@@ -17,6 +19,25 @@ internal class BeltSignalGenerator : PatchImpl<BeltSignalGenerator>
private static int _signalBeltsCapacity;
private static bool _initialized;
public static void Init()
{
GameLogicProc.OnGameEnd += ResetState;
}
public static void Uninit()
{
GameLogicProc.OnGameEnd -= ResetState;
}
private static void ResetState()
{
_initialized = false;
_signalBelts = null;
_portalFrom = null;
_portalTo = null;
_signalBeltsCapacity = 0;
}
private class BeltSignal
{
public int SignalId;
+19
View File
@@ -6,6 +6,7 @@ using HarmonyLib;
using UnityEngine.Bindings;
using UXAssist.Common;
using UXAssist.Common.ModFeatures;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace CheatEnabler.Patches;
@@ -21,6 +22,7 @@ public static class GamePatch
DevShortcutsEnabled.SettingChanged += (_, _) => DevShortcuts.Enable(DevShortcutsEnabled.Value);
AbnormalDisablerEnabled.SettingChanged += (_, _) => AbnormalDisabler.Enable(AbnormalDisablerEnabled.Value);
UnlockTechEnabled.SettingChanged += (_, _) => UnlockTech.Enable(UnlockTechEnabled.Value);
GameLogicProc.OnGameEnd += ResetState;
}
public static void Start()
@@ -32,11 +34,18 @@ public static class GamePatch
public static void Uninit()
{
GameLogicProc.OnGameEnd -= ResetState;
UnlockTech.Enable(false);
AbnormalDisabler.Enable(false);
DevShortcuts.Enable(false);
}
private static void ResetState()
{
AbnormalDisabler.ResetState();
DevShortcuts.ResetState();
}
public class AbnormalDisabler : PatchImpl<AbnormalDisabler>
{
private static Dictionary<int, AbnormalityDeterminator> _savedDeterminators;
@@ -66,6 +75,11 @@ public static class GamePatch
}
}
internal static void ResetState()
{
_savedDeterminators = null;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyBeforeGameSave))]
[HarmonyPatch(typeof(AbnormalityLogic), nameof(AbnormalityLogic.NotifyOnAssemblerRecipePick))]
@@ -106,6 +120,11 @@ public static class GamePatch
if (_test != null) _test.active = false;
}
internal static void ResetState()
{
_test = null;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerController), nameof(PlayerController.Init))]
private static void PlayerController_Init_Postfix(PlayerController __instance)
+10 -1
View File
@@ -5,6 +5,7 @@ using UnityEngine;
using UnityEngine.UI;
using UXAssist.Common;
using UXAssist.UI;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Functions.UI;
@@ -31,7 +32,8 @@ internal static class MilkyWayUI
public static void Init()
{
}
GameLogicProc.OnGameEnd += ResetState;
}
public static void Start()
{
@@ -39,6 +41,13 @@ internal static class MilkyWayUI
public static void Uninit()
{
GameLogicProc.OnGameEnd -= ResetState;
}
private static void ResetState()
{
ClearClusterUploadResults();
_topTenPlayerData = null;
}
public static void OnInputUpdate()
+8
View File
@@ -25,6 +25,7 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
_totalNodeSpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalNodeSP");
_totalFrameSpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalFrameSP");
_totalCpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalCP");
GameLogicProc.OnGameEnd += StopEjectOnNodeComplete.ResetState;
}
public static void Start()
@@ -35,6 +36,7 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
public static void Uninit()
{
GameLogicProc.OnGameEnd -= StopEjectOnNodeComplete.ResetState;
StopEjectOnNodeComplete.Enable(false);
OnlyConstructNodes.Enable(false);
Enable(false);
@@ -346,6 +348,12 @@ public class DysonSpherePatch : PatchImpl<DysonSpherePatch>
return comp is { Count: > 0 };
}
internal static void ResetState()
{
_initialized = false;
_nodeForAbsorb = null;
}
private static void OnGameBegin()
{
InitNodeForAbsorb();
@@ -6,10 +6,12 @@ using System.Reflection;
using HarmonyLib;
using UXAssist.Common;
using UXAssist.Common.GameConstants;
using UXAssist.Common.ModFeatures;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches.Factory;
[ModFeature("BeltSignalsForBuyOut")]
internal static class BeltSignalPatch
{
public static void Enable(bool enable)
@@ -41,6 +43,16 @@ internal static class BeltSignalPatch
storage[i] = r.ReadInt32();
}
public static void Init()
{
GameLogicProc.OnGameEnd += BeltSignalsForBuyOut.ResetState;
}
public static void Uninit()
{
GameLogicProc.OnGameEnd -= BeltSignalsForBuyOut.ResetState;
}
internal class BeltSignalsForBuyOut : PatchImpl<BeltSignalsForBuyOut>
{
private static bool _initialized;
@@ -52,6 +64,15 @@ internal static class BeltSignalPatch
private static Dictionary<int, uint>[] _signalBelts = new Dictionary<int, uint>[64];
private static readonly HashSet<int> SignalBeltFactoryIndices = [];
internal static void ResetState()
{
_clusterSeedKey = 0L;
_signalBelts = null;
SignalBeltFactoryIndices.Clear();
for (var i = 0; i < DarkFogItemsInVoid.Length; i++)
DarkFogItemsInVoid[i] = 0;
}
public static void InitPersist()
{
Persist.Enable(true);
@@ -2,9 +2,12 @@ using System;
using System.Collections.Generic;
using HarmonyLib;
using UXAssist.Common;
using UXAssist.Common.ModFeatures;
using GameLogicProc = UXAssist.Common.GameLogic;
namespace UXAssist.Patches.Factory;
[ModFeature("VeinProtection")]
internal static class VeinProtectionPatch
{
public static void Enable(bool enable)
@@ -17,6 +20,16 @@ internal static class VeinProtectionPatch
ProtectVeinsFromExhaustion.InitConfig();
}
public static void Init()
{
GameLogicProc.OnGameEnd += ProtectVeinsFromExhaustion.ResetState;
}
public static void Uninit()
{
GameLogicProc.OnGameEnd -= ProtectVeinsFromExhaustion.ResetState;
}
internal class ProtectVeinsFromExhaustion : PatchImpl<ProtectVeinsFromExhaustion>
{
public static int KeepVeinAmount = 100;
@@ -28,6 +41,11 @@ internal static class VeinProtectionPatch
_keepOilAmount = Math.Max((int)(KeepOilSpeed / 0.00004f + 0.5f), 2500);
}
internal static void ResetState()
{
InitConfig();
}
[HarmonyPrefix]
[HarmonyPatch(typeof(MinerComponent), nameof(MinerComponent.InternalUpdate))]
private static bool MinerComponent_InternalUpdate_Prefix(PlanetFactory factory, VeinData[] veinPool, float power, float miningRate, float miningSpeed, int[] productRegister,
@@ -4,6 +4,7 @@ using UnityEngine.UI;
using UXAssist.Common;
using UXAssist.Common.GameConstants;
using UXAssist.Common.ModFeatures;
using GameLogicProc = UXAssist.Common.GameLogic;
using Object = UnityEngine.Object;
namespace UniverseGenTweaks;
@@ -29,14 +30,21 @@ public static class GalaxySelectUIPatch
{
MoreSettings.Enabled.SettingChanged += OnEnabledChanged;
Enable(MoreSettings.Enabled.Value);
GameLogicProc.OnGameEnd += ResetState;
}
public static void Uninit()
{
GameLogicProc.OnGameEnd -= ResetState;
MoreSettings.Enabled.SettingChanged -= OnEnabledChanged;
Enable(false);
}
private static void ResetState()
{
// No per-game mutable fields in this file; UI references are lifecycle-safe.
}
private static void OnEnabledChanged(object sender, System.EventArgs e)
{
Enable(MoreSettings.Enabled.Value);