19 Commits
Author SHA1 Message Date
anth64 ba5256476c docs: rewrite README for the TextCommandCallingArgs API 2026-06-25 20:21:31 +02:00
anth64 f261848734 chore: bump version to 2.0.0 2026-06-25 20:19:15 +02:00
anth64 c43872565c docs: fix CommandRegistration doc comment referencing removed CommandData 2026-06-25 20:17:12 +02:00
anth64 ecc796031a chore: strip default scaffold content from en.json 2026-06-25 20:14:40 +02:00
anth64 d93e56c1d3 refactor(commandhook)!: pass TextCommandCallingArgs directly, remove CommandData wrapper. 2026-06-25 20:10:13 +02:00
anth64 de74d71f0f docs: restructure README into Usage and For mod development sections 2026-06-21 18:40:36 +02:00
anth64 2a7cdb4fad "docs: add README" 2026-06-21 12:39:34 +02:00
anth64 0b030bb2a8 chore(modinfo): bump to 1.0.0 2026-06-21 12:32:19 +02:00
anth64 f8a60102d3 docs(ChatCommandApiPatch): add XML doc comments and internal notes to Prefix 2026-06-21 12:22:58 +02:00
anth64 398c9d01c1 docs(CommandHookModSystem): add XML doc comments to Register/Unregister and internal comments to Rebuild, FireBefore, FireAfter, CommandListEquals 2026-06-21 12:18:19 +02:00
anth64 46dea83699 docs(ICommandHookListener): add XML doc comments to ModId, Commands, Registration 2026-06-21 12:18:19 +02:00
anth64 912a78a689 docs(CommandRegistration): add XML doc comments to Before/After fields and constructor 2026-06-21 12:18:19 +02:00
anth64 beedb8db5b docs(CommandDelegate): add XML doc comments to CommandBeforeDelegate and CommandAfterDelegate 2026-06-21 12:18:19 +02:00
anth64 47f123ba9a docs(CommandData): add XML doc comments to public surface 2026-06-21 12:18:19 +02:00
anth64 cbdcacd6c2 fix: rebuild on change 2026-06-17 22:49:13 +02:00
anth64 a69e81a3cb refactor: remove wildcard listener support 2026-06-17 20:50:37 +02:00
anth64 775c02794e fix: isolate listener exceptions in Before/After dispatch 2026-06-17 20:39:43 +02:00
anth64 d0dcd599cf fix(commandhookmodsystem): short-circuit Before dispatch on cancel
FireBefore continued invoking every registered listener even after one had set Cancel, running callbacks against a command that was already dead. Break out of the loop as soon as Cancel is set.
2026-06-17 19:13:14 +02:00
anth64 a130042206 perf(commanddata): take commandName directly instead of re-parsing FullCommand
Constructor previously rebuilt CommandName from FullCommand via substring + Split, allocating on every command invocation despite the caller already holding a clean commandName. Pass it through directly.
2026-06-17 19:13:14 +02:00
9 changed files with 337 additions and 95 deletions
+53 -10
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@@ -1,14 +1,56 @@
using System; using System;
using HarmonyLib; using HarmonyLib;
using Vintagestory.API.Common; using Vintagestory.API.Common;
using Vintagestory.API.Server;
using Vintagestory.Common; using Vintagestory.Common;
namespace CommandHook; 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))] [HarmonyPatch(typeof(ChatCommandApi))]
public static class ChatCommandApiPatch 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 returns a non-null <see cref="TextCommandResult"/>,
/// this returns false to stop the original <c>Execute</c> from running at
/// all, and invokes <paramref name="onCommandComplete"/> directly with that
/// result so the caller sees whatever the listener intended (a real error
/// message, a silent <see cref="TextCommandResult.Deferred"/>, etc). 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. Passed straight through to listeners,
/// live and unmodified, the engine's own object for this invocation.
/// </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( [HarmonyPatch(
"Execute", "Execute",
new[] { typeof(string), typeof(TextCommandCallingArgs), typeof(Action<TextCommandResult>) } new[] { typeof(string), typeof(TextCommandCallingArgs), typeof(Action<TextCommandResult>) }
@@ -21,26 +63,27 @@ public static class ChatCommandApiPatch
) )
{ {
var system = CommandHookModSystem.Instance; 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) if (system == null)
return true; return true;
var sender = args.Caller.Player as IServerPlayer; var cancelResult = system.FireBefore(commandName, args);
var data = new CommandData(sender, "/" + commandName); if (cancelResult != null)
if (system.FireBefore(commandName, ref data))
{ {
onCommandComplete?.Invoke( onCommandComplete?.Invoke(cancelResult);
new TextCommandResult { Status = EnumCommandStatus.Deferred }
);
return false; 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; var original = onCommandComplete;
onCommandComplete = result => onCommandComplete = result =>
{ {
original?.Invoke(result); original?.Invoke(result);
var afterData = data; system.FireAfter(commandName, args, result);
system.FireAfter(commandName, ref afterData, result);
}; };
return true; return true;
-29
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@@ -1,29 +0,0 @@
using Vintagestory.API.Server;
namespace CommandHook;
public struct CommandData
{
public readonly IServerPlayer? Sender;
public readonly string FullCommand;
public readonly string CommandName;
private byte flags;
private const byte FlagIsPlayerCommand = 1 << 0;
private const byte FlagCancel = 1 << 1;
public bool IsPlayerCommand => (flags & FlagIsPlayerCommand) != 0;
public bool Cancel
{
get => (flags & FlagCancel) != 0;
set => flags = value ? (byte)(flags | FlagCancel) : (byte)(flags & ~FlagCancel);
}
public CommandData(IServerPlayer? sender, string fullCommand)
{
Sender = sender;
FullCommand = fullCommand.Length > 0 ? fullCommand.Trim() : string.Empty;
CommandName = FullCommand.Length > 1 ? FullCommand[1..].Split(' ')[0] : string.Empty;
flags = sender != null ? FlagIsPlayerCommand : (byte)0;
}
}
+26 -2
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@@ -2,5 +2,29 @@ using Vintagestory.API.Common;
namespace CommandHook; namespace CommandHook;
public delegate void CommandBeforeDelegate(ref CommandData data); /// <summary>
public delegate void CommandAfterDelegate(ref CommandData data, TextCommandResult result); /// Invoked before a watched command runs. Return a non-null
/// <see cref="TextCommandResult"/> to cancel the command and report that
/// result to the caller (e.g. <see cref="TextCommandResult.Error(string, string)"/>
/// for a visible reason, or <see cref="TextCommandResult.Deferred"/> to cancel
/// silently). Return null to let the command run normally.
/// </summary>
/// <param name="callingArgs">
/// The live calling args for this invocation, supplied directly by the engine.
/// </param>
public delegate TextCommandResult? CommandBeforeDelegate(TextCommandCallingArgs callingArgs);
/// <summary>
/// Invoked after a watched command has run. Not invoked if a Before listener
/// (for this command, any mod) cancelled it.
/// </summary>
/// <param name="callingArgs">
/// The same live calling args object passed to Before. By now the real
/// command handler has had full access to it, and what's safe to read
/// depends on how that command is implemented internally.
/// </param>
/// <param name="result">The result the command produced.</param>
public delegate void CommandAfterDelegate(
TextCommandCallingArgs callingArgs,
TextCommandResult result
);
+108 -48
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@@ -1,3 +1,4 @@
using System;
using System.Collections.Frozen; using System.Collections.Frozen;
using System.Collections.Generic; using System.Collections.Generic;
using HarmonyLib; using HarmonyLib;
@@ -6,12 +7,25 @@ using Vintagestory.API.Server;
namespace CommandHook; 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 public class CommandHookModSystem : ModSystem
{ {
internal static CommandHookModSystem? Instance; internal static CommandHookModSystem? Instance;
private readonly List<ICommandHookListener> listeners = new(); private readonly List<ICommandHookListener> listeners = new();
private readonly List<ICommandHookListener> wildcards = new();
private FrozenDictionary<string, FrozenDictionary<string, CommandRegistration>> registrations = private FrozenDictionary<string, FrozenDictionary<string, CommandRegistration>> registrations =
FrozenDictionary<string, FrozenDictionary<string, CommandRegistration>>.Empty; FrozenDictionary<string, FrozenDictionary<string, CommandRegistration>>.Empty;
@@ -28,8 +42,6 @@ public class CommandHookModSystem : ModSystem
harmony = new Harmony(Mod.Info.ModID); harmony = new Harmony(Mod.Info.ModID);
harmony.PatchAll(); harmony.PatchAll();
api.Event.ServerRunPhase(EnumServerRunPhase.RunGame, Rebuild);
Mod.Logger.Notification("Loaded"); Mod.Logger.Notification("Loaded");
} }
@@ -37,10 +49,20 @@ public class CommandHookModSystem : ModSystem
{ {
harmony?.UnpatchAll(Mod.Info.ModID); harmony?.UnpatchAll(Mod.Info.ModID);
listeners.Clear(); listeners.Clear();
wildcards.Clear();
Instance = null; 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) public void Register(ICommandHookListener listener)
{ {
var commands = listener.Commands; var commands = listener.Commands;
@@ -51,38 +73,48 @@ public class CommandHookModSystem : ModSystem
return; return;
} }
for (int i = 0; i < listeners.Count; i++) int index = listeners.FindIndex(l => l.ModId == listener.ModId);
bool changed = false;
if (index < 0)
{ {
if (listeners[i].ModId != listener.ModId) listeners.Add(listener);
continue; changed = true;
}
if (CommandListEquals(listeners[i].Commands, commands)) else if (!CommandListEquals(listeners[index].Commands, commands))
return; {
listeners[index] = listener;
listeners[i] = listener; changed = true;
SyncWildcard(listener, commands);
Rebuild();
return;
} }
listeners.Add(listener); if (changed)
SyncWildcard(listener, commands); 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) public void Unregister(ICommandHookListener listener)
{ {
for (int i = 0; i < listeners.Count; i++) int index = listeners.FindIndex(l => l.ModId == listener.ModId);
{
if (listeners[i].ModId != listener.ModId)
continue;
listeners.RemoveAt(i); if (index < 0)
wildcards.RemoveAll(w => w.ModId == listener.ModId);
Rebuild();
return; return;
}
listeners.RemoveAt(index);
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() private void Rebuild()
{ {
var builder = new Dictionary<string, Dictionary<string, CommandRegistration>>(); var builder = new Dictionary<string, Dictionary<string, CommandRegistration>>();
@@ -93,10 +125,6 @@ public class CommandHookModSystem : ModSystem
if (commands == null || commands.Count == 0) if (commands == null || commands.Count == 0)
continue; continue;
bool isWildcard = commands.Count == 1 && commands[0] == "*";
if (isWildcard)
continue;
foreach (var cmd in commands) foreach (var cmd in commands)
{ {
if (!builder.TryGetValue(cmd, out var mods)) if (!builder.TryGetValue(cmd, out var mods))
@@ -108,10 +136,6 @@ public class CommandHookModSystem : ModSystem
} }
} }
foreach (var wildcard in wildcards)
foreach (var mods in builder.Values)
mods[wildcard.ModId] = wildcard.Registration;
var pruned = new Dictionary<string, FrozenDictionary<string, CommandRegistration>>( var pruned = new Dictionary<string, FrozenDictionary<string, CommandRegistration>>(
builder.Count builder.Count
); );
@@ -122,30 +146,66 @@ public class CommandHookModSystem : ModSystem
registrations = pruned.ToFrozenDictionary(); registrations = pruned.ToFrozenDictionary();
} }
internal bool FireBefore(string commandName, ref CommandData data) // Called from ChatCommandApiPatch.Prefix before the real command executes.
// callingArgs is the engine's own live object, passed straight through,
// 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. The first listener to return a
// non-null result wins, we stop walking immediately rather than letting
// later listeners run against an already-cancelled command.
internal TextCommandResult? FireBefore(string commandName, TextCommandCallingArgs callingArgs)
{ {
if (registrations.TryGetValue(commandName, out var mods)) if (registrations.TryGetValue(commandName, out var mods))
foreach (var (_, reg) in mods) {
reg.Before?.Invoke(ref data); foreach (var (modId, reg) in mods)
{
TextCommandResult? result = null;
try
{
result = reg.Before?.Invoke(callingArgs);
}
catch (Exception ex)
{
Mod.Logger.Error("[{0}] Before /{1} threw: {2}", modId, commandName, ex);
}
return data.Cancel; if (result != null)
return result;
}
}
return null;
} }
internal void FireAfter(string commandName, ref CommandData data, TextCommandResult result) // Called from the wrapped onCommandComplete in ChatCommandApiPatch.Prefix,
// only on the path where the command actually ran (no Before listener
// cancelled it). Same per-listener try/catch as FireBefore.
internal void FireAfter(
string commandName,
TextCommandCallingArgs callingArgs,
TextCommandResult result
)
{ {
if (registrations.TryGetValue(commandName, out var mods)) if (registrations.TryGetValue(commandName, out var mods))
foreach (var (_, reg) in mods) {
reg.After?.Invoke(ref data, result); foreach (var (modId, reg) in mods)
} {
try
private void SyncWildcard(ICommandHookListener listener, IReadOnlyList<string> commands) {
{ reg.After?.Invoke(callingArgs, result);
bool isWildcard = commands.Count == 1 && commands[0] == "*"; }
wildcards.RemoveAll(w => w.ModId == listener.ModId); catch (Exception ex)
if (isWildcard) {
wildcards.Add(listener); Mod.Logger.Error("[{0}] After /{1} threw: {2}", modId, commandName, ex);
}
}
}
} }
// 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) private static bool CommandListEquals(IReadOnlyList<string> a, IReadOnlyList<string> b)
{ {
if (a.Count != b.Count) if (a.Count != b.Count)
+16
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@@ -1,10 +1,26 @@
namespace CommandHook; namespace CommandHook;
/// <summary>
/// The pair of callbacks a listener provides for a command. Either one can be null.
/// </summary>
public struct CommandRegistration public struct CommandRegistration
{ {
/// <summary>
/// Called before the command runs. Return a non-null <see cref="TextCommandResult"/>
/// to cancel the command, report that result to the caller, and skip any
/// remaining Before listeners. Return null to let the command run.
/// </summary>
public readonly CommandBeforeDelegate? Before; 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; 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) public CommandRegistration(CommandBeforeDelegate? before, CommandAfterDelegate? after)
{ {
Before = before; Before = before;
+18
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@@ -2,9 +2,27 @@ using System.Collections.Generic;
namespace CommandHook; namespace CommandHook;
/// <summary>
/// Implement this to watch chat commands through CommandHook. Pass your
/// implementation to <see cref="CommandHookModSystem.Register"/>.
/// </summary>
public interface ICommandHookListener 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; } 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; } IReadOnlyList<string> Commands { get; }
/// <summary>
/// The Before/After delegates to invoke for the commands in <see cref="Commands"/>.
/// </summary>
CommandRegistration Registration { get; } CommandRegistration Registration { get; }
} }
+1 -3
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@@ -1,3 +1 @@
{ {}
"hello": "hello world!"
}
+5 -3
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@@ -2,9 +2,11 @@
"type": "code", "type": "code",
"modid": "commandhook", "modid": "commandhook",
"name": "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"], "authors": [
"version": "0.1.0", "anth64"
],
"version": "2.0.0",
"side": "Server", "side": "Server",
"dependencies": { "dependencies": {
"game": "1.22.3" "game": "1.22.3"
+110
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@@ -0,0 +1,110 @@
# 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.
## Usage
Install it like any other mod. It has no effect unless something else
depends on it.
## For mod development
Add it as a dependency in your `modinfo.json`:
```json
"dependencies": {
"game": "1.22.3",
"commandhook": "2.0.0"
}
```
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` receives the engine's own `TextCommandCallingArgs` for the
invocation, live and unmodified. Return a non-null `TextCommandResult` to
cancel the command and report that result to the caller, use the engine's
own factories, e.g. `TextCommandResult.Error(...)` for a visible reason, or
`TextCommandResult.Deferred` to cancel silently (per its own doc comment,
this prints no output). Return `null` to let the command run normally. If
you cancel, any remaining `Before` listeners for that command are skipped,
and `After` never fires for that invocation.
`After` receives the same `TextCommandCallingArgs` object plus the
`TextCommandResult` the command actually produced. It only fires on the
path where the command ran.
### A note on `TextCommandCallingArgs` at Before vs After
This is the engine's own live object, not a copy, what's safe to read
depends on timing and on how the specific command you're watching is
implemented internally.
### 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 TextCommandResult? Before(TextCommandCallingArgs args)
{
// args.Caller.Player is null for console invocations.
if (args.Caller.Player is IServerPlayer player && !IsAllowed(player))
{
// Cancels the command, skips any remaining Before listeners,
// and After never fires for this invocation. The caller sees
// this exact result.
return TextCommandResult.Error("You're not allowed to do that", "notallowed");
}
return null;
}
private void After(TextCommandCallingArgs args, 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($"A watched command 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.