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fix(UXAssist): centralize mod-feature lifecycle to prevent duplicate execution
ModFeatureRegistry is a static class with shared collections accumulating features from all mods. Dependent mods (CheatEnabler, UniverseGenTweaks) each independently called InitAll/StartAll/OnInputUpdateAll/OnUpdateAll/ UninitAll, re-running lifecycle for ALL accumulated features including other mods' — per-frame Update ran 2-3x (breaking CheatEnabler key toggles to net no-ops), Init/Start/Uninit ran 2-3x (double RegisterExporter causing save corruption, double SettingChanged subscriptions, double keybind registration). Fix: - Init now runs eagerly at Discover/Register time (Awake-phase), preserving the original timing that keybind registration depends on (game's UIOptionWindow._OnCreate copies keybinds only after all plugins load) - InitAll removed entirely - StartAll/UninitAll/OnInputUpdateAll/OnUpdateAll made internal so only UXAssist (host, same assembly, no InternalsVisibleTo) can drive them - Start deferred to UXAssist.Start (after all dependents' Awake complete; BepInEx runs all Awakes before any Start) - Per-feature Started idempotency + per-frame Time.frameCount guards as defense-in-depth - Dependent mods reduced to Discover-only in Awake Document the Init/Start timing contract on IModFeature and ModFeatureAttribute so future mods can rely on it.
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@@ -58,17 +58,12 @@ public class UniverseGenTweaks : BaseUnityPlugin, IModCanSave
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Localization.Register();
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UIConfigWindow.Init();
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// Register features (Init runs eagerly here); UXAssist drives the deferred lifecycle (Start/Uninit/Update).
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ModFeatureRegistry.Discover(Assembly.GetExecutingAssembly());
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ModFeatureRegistry.InitAll();
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I18N.Apply();
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}
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private void OnDestroy()
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{
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ModFeatureRegistry.UninitAll();
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}
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#region IModCanSave
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private const ushort ModSaveVersion = 1;
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