fix: Auto-Construct panel visibility on panel switching

This commit is contained in:
2026-07-11 00:53:06 +08:00
parent db15c65961
commit 6b03801681
4 changed files with 56 additions and 30 deletions
+3
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@@ -146,6 +146,9 @@ The sync is implemented as an inline PowerShell `Exec` step inside the `ZipMod`
- **Preloader pattern:** `DustbinPreloader` and `LabOptPreloader` use Mono.Cecil to inject new fields into game assemblies at BepInEx preload time, enabling their corresponding main mods to read/write those fields via normal C# without reflection. - **Preloader pattern:** `DustbinPreloader` and `LabOptPreloader` use Mono.Cecil to inject new fields into game assemblies at BepInEx preload time, enabling their corresponding main mods to read/write those fields via normal C# without reflection.
- **Internationalization:** `UXAssist/Common/I18N.cs` provides bilingual (EN + ZH) string lookup used across UXAssist and CheatEnabler. Localization keys are declared as `public const string` in per-project registration classes (`UXAssist/Common/I18NKeys.cs`, `CheatEnabler/Localization.cs`, `UniverseGenTweaks/Localization.cs`) and registered through a single `Register()` call from each mod's `Awake()`. Do not pass Chinese string literals to `.Translate()` at call sites. - **Internationalization:** `UXAssist/Common/I18N.cs` provides bilingual (EN + ZH) string lookup used across UXAssist and CheatEnabler. Localization keys are declared as `public const string` in per-project registration classes (`UXAssist/Common/I18NKeys.cs`, `CheatEnabler/Localization.cs`, `UniverseGenTweaks/Localization.cs`) and registered through a single `Register()` call from each mod's `Awake()`. Do not pass Chinese string literals to `.Translate()` at call sites.
- **Centralized game constants:** Hard-coded item IDs, tech IDs, logistics capacities, and Dyson sphere geometry defaults live in `UXAssist/Common/GameConstants` (`ItemIds`, `TechIds`, `LogisticsConstants`, `DysonSphereConstants`). Prefer these constants over inline literals in UXAssist patches. - **Centralized game constants:** Hard-coded item IDs, tech IDs, logistics capacities, and Dyson sphere geometry defaults live in `UXAssist/Common/GameConstants` (`ItemIds`, `TechIds`, `LogisticsConstants`, `DysonSphereConstants`). Prefer these constants over inline literals in UXAssist patches.
- **Game source facts:** In the original DSP `Assembly-CSharp.dll`, `PlanetFactory.prebuildCount` is computed as `prebuildCursor - prebuildRecycleCursor - 1`, and normal prebuild add/remove paths maintain those cursors. If Auto Construct UI reports zero while visible construction ghosts exist, first suspect the wrong planet/factory, non-prebuild preview state, or a missed UI refresh path before replacing this property with a pool scan.
- **Fail-soft patch application:** `PatchImpl<T>.Enable(true)` applies Harmony patches inside a try/catch. Runtime patching can fail through no fault of ours (Harmony re-runs other mods' transpilers on shared target methods), and an escaping exception would abort the calling `ConfigEntry.SettingChanged` delegate chain, desyncing config UI from config values. On failure it logs a `LogError` with the feature type name, rolls back via `UnpatchSelf()`, and leaves `_patch` null so a later `Enable(true)` can retry.
- **Convergent in-game UI state:** In-game overlay widgets whose visibility depends on game state (e.g. `AutoConstructUI`) must not rely solely on one-shot event-driven refreshes (`SettingChanged` handlers, patch `OnEnable`/`OnDisable`), because a thrown exception earlier in a delegate chain or a failed patch application silently drops the refresh. `AutoConstructUI.OnUpdate()` reconciles button visibility and the pending-construction count with actual game state every 30 frames (also effective while paused); the `AutoConstructPatch` postfix on `PlayerAction_Rts.GameTick` only implements the fly-to-target behavior, and `AutoConstructPatch.OnEnable` logs its visibility predicate inputs once per enable as a remote-diagnosis aid.
- **Transpiler patches:** Performance-critical mods (LabOpt, MechaDronesTweaks) use `[HarmonyTranspiler]` to rewrite IL instructions directly for maximum efficiency. All transpilers in UXAssist, CheatEnabler, and UniverseGenTweaks carry a standard header comment (`// Harmony transpiler:`, `// Target:`, `// Fallback:`) documenting the target method and fallback behavior. `UXAssist.Common.Patching.TranspilerGuard` provides a reusable `CodeMatcher.Finish` helper that returns original instructions when a matcher becomes invalid. - **Transpiler patches:** Performance-critical mods (LabOpt, MechaDronesTweaks) use `[HarmonyTranspiler]` to rewrite IL instructions directly for maximum efficiency. All transpilers in UXAssist, CheatEnabler, and UniverseGenTweaks carry a standard header comment (`// Harmony transpiler:`, `// Target:`, `// Fallback:`) documenting the target method and fallback behavior. `UXAssist.Common.Patching.TranspilerGuard` provides a reusable `CodeMatcher.Finish` helper that returns original instructions when a matcher becomes invalid.
- **Mod-compatibility reflection:** Use `UXAssist.Common.ModCompat.ModCompatHelper` for BepInEx plugin detection, external mod type/method/field resolution, and property-setter lookup. Use `UXAssist.Common.Utils.DysonSphereReflection` for the DSPOptimizations-compatible `DysonSphereLayer` private fields (`totalNodeSP`, `totalFrameSP`, `totalCP`) instead of resolving them locally in each consumer. - **Mod-compatibility reflection:** Use `UXAssist.Common.ModCompat.ModCompatHelper` for BepInEx plugin detection, external mod type/method/field resolution, and property-setter lookup. Use `UXAssist.Common.Utils.DysonSphereReflection` for the DSPOptimizations-compatible `DysonSphereLayer` private fields (`totalNodeSP`, `totalFrameSP`, `totalCP`) instead of resolving them locally in each consumer.
- **Build quality gates:** Root `.editorconfig` defines suggestion-only C# style conventions. `Directory.Build.props` enables `TreatWarningsAsErrors` with `NoWarn>0618` for the expected obsolete-API usage, so any new warning fails the build. `.github/workflows/build.yml` runs a Release build and packages the three main mods on every push/PR. - **Build quality gates:** Root `.editorconfig` defines suggestion-only C# style conventions. `Directory.Build.props` enables `TreatWarningsAsErrors` with `NoWarn>0618` for the expected obsolete-API usage, so any new warning fails the build. `.github/workflows/build.yml` runs a Release build and packages the three main mods on every push/PR.
+24 -1
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@@ -40,7 +40,30 @@ public class PatchImpl<T> where T : PatchImpl<T>, new()
var guid = typeof(T).GetCustomAttribute<PatchGuidAttribute>()?.Guid ?? $"PatchImpl.{typeof(T).FullName ?? typeof(T).ToString()}"; var guid = typeof(T).GetCustomAttribute<PatchGuidAttribute>()?.Guid ?? $"PatchImpl.{typeof(T).FullName ?? typeof(T).ToString()}";
var callOnEnableBefore = typeof(T).GetCustomAttributes<PatchSetCallbackFlagAttribute>().Any(n => n.Flag == PatchCallbackFlag.CallOnEnableBeforePatch); var callOnEnableBefore = typeof(T).GetCustomAttributes<PatchSetCallbackFlagAttribute>().Any(n => n.Flag == PatchCallbackFlag.CallOnEnableBeforePatch);
if (callOnEnableBefore) thisInstance.OnEnable(); if (callOnEnableBefore) thisInstance.OnEnable();
thisInstance._patch = Harmony.CreateAndPatchAll(typeof(T), guid); // Fail-soft patch application: applying patches at runtime can fail through no
// fault of ours (e.g. Harmony re-runs another mod's fragile transpiler on a shared
// target method). An escaping exception would abort the caller, which is usually a
// ConfigEntry.SettingChanged handler chain, leaving later handlers (such as config
// UI state sync) unexecuted. Log the failure and roll back instead of throwing.
var patch = new Harmony(guid);
try
{
patch.PatchAll(typeof(T));
}
catch (Exception e)
{
UXAssist.Logger.LogError($"Failed to apply Harmony patches for {typeof(T).FullName}: {e}");
try
{
patch.UnpatchSelf();
}
catch (Exception e2)
{
UXAssist.Logger.LogError($"Failed to roll back partially applied patches for {typeof(T).FullName}: {e2}");
}
return;
}
thisInstance._patch = patch;
if (!callOnEnableBefore) thisInstance.OnEnable(); if (!callOnEnableBefore) thisInstance.OnEnable();
return; return;
} }
+16
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@@ -11,6 +11,7 @@ internal static class AutoConstructUI
public static MyCheckButton ToggleAutoConstruct; public static MyCheckButton ToggleAutoConstruct;
public static GameObject ConstructCountPanel; public static GameObject ConstructCountPanel;
public static Text ConstructCountText; public static Text ConstructCountText;
private static int _lastPrebuildCount = -1;
public static void Init() public static void Init()
{ {
@@ -30,6 +31,21 @@ internal static class AutoConstructUI
public static void OnUpdate() public static void OnUpdate()
{ {
// Self-healing state sync: the event-driven refreshes (config SettingChanged handlers,
// patch OnEnable/OnDisable) are one-shot and can be lost, e.g. when an exception thrown
// by an earlier handler aborts the delegate chain, or when Harmony patch application
// fails. Periodically reconcile the button visibility and the pending-construction count
// with the actual game state so a missed event never leaves the UI stuck. This also
// works while the game is paused, unlike the PlayerAction_Rts.GameTick polling.
if (Time.frameCount % 30 != 0) return;
if (ToggleAutoConstruct == null) return;
UpdateToggleAutoConstructCheckButtonVisiblility();
var localPlanet = GameMain.localPlanet;
if (localPlanet == null || !localPlanet.factoryLoaded) return;
var prebuildCount = localPlanet.factory.prebuildCount;
if (prebuildCount == _lastPrebuildCount) return;
_lastPrebuildCount = prebuildCount;
UpdateConstructCountText(prebuildCount);
} }
public static void InitToggleAutoConstructCheckButton() public static void InitToggleAutoConstructCheckButton()
+13 -29
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@@ -11,55 +11,39 @@ internal static class FactoryBuildPatches
{ {
internal class AutoConstructPatch : PatchImpl<AutoConstructPatch> internal class AutoConstructPatch : PatchImpl<AutoConstructPatch>
{ {
private static int _lastPrebuildCount = -1;
protected override void OnEnable() protected override void OnEnable()
{ {
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility(); Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
// Diagnostic aid for reports of the auto-construct button not showing up:
// log the visibility predicate inputs once per enable.
var planet = GameMain.localPlanet;
var factoryLoaded = planet != null && planet.factoryLoaded;
UXAssist.Logger.LogInfo(
$"AutoConstruct button enabled: buttonCreated={Functions.UI.AutoConstructUI.ToggleAutoConstruct != null}, " +
$"localPlanet={planet != null}, factoryLoaded={factoryLoaded}, " +
$"prebuildCount={(factoryLoaded ? planet.factory.prebuildCount : 0)}");
} }
protected override void OnDisable() protected override void OnDisable()
{ {
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility(); Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
_lastPrebuildCount = -1;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetData), nameof(PlanetData.NotifyFactoryLoaded))]
private static void PlanetData_NotifyFactoryLoaded_Postfix()
{
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
_lastPrebuildCount = -1;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlanetData), nameof(PlanetData.UnloadFactory))]
private static void PlanetData_UnloadFactory_Postfix()
{
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
_lastPrebuildCount = -1;
} }
// Button visibility and the pending-construction count text are reconciled periodically
// in AutoConstructUI.OnUpdate() (independent of Harmony patch state), so this postfix
// only implements the auto-construct fly-to-target behavior. This also keeps the patch
// surface small: PlanetData.NotifyFactoryLoaded/UnloadFactory no longer need postfixes.
[HarmonyPostfix] [HarmonyPostfix]
[HarmonyPatch(typeof(PlayerAction_Rts), nameof(PlayerAction_Rts.GameTick))] [HarmonyPatch(typeof(PlayerAction_Rts), nameof(PlayerAction_Rts.GameTick))]
private static void PlayerAction_Rts_GameTick_Postfix(PlayerAction_Rts __instance, long timei) private static void PlayerAction_Rts_GameTick_Postfix(PlayerAction_Rts __instance, long timei)
{ {
if (timei % 60L != 0) return; if (timei % 60L != 0) return;
if (!FactoryPatch.AutoConstructEnabled.Value) return;
var planet = GameMain.localPlanet; var planet = GameMain.localPlanet;
if (planet == null || !planet.factoryLoaded) return; if (planet == null || !planet.factoryLoaded) return;
var factory = planet.factory; var factory = planet.factory;
var prebuildCount = factory.prebuildCount; var prebuildCount = factory.prebuildCount;
if (_lastPrebuildCount != prebuildCount)
{
if (_lastPrebuildCount <= 0 || prebuildCount == 0)
{
Functions.UIFunctions.UpdateToggleAutoConstructCheckButtonVisiblility();
}
_lastPrebuildCount = prebuildCount;
Functions.UIFunctions.UpdateConstructCountText(prebuildCount);
}
if (prebuildCount <= 0) return; if (prebuildCount <= 0) return;
if (!FactoryPatch.AutoConstructEnabled.Value) return;
var player = __instance.player; var player = __instance.player;
if (prebuildCount <= player.mecha.constructionModule.buildTargetTotalCount) return; if (prebuildCount <= player.mecha.constructionModule.buildTargetTotalCount) return;
if (player.orders.orderCount > 0) return; if (player.orders.orderCount > 0) return;