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https://github.com/soarqin/DSP_Mods.git
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fix(UXAssist): start late-discovered mod features
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@@ -11,18 +11,17 @@ namespace UXAssist.Common.ModFeatures;
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/// </para>
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/// <list type="bullet">
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/// <item><see cref="Init"/> runs <strong>eagerly</strong> at registration time — synchronously inside
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/// <see cref="ModFeatureRegistry.Register{T}"/>, during the registering mod's BepInEx <c>Awake</c> phase.
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/// It therefore completes <em>before</em> the game scene loads, <em>before</em> any game object's
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/// <c>Start</c>, and <em>before</em> the host mod's <see cref="Start"/>. This is the only phase where
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/// early setup that must precede game initialization (e.g. keybind registration via CommonAPI's
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/// <see cref="ModFeatureRegistry.Register{T}"/>, normally during the registering mod's BepInEx
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/// <c>Awake</c> phase. It is the phase for early setup such as keybind registration via CommonAPI's
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/// <c>CustomKeyBindSystem</c>, whose registered bindings are copied by the game's
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/// <c>UIOptionWindow._OnCreate</c> only after all plugins finish loading) can safely run. Implementations
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/// must not depend on the game being loaded here.</item>
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/// <item><see cref="Start"/> runs <strong>once</strong> during the host mod's (UXAssist) <c>Start</c>,
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/// which is guaranteed to occur after <em>every</em> mod's <c>Awake</c> has finished (BepInEx runs all
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/// plugins' <c>Awake</c> synchronously during load, before Unity dispatches any <c>Start</c>). This is
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/// the phase for activating behavior that requires the game/runtime to be ready. It is driven solely by
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/// UXAssist; dependent mods must not start features themselves.</item>
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/// <c>UIOptionWindow._OnCreate</c> only after all plugins finish loading. A late-discovered feature may
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/// initialize after the host lifecycle has begun, so implementations must not depend on either the game
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/// being loaded or unloaded here.</item>
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/// <item><see cref="Start"/> runs <strong>once</strong> when UXAssist starts the deferred lifecycle.
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/// This is normally during the host mod's <c>Start</c>; if a feature is registered afterwards, the registry
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/// starts that feature immediately after <see cref="Init"/>. This is the phase for activating behavior that
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/// requires the game/runtime to be ready. It is driven solely by UXAssist; dependent mods must not start
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/// features themselves.</item>
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/// <item><see cref="Uninit"/> runs during the host's teardown (<c>OnDestroy</c>) and resets the feature
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/// so it could be started again.</item>
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/// <item><see cref="OnInputUpdate"/> and <see cref="OnUpdate"/> are called every frame by UXAssist; the
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@@ -36,18 +35,18 @@ namespace UXAssist.Common.ModFeatures;
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public interface IModFeature
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{
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/// <summary>
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/// Called eagerly at registration time, during the registering mod's <c>Awake</c> phase, before the
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/// game scene loads and before any plugin's <see cref="Start"/>. Use this for early setup that must
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/// precede game initialization (e.g. keybind registration). Do not depend on the game being loaded
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/// here. Runs at most once per registration.
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/// Called eagerly at registration time, normally during the registering mod's <c>Awake</c> phase.
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/// Use this for early setup such as keybind registration. A late-discovered feature may initialize
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/// after the host lifecycle has begun, so do not depend on the game being loaded or unloaded here.
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/// Runs at most once per registration.
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/// </summary>
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void Init();
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/// <summary>
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/// Called once during the host mod's (UXAssist) <c>Start</c>, after all mods have finished
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/// <c>Awake</c> (and thus after every feature's <see cref="Init"/>). Use this to activate behavior
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/// that requires the game/runtime to be ready. Driven solely by UXAssist; runs at most once
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/// (a repeated driver call is a no-op for an already-started feature).
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/// Called once when UXAssist starts the deferred lifecycle. If this feature is registered after the
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/// lifecycle has already started, the registry invokes this immediately after <see cref="Init"/>. Use
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/// this to activate behavior that requires the game/runtime to be ready. Driven solely by UXAssist;
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/// runs at most once (a repeated driver call is a no-op for an already-started feature).
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/// </summary>
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void Start();
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