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Common classes for a bunch of mod loaders.
Clicking Retry produces the error below.
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************** Exception Text **************
System.InvalidOperationException: Start may not be called on a task that has completed.
at System.Threading.Tasks.Task.Start(TaskScheduler scheduler)
at ModManagerCommon.Forms.ModDownloadDialog.OnShown(Object sender, EventArgs eventArgs) in C:\Programs\sadx-mod-loader\mod-loader-common\ModManagerCommon\Forms\ModDownloadDialog.cs:line 93
at System.Windows.Forms.Form.OnShown(EventArgs e)
at System.Windows.Forms.Form.CallShownEvent()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
Because the mod manager now stops scanning for mods as soon as a mod.ini file is found, this would allow people to nest a mod folder within a mod folder, and optionally allow them to specify that the sub-mod is dependent on the parent mod as well, which would forcibly enable the parent mod when the sub-mod is enabled (or maybe disable the sub-mod when the parent mod isn't enabled), useful for optional patches on a larger mod. Sub-mods should be loaded recursively.
The INI stuff would be something like this:
[SubMod1]
Path=CoolPatch
Dependency=false
[SubMod2]
Path=OptionalStuff
Dependency=true
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************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at ModManagerCommon.Forms.ModConfigDialog.contextMenuStrip1_Opening(Object sender, CancelEventArgs e) in C:\Programs\sadx-mod-loader\mod-loader-common\ModManagerCommon\Forms\ModConfigDialog.cs:line 43
at System.Windows.Forms.ToolStripDropDown.OnOpening(CancelEventArgs e)
at System.Windows.Forms.ToolStripDropDown.SetVisibleCore(Boolean visible)
at System.Windows.Forms.ContextMenuStrip.SetVisibleCore(Boolean visible)
at System.Windows.Forms.ToolStripDropDown.Show(Control control, Point position)
at System.Windows.Forms.ContextMenuStrip.ShowInternal(Control source, Point location, Boolean isKeyboardActivated)
at System.Windows.Forms.Control.WmContextMenu(Message& m, Control sourceControl)
at System.Windows.Forms.Control.WmContextMenu(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.PropertyGrid.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
The current description says "Common classes for the SADX and SA2 mod loaders."
It should be now "Common classes for the SADX, SA2, Mania, R mod loaders."
In INI file parsing, spaces before and after the =
seem to get in the way of parsing values.
For example Key=value
works but Key = value
doesn't.
I think it would be fine to check the characters (since there can be multiple spaces or tabs) before the =
and, if they exist, assume there are spaces or tabs before the value text begins.
Causes this.
Happens on system locales where decimal comma is used instead of decimal dot. This is because the floats' text representation is parsed in the serializer using the local culture.
Possible solution: .NET 4.5 and above allows to set CultureInfo.DefaultThreadCurrentCulture
. However, at the moment all Mod Managers are on 4.0 which doesn't have this feature.
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