Files
DSP_Mods/UXAssist/Common/ModFeatures/ModFeatureAttribute.cs
T
soarqin ab1d20683d 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.
2026-06-29 02:56:54 +08:00

43 lines
1.6 KiB
C#

using System;
namespace UXAssist.Common.ModFeatures;
/// <summary>
/// Marks a class as a mod feature so that <see cref="ModFeatureRegistry"/> can discover it.
/// Lifecycle methods (<c>Init</c>, <c>Start</c>, <c>Uninit</c>, <c>OnInputUpdate</c>, <c>OnUpdate</c>)
/// are optional and are skipped if missing.
/// </summary>
/// <remarks>
/// <para>
/// <strong>Timing contract</strong> (same as <see cref="IModFeature"/>): <c>Init</c> runs eagerly at
/// discovery time, synchronously inside <see cref="ModFeatureRegistry.Discover"/>, during the
/// registering mod's BepInEx <c>Awake</c> phase — before the game scene loads, before any plugin's
/// <c>Start</c>. This is the phase where early setup that must precede game initialization (e.g.
/// keybind registration) must run. <c>Start</c> runs once during the host mod's (UXAssist) <c>Start</c>,
/// after all mods' <c>Awake</c> have completed. The per-frame methods are called by UXAssist with at
/// most one invocation per frame.
/// </para>
/// </remarks>
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class ModFeatureAttribute : Attribute
{
/// <summary>
/// Optional display name of the feature.
/// </summary>
public string Name { get; }
/// <summary>
/// Execution order among discovered static features. Lower values run first.
/// </summary>
public int Order { get; set; }
/// <summary>
/// Initializes a new instance of the <see cref="ModFeatureAttribute"/> class.
/// </summary>
/// <param name="name">Optional display name of the feature.</param>
public ModFeatureAttribute(string name = null)
{
Name = name;
}
}