using Crayon;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
namespace PluginManager.Manager
{
///
/// Class that handles all plugin handling
///
/// Type of the Plugin that is going to get loaded
/// Type of PluginDataManager that is going to get used to load data
/// Type of PluginResponseData that is going to get used to return a response from the plugin list
/// Type of PluginProcess data that is going to get used to process data
public class PluginDllManager : PluginManagerBase where T : Plugin where M : PluginDataManager
where R : PluginResponseData where P : PluginProcessData
{
///
/// Loads all plugins and their data from the plugin folder
///
public override void Load()
{
if (Enabled)
{
if (string.IsNullOrEmpty(PluginManagerConfig.PluginFolderPath))
throw new ArgumentNullException("Plugins folder path", "You need to set a path for your plugins folder");
// First run
if (!Directory.Exists(PluginManagerConfig.PluginFolderPath))
{
Directory.CreateDirectory(PluginManagerConfig.PluginFolderPath);
return; // Let's return here, no plugins available
}
// Ignores files in this folder
var pluginDirectories = Directory.GetDirectories(PluginManagerConfig.PluginFolderPath);
foreach (var pluginPath in pluginDirectories)
{
// Should contain the plugin file
var files = Directory.GetFiles(pluginPath, "*.dll");
// If it doesn't contain anything, this will not run
foreach (var dll in files)
{
try
{
// We try to load them if they have at least one class that inherits Plugin
var assembly = Assembly.LoadFrom(dll);
var types = assembly.GetTypes();
foreach (var type in types)
{
if (type.IsSubclassOf(typeof(T)))
addPlugin(type);
}
}
catch (ReflectionTypeLoadException ex)
{
Console.Error.WriteLine(Output.Red($"Failed to load {Path.GetFileName(dll)}. We will continue to load more assemblies"), ex);
}
}
}
// It's faster if we store them instead of accessing the property
pluginsSize = Plugins.Count;
}
}
}
}