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8 changed files with 271 additions and 2 deletions
+53
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@@ -6,9 +6,48 @@ using Vintagestory.Common;
namespace CommandHook;
/// <summary>
/// Harmony prefix patch on <c>ChatCommandApi.Execute</c>. This is the only place
/// CommandHook hooks into the game, everything else in the mod feeds into this.
/// </summary>
[HarmonyPatch(typeof(ChatCommandApi))]
public static class ChatCommandApiPatch
{
/// <summary>
/// Runs before the game's own command execution. Fires Before listeners for
/// <paramref name="commandName"/> and, if none of them cancel, lets the
/// original <c>Execute</c> run and wraps <paramref name="onCommandComplete"/>
/// so After listeners fire once a result exists.
/// </summary>
/// <remarks>
/// Runs for both invocation paths, server console and a connected player
/// typing in chat, since both go through <c>Execute</c> the same way
/// internally.
/// <para>
/// If a Before listener sets <see cref="CommandData.Cancel"/>, this returns
/// false to stop the original <c>Execute</c> from running at all, and
/// invokes <paramref name="onCommandComplete"/> directly with a
/// <see cref="EnumCommandStatus.Deferred"/> result so the caller doesn't see
/// a generic failure. After listeners are not fired in this case.
/// </para>
/// <para>
/// If nothing cancels, this returns true and lets the original <c>Execute</c>
/// run, but first replaces <paramref name="onCommandComplete"/> with a wrapper
/// that calls the original callback, then fires After. The original callback
/// always runs first, so nothing about the vanilla command flow changes from
/// the caller's point of view.
/// </para>
/// </remarks>
/// <param name="commandName">The command name being executed, without the leading slash.</param>
/// <param name="args">The calling args supplied by the game, used here to resolve the sender.</param>
/// <param name="onCommandComplete">
/// The completion callback supplied by the game. Replaced with a wrapper that
/// fires After listeners after invoking the original.
/// </param>
/// <returns>
/// False to skip the original <c>Execute</c> (a Before listener cancelled it),
/// true to let it run normally.
/// </returns>
[HarmonyPatch(
"Execute",
new[] { typeof(string), typeof(TextCommandCallingArgs), typeof(Action<TextCommandResult>) }
@@ -21,24 +60,38 @@ public static class ChatCommandApiPatch
)
{
var system = CommandHookModSystem.Instance;
// Instance is null before StartServerSide runs or after Dispose. Harmony
// patches stay applied for the process lifetime, so this null check is
// what actually guards against firing into a torn-down mod.
if (system == null)
return true;
var sender = args.Caller.Player as IServerPlayer;
// Console invocations have no IServerPlayer, the cast just yields null,
// which is exactly what CommandData(sender, ...) expects to mean "console".
var data = new CommandData(sender, commandName, "/" + commandName);
if (system.FireBefore(commandName, ref data))
{
// Cancelled by a Before listener. Report Deferred rather than just
// swallowing it silently, so the original caller (console or player)
// sees something other than the command quietly doing nothing.
onCommandComplete?.Invoke(
new TextCommandResult { Status = EnumCommandStatus.Deferred }
);
return false;
}
// Not cancelled. Capture the game's own callback before replacing it,
// since we still need to call it, this patch only adds behavior around
// the vanilla flow, it never removes the vanilla completion handling.
var original = onCommandComplete;
onCommandComplete = result =>
{
original?.Invoke(result);
// data is captured by the closure, copy it so FireAfter gets its
// own ref target instead of sharing one with whatever else might
// still be holding the original local.
var afterData = data;
system.FireAfter(commandName, ref afterData, result);
};
+31
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@@ -2,23 +2,54 @@ using Vintagestory.API.Server;
namespace CommandHook;
/// <summary>
/// The data passed to Before/After listeners for a single command invocation.
/// Passed by ref through the hot path, no allocation per command.
/// </summary>
public struct CommandData
{
/// <summary>
/// The player who ran the command, or null if it came from the server console.
/// </summary>
public readonly IServerPlayer? Sender;
/// <summary>
/// The full command text as typed, including the leading slash.
/// </summary>
public readonly string FullCommand;
/// <summary>
/// The command name only, without the leading slash (matches what listeners
/// register in <see cref="ICommandHookListener.Commands"/>).
/// </summary>
public readonly string CommandName;
private byte flags;
private const byte FlagIsPlayerCommand = 1 << 0;
private const byte FlagCancel = 1 << 1;
/// <summary>
/// True if a player ran this command, false if it came from the server console.
/// Equivalent to <c>Sender != null</c>.
/// </summary>
public bool IsPlayerCommand => (flags & FlagIsPlayerCommand) != 0;
/// <summary>
/// Set this to true in a Before listener to stop the command from executing.
/// Stops any remaining Before listeners from running too, and skips After entirely.
/// </summary>
public bool Cancel
{
get => (flags & FlagCancel) != 0;
set => flags = value ? (byte)(flags | FlagCancel) : (byte)(flags & ~FlagCancel);
}
/// <summary>
/// Creates the command data for a single invocation.
/// </summary>
/// <param name="sender">The player who ran the command, or null for console.</param>
/// <param name="commandName">The command name without the leading slash.</param>
/// <param name="fullCommand">The full command text as typed, including the leading slash.</param>
public CommandData(IServerPlayer? sender, string commandName, string fullCommand)
{
Sender = sender;
+11
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@@ -2,5 +2,16 @@ using Vintagestory.API.Common;
namespace CommandHook;
/// <summary>
/// Invoked before a watched command runs. Set <c>data.Cancel = true</c> to stop
/// the command from executing.
/// </summary>
/// <param name="data">The command data, passed by ref so you can read or cancel it.</param>
public delegate void CommandBeforeDelegate(ref CommandData data);
/// <summary>
/// Invoked after a watched command has run. Not invoked if a Before listener cancelled it.
/// </summary>
/// <param name="data">The command data, passed by ref for consistency with <see cref="CommandBeforeDelegate"/>.</param>
/// <param name="result">The result the command produced.</param>
public delegate void CommandAfterDelegate(ref CommandData data, TextCommandResult result);
+54
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@@ -7,6 +7,20 @@ using Vintagestory.API.Server;
namespace CommandHook;
/// <summary>
/// Server-side event bus for chat commands. Other mods register an
/// <see cref="ICommandHookListener"/> here to get Before/After callbacks on
/// specific command names, namespaced by <see cref="ICommandHookListener.ModId"/>
/// so multiple mods can watch the same command without stepping on each other.
/// </summary>
/// <remarks>
/// Patches <c>ChatCommandApi.Execute</c> via Harmony. Server only, see
/// <see cref="ShouldLoad"/>. A listener's <see cref="ICommandHookListener.Commands"/>
/// and <see cref="ICommandHookListener.Registration"/> are read at registration
/// time and cached in a <see cref="System.Collections.Frozen.FrozenDictionary{TKey,TValue}"/>
/// for fast lookup on the command dispatch path. If you change which commands a
/// listener watches, call <see cref="Register"/> again with the updated list.
/// </remarks>
public class CommandHookModSystem : ModSystem
{
internal static CommandHookModSystem? Instance;
@@ -38,6 +52,17 @@ public class CommandHookModSystem : ModSystem
Instance = null;
}
/// <summary>
/// Registers a listener for the commands it returns from <see cref="ICommandHookListener.Commands"/>.
/// </summary>
/// <remarks>
/// Calling this again for a <see cref="ICommandHookListener.ModId"/> that is already
/// registered replaces its previous registration. If the new <see cref="ICommandHookListener.Commands"/>
/// list is identical to the existing one this is a no-op, no rebuild happens.
/// If <paramref name="listener"/> has a null or empty <see cref="ICommandHookListener.Commands"/>
/// list, this just calls <see cref="Unregister"/> instead.
/// </remarks>
/// <param name="listener">The listener to register or update.</param>
public void Register(ICommandHookListener listener)
{
var commands = listener.Commands;
@@ -66,6 +91,11 @@ public class CommandHookModSystem : ModSystem
Rebuild();
}
/// <summary>
/// Removes a listener's registration entirely. Safe to call on a listener
/// that was never registered, this is a no-op in that case.
/// </summary>
/// <param name="listener">The listener to remove, matched by <see cref="ICommandHookListener.ModId"/>.</param>
public void Unregister(ICommandHookListener listener)
{
int index = listeners.FindIndex(l => l.ModId == listener.ModId);
@@ -77,6 +107,14 @@ public class CommandHookModSystem : ModSystem
Rebuild();
}
// Rebuilds the dispatch table from listeners. Runs unconditionally and
// immediately whenever Register/Unregister actually changes something,
// no batching or startup-phase awareness. Command list sizes here are
// small (a handful of mods, a handful of commands each), so the realloc
// on every change is cheap and not worth the complexity of an incremental
// update. The two-level structure (command -> ModId -> registration) is
// what FireBefore/FireAfter walk on the hot path, so it's built once here
// instead of being derived per-dispatch.
private void Rebuild()
{
var builder = new Dictionary<string, Dictionary<string, CommandRegistration>>();
@@ -108,6 +146,13 @@ public class CommandHookModSystem : ModSystem
registrations = pruned.ToFrozenDictionary();
}
// Called from ChatCommandApiPatch.Prefix before the real command executes.
// CommandData is passed by ref the whole way down, no allocation here.
// Each listener's Before is isolated in its own try/catch so one mod
// throwing doesn't stop the rest from running or break command dispatch
// for the server. If a listener sets data.Cancel, we stop walking the
// rest of the listeners immediately rather than letting them all run
// against an already-cancelled command.
internal bool FireBefore(string commandName, ref CommandData data)
{
if (registrations.TryGetValue(commandName, out var mods))
@@ -131,6 +176,11 @@ public class CommandHookModSystem : ModSystem
return data.Cancel;
}
// Called from the wrapped onCommandComplete in ChatCommandApiPatch.Prefix,
// only on the path where the command actually ran (Before didn't cancel).
// Same per-listener try/catch as FireBefore, but there's no early-out here
// since cancelling after the fact doesn't mean anything, the command
// already ran.
internal void FireAfter(string commandName, ref CommandData data, TextCommandResult result)
{
if (registrations.TryGetValue(commandName, out var mods))
@@ -149,6 +199,10 @@ public class CommandHookModSystem : ModSystem
}
}
// Order-sensitive on purpose. Register only treats an update as a no-op
// if the list is identical in order and content, a reordered list still
// triggers a rebuild. Cheap to check (just an index walk, no allocation)
// and correctness here matters more than being lenient about ordering.
private static bool CommandListEquals(IReadOnlyList<string> a, IReadOnlyList<string> b)
{
if (a.Count != b.Count)
+16
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@@ -1,10 +1,26 @@
namespace CommandHook;
/// <summary>
/// The pair of callbacks a listener provides for a command. Either one can be null.
/// </summary>
public struct CommandRegistration
{
/// <summary>
/// Called before the command runs. Set <see cref="CommandData.Cancel"/> on
/// <paramref name="data"/> via the ref parameter inside your delegate to stop
/// the command from executing and skip any remaining Before listeners.
/// </summary>
public readonly CommandBeforeDelegate? Before;
/// <summary>
/// Called after the command runs, with its result. Not called if a Before
/// listener cancelled the command.
/// </summary>
public readonly CommandAfterDelegate? After;
/// <summary>
/// Creates a registration. Pass null for either delegate to only hook one side.
/// </summary>
public CommandRegistration(CommandBeforeDelegate? before, CommandAfterDelegate? after)
{
Before = before;
+18
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@@ -2,9 +2,27 @@ using System.Collections.Generic;
namespace CommandHook;
/// <summary>
/// Implement this to watch chat commands through CommandHook. Pass your
/// implementation to <see cref="CommandHookModSystem.Register"/>.
/// </summary>
public interface ICommandHookListener
{
/// <summary>
/// Your mod's id. Used as the namespace key so two mods can register
/// for the same command without colliding, and to find your existing
/// registration when you call <see cref="CommandHookModSystem.Register"/> again.
/// </summary>
string ModId { get; }
/// <summary>
/// The command names to watch, without the leading slash (e.g. "tp", not "/tp").
/// Return null or an empty list to stop watching anything.
/// </summary>
IReadOnlyList<string> Commands { get; }
/// <summary>
/// The Before/After delegates to invoke for the commands in <see cref="Commands"/>.
/// </summary>
CommandRegistration Registration { get; }
}
+2 -2
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@@ -2,11 +2,11 @@
"type": "code",
"modid": "commandhook",
"name": "CommandHook",
"description": "Exposes server command events for other mods to hook into.",
"description": "Adds before/after hooks for chat commands, for other mods to use.",
"authors": [
"anth64"
],
"version": "0.1.0",
"version": "1.0.0",
"side": "Server",
"dependencies": {
"game": "1.22.3"
+86
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@@ -0,0 +1,86 @@
# CommandHook
Server-side mod for Vintage Story. Lets other mods hook into chat commands
before and after they run, namespaced per mod so multiple mods can watch
the same command without colliding.
## How it works
CommandHook patches `ChatCommandApi.Execute` and dispatches to whoever
has registered. Your mod doesn't patch anything itself, it just implements
`ICommandHookListener` and calls `CommandHookModSystem.Register`.
A listener provides:
- `ModId`, your mod's id. Used to namespace your registration so it doesn't
collide with another mod watching the same command
- `Commands`, the command names you want to watch, without the leading slash
- `Registration`, a `Before` delegate, an `After` delegate, or both
`Before` runs before the command executes. Set `data.Cancel = true` inside it
to stop the command from running. If you cancel, any remaining `Before`
listeners for that command are skipped, and `After` never fires for that
invocation.
`After` runs once the command has produced a result. It only fires on the
path where the command actually ran.
`CommandData` is passed by `ref` the whole way through, no allocation per
command.
## Example
```csharp
public class MyListener : ICommandHookListener
{
// Your mod's id, used to namespace this registration.
public string ModId => "mymod";
// Commands you want to watch, no leading slash.
public IReadOnlyList<string> Commands => new[] { "tp" };
// Wire up Before, After, or both.
public CommandRegistration Registration => new(Before, After);
private void Before(ref CommandData data)
{
// data.Sender is null for console invocations.
if (data.Sender != null && !IsAllowed(data.Sender))
{
// Stops the command from running and skips any remaining
// Before listeners. After never fires for this invocation.
data.Cancel = true;
}
}
private void After(ref CommandData data, TextCommandResult result)
{
// Only runs if nothing cancelled. result is whatever the command
// actually produced, check result.Status for success/error/deferred.
if (result.Status != EnumCommandStatus.Success)
Logger.Warn($"/{data.CommandName} failed: {result.StatusMessage}");
}
}
```
Register it once your mod starts, unregister it on dispose:
```csharp
public override void StartServerSide(ICoreServerAPI api)
{
// CommandHookModSystem.Instance is null if CommandHook isn't loaded,
// hence the ?. Register your listener once, here.
CommandHookModSystem.Instance?.Register(myListener);
}
public override void Dispose()
{
// Always unregister on dispose, otherwise a stale listener stays in
// the dispatch table after your mod is gone.
CommandHookModSystem.Instance?.Unregister(myListener);
}
```
Calling `Register` again with the same `ModId` replaces your existing
registration. If your `Commands` list hasn't changed, it's a no-op.