11 KiB
Phase 5 — Transpiler Robustness & Code Quality Gates
For agentic workers: REQUIRED SUB-SKILL: superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Make Harmony transpilers easier to diagnose on game updates, consolidate mod-compatibility reflection behind a single helper API, and add build-level quality gates.
Architecture:
- A small
TranspilerGuardhelper standardizes theCodeMatcher.IsInvalidfallback pattern so transpilers can return original instructions and log a warning instead of producing invalid IL. - A public
ModCompatHelperinUXAssist.Common.ModCompatcentralizes BepInEx plugin detection, external-type resolution, and member lookup; wrappers and DysonSphere reflection consumers migrate to it. - A root
.editorconfig, stricter MSBuild warning settings, and a GitHub Actions build workflow provide guardrails without blocking the existing obsolete-warning surface.
Tech Stack: C# / .NET Framework 4.7.2 / BepInEx 5 / HarmonyLib / MSBuild / GitHub Actions
Task 1: Transpiler comments & fallback guards
Files:
-
Create:
UXAssist/Common/Patching/TranspilerGuard.cs -
Modify: all files listed in
docs/TranspilerAudit.md(26 files, 115 transpilers) -
Step 1.1: Create
TranspilerGuard
using System.Collections.Generic;
using System.Reflection.Emit;
using BepInEx.Logging;
using HarmonyLib;
namespace UXAssist.Common.Patching;
public static class TranspilerGuard
{
public static IEnumerable<CodeInstruction> Finish(
this CodeMatcher matcher,
IEnumerable<CodeInstruction> originalInstructions,
ManualLogSource logger,
string transpilerName)
{
if (matcher.IsInvalid)
{
logger?.LogWarning($"Transpiler '{transpilerName}' failed to match; returning original instructions.");
return originalInstructions;
}
return matcher.InstructionEnumeration();
}
}
- Step 1.2: Add standardized header comments to every transpiler
For each transpiler method, insert a comment block immediately above the method:
// Harmony transpiler target: <Full.TypeName>.<MethodName>(<signature>)
// Purpose: <one-line description>
// Fragile matches: <magic constants / local slots / field names>
// Fallback: <returns original instructions via TranspilerGuard if matcher becomes invalid / or "None — patch will fail loudly if target method changes">
Use the audit in docs/TranspilerAudit.md (produced by exploration) to fill Fragile matches.
- Step 1.3: Add fallback guards where missing
For transpilers that currently call matcher.InstructionEnumeration() without checking IsInvalid, change the last lines to:
return matcher.Finish(instructions, UXAssist.Logger, nameof(<TranspilerMethodName>));
Preserve the return type IEnumerable<CodeInstruction>. Where a method already checks matcher.IsInvalid/IsValid, keep the existing logic and only add the comment.
- Step 1.4: Build after comment/guard pass
Run: dotnet build DSP_Mods.sln -c Release
Expected: 0 errors, 0 new warnings.
Task 2: Centralize mod-compatibility reflection
Files:
-
Create:
UXAssist/Common/ModCompat/ModCompatHelper.cs -
Create:
UXAssist/Common/Utils/DysonSphereReflection.cs -
Modify:
UXAssist/ModsCompat/AuxilaryfunctionWrapper.cs -
Modify:
UXAssist/ModsCompat/BlueprintTweaks.cs -
Modify:
UXAssist/ModsCompat/BulletTimeWrapper.cs -
Modify:
UXAssist/ModsCompat/CommonAPIWrapper.cs -
Modify:
UXAssist/ModsCompat/PlanetVeinUtilization.cs -
Modify:
UXAssist/Patches/DysonSpherePatch.cs -
Modify:
CheatEnabler/Functions/DysonSphere/ShellCompletionFunctions.cs -
Modify:
CheatEnabler/Functions/DysonSphere/FrameRemovalFunctions.cs -
Step 2.1: Create
ModCompatHelper
using System;
using System.Reflection;
using BepInEx;
using BepInEx.Bootstrap;
namespace UXAssist.Common.ModCompat;
public static class ModCompatHelper
{
public static bool TryGetLoadedPluginInfo(string guid, out PluginInfo pluginInfo)
=> Chainloader.PluginInfos.TryGetValue(guid, out pluginInfo) && pluginInfo != null;
public static bool TryGetPluginType(PluginInfo pluginInfo, string typeName, out Type type)
{
type = null;
if (pluginInfo?.Instance == null) return false;
try
{
type = pluginInfo.Instance.GetType().Assembly.GetType(typeName, throwOnError: false);
}
catch { /* ignored */ }
return type != null;
}
public static bool TryGetPluginType(string guid, string typeName, out Type type)
{
type = null;
return TryGetLoadedPluginInfo(guid, out var pluginInfo) && TryGetPluginType(pluginInfo, typeName, out type);
}
public static bool TryGetFieldValue<T>(Type type, string fieldName, object instance, out T value)
{
value = default;
if (type == null) return false;
var field = AccessTools.Field(type, fieldName);
if (field == null) return false;
try
{
var result = field.GetValue(instance);
if (result is T t)
{
value = t;
return true;
}
}
catch { /* ignored */ }
return false;
}
public static bool TryGetMethod(Type type, string methodName, out MethodInfo method)
{
method = null;
if (type == null) return false;
method = AccessTools.Method(type, methodName);
return method != null;
}
public static bool TryGetPropertySetter(Type type, string propertyName, out MethodInfo setter)
{
setter = null;
if (type == null) return false;
var property = AccessTools.Property(type, propertyName);
if (property == null) return false;
setter = property.GetSetMethod(nonPublic: true);
return setter != null;
}
}
- Step 2.2: Refactor mod-compat wrappers to use
ModCompatHelper
Replace the duplicated Chainloader.PluginInfos.TryGetValue + pluginInfo.Instance.GetType().Assembly.GetType(...) + AccessTools.Field/Method/PropertySetter patterns with calls to ModCompatHelper. Keep the existing public static fields (e.g., HasBulletTime, ShowStationInfo) and init timing (Start/Run).
- Step 2.3: Create
DysonSphereReflection
using System.Reflection;
using HarmonyLib;
namespace UXAssist.Common.Utils;
public static class DysonSphereReflection
{
private static readonly FieldInfo TotalNodeSpField = AccessTools.Field(typeof(DysonSphereLayer), "totalNodeSP");
private static readonly FieldInfo TotalFrameSpField = AccessTools.Field(typeof(DysonSphereLayer), "totalFrameSP");
private static readonly FieldInfo TotalCpField = AccessTools.Field(typeof(DysonSphereLayer), "totalCP");
public static long? GetTotalNodeSP(DysonSphereLayer layer)
=> layer != null && TotalNodeSpField != null ? (long?)TotalNodeSpField.GetValue(layer) : null;
public static long? GetTotalFrameSP(DysonSphereLayer layer)
=> layer != null && TotalFrameSpField != null ? (long?)TotalFrameSpField.GetValue(layer) : null;
public static long? GetTotalCP(DysonSphereLayer layer)
=> layer != null && TotalCpField != null ? (long?)TotalCpField.GetValue(layer) : null;
public static bool IsAvailable => TotalNodeSpField != null && TotalFrameSpField != null && TotalCpField != null;
}
- Step 2.4: Migrate DysonSphere field consumers
Update UXAssist/Patches/DysonSpherePatch.cs, CheatEnabler/Functions/DysonSphere/ShellCompletionFunctions.cs, and CheatEnabler/Functions/DysonSphere/FrameRemovalFunctions.cs to call DysonSphereReflection instead of resolving the fields locally. Remove duplicate AccessTools.Field declarations.
- Step 2.5: Build after reflection refactor
Run: dotnet build DSP_Mods.sln -c Release
Expected: 0 errors, 0 new warnings.
Task 3: Code quality gates
Files:
-
Create:
.editorconfig -
Modify:
Directory.Build.props -
Create:
.github/workflows/build.yml -
Step 3.1: Add root
.editorconfig
root = true
[*]
charset = utf-8
indent_style = space
indent_size = 4
end_of_line = crlf
insert_final_newline = true
trim_trailing_whitespace = true
[*.md]
trim_trailing_whitespace = false
[*.{cs,vb}]
# Suggestion-only so existing code does not break the build
dotnet_style_qualification_for_field = false:suggestion
dotnet_style_qualification_for_property = false:suggestion
dotnet_style_qualification_for_method = false:suggestion
dotnet_style_qualification_for_event = false:suggestion
dotnet_style_require_accessibility_modifiers = for_non_interface_members:suggestion
dotnet_style_readonly_field = true:suggestion
csharp_style_var_for_built_in_types = true:suggestion
csharp_style_var_when_type_is_apparent = true:suggestion
csharp_style_var_elsewhere = true:suggestion
csharp_style_expression_bodied_methods = when_on_single_line:suggestion
csharp_style_expression_bodied_properties = true:suggestion
csharp_prefer_simple_default_expression = true:suggestion
csharp_style_pattern_local_over_anonymous_function = true:suggestion
- Step 3.2: Harden
Directory.Build.props
Add to the existing <PropertyGroup> (do not remove existing properties):
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<NoWarn>0618</NoWarn>
<Nullable>disable</Nullable>
<AnalysisLevel>none</AnalysisLevel>
<EnforceCodeStyleInBuild>false</EnforceCodeStyleInBuild>
NoWarn>0618 suppresses the expected [Obsolete] usage warnings from the old Util facade; any new warning class will fail the build.
- Step 3.3: Add GitHub Actions build workflow
Create .github/workflows/build.yml:
name: Build
on:
push:
branches: [main, master, refactor/*]
pull_request:
branches: [main, master]
jobs:
build:
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: '8.0.x'
- name: Restore
run: dotnet restore DSP_Mods.sln
- name: Build Release
run: dotnet build DSP_Mods.sln -c Release --no-restore
- name: Package mods
run: dotnet build -t:ZipMod -c Release --no-restore
- Step 3.4: Verify quality gates
Run:
dotnet clean DSP_Mods.sln
dotnet build DSP_Mods.sln -c Release
Expected: 0 errors, 0 warnings.
Run:
dotnet build -t:ZipMod -c Release
Expected: All zips produced; no errors.
Task 4: Documentation & checkpoint
Files:
-
Modify:
AGENTS.md -
Step 4.1: Update
AGENTS.md
Append a "Phase 5 — Transpiler Robustness & Code Quality Gates" subsection under the project overview describing:
-
UXAssist.Common.Patching.TranspilerGuard -
UXAssist.Common.ModCompat.ModCompatHelper -
UXAssist.Common.Utils.DysonSphereReflection -
.editorconfig,TreatWarningsAsErrors, and the GitHub Actions build workflow. -
Step 4.2: Tag checkpoint
git add -A
git commit -m "refactor: phase 5 transpiler robustness, mod-compat helpers, and build quality gates"
git tag refactor-phase5
Expected: tag refactor-phase5 exists on the new commit and build remains clean.