/* * Forge Mod Loader * Copyright (c) 2012-2013 cpw. * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Lesser Public License v2.1 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * * Contributors: * cpw - implementation */ package cpw.mods.fml.common; import java.lang.annotation.ElementType; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.lang.annotation.Target; import cpw.mods.fml.client.IModGuiFactory; import cpw.mods.fml.common.event.FMLEvent; import cpw.mods.fml.common.event.FMLFingerprintViolationEvent; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLInterModComms; import cpw.mods.fml.common.event.FMLInterModComms.IMCEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.event.FMLServerAboutToStartEvent; import cpw.mods.fml.common.event.FMLServerStartedEvent; import cpw.mods.fml.common.event.FMLServerStartingEvent; import cpw.mods.fml.common.event.FMLServerStoppedEvent; import cpw.mods.fml.common.event.FMLServerStoppingEvent; import cpw.mods.fml.common.network.NetworkCheckHandler; import cpw.mods.fml.common.registry.GameRegistry; /** * This defines a Mod to FML. * Any class found with this annotation applied will be loaded as a Mod. The instance that is loaded will * represent the mod to other Mods in the system. It will be sent various subclasses of {@link FMLEvent} * at pre-defined times during the loading of the game, based on where you have applied the {@link EventHandler} * annotation. * *
This is a simple example of a Mod. It has the modId of "MyModId", the name of "My example mod", it is * version 1.0, and depends on FML being loaded. *
{@code
* package mymod;
* // Declare that this is a mod with modId "MyModId", name "My example mod", version "1.0" and dependency on FML.
* {@literal @}Mod(modId="MyModId",name="My example mod",version="1.0",dependencies="required-after:FML")
* public class MyMod {
* // Populate this field with the instance of the mod created by FML
* {@literal @}Instance("MyModId")
* public MyMod instance;
*
* // Mark this method for receiving an {@link FMLEvent} (in this case, it's the {@link FMLPreInitializationEvent})
* {@literal @}EventHandler public void preInit(FMLPreInitializationEvent event)
* {
* // Do stuff in pre-init phase (read config, create blocks and items, register them)
* }
* }
* }
*
*
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.TYPE)
public @interface Mod
{
/**
* The unique mod identifier for this mod
*/
String modid();
/**
* A user friendly name for the mod
*/
String name() default "";
/**
* A version string for this mod
*/
String version() default "";
/**
* A simple dependency string for this mod (see modloader's "priorities" string specification)
*/
String dependencies() default "";
/**
* Whether to use the mcmod.info metadata by default for this mod.
* If true, settings in the mcmod.info file will override settings in these annotations.
*/
boolean useMetadata() default false;
/**
* The acceptable range of minecraft versions that this mod will load and run in
* The default ("empty string") indicates that only the current minecraft version is acceptable.
* FML will refuse to run with an error if the minecraft version is not in this range across all mods.
* @return A version range as specified by the maven version range specification or the empty string
*/
String acceptedMinecraftVersions() default "";
/**
* A replacement for the no-longer-existing "versionRange" of NetworkMod. Specify a remote version range
* that this mod will accept as valid. Defaults to nothing, which is interpreted as "only this version".
* Another special value is '*' which means accept all versions.
*
* This is ignored if there is a {@link NetworkCheckHandler} annotation on a method in this class.
*
* @return A version range as specified by the maven version range specification or the empty string
*/
String acceptableRemoteVersions() default "";
/**
* A version range specifying compatible save version information. If your mod follows good version numbering
* practice Like this (http://semver.org/) then this should be sufficient.
*
* Advanced users can specify a {@link SaveInspectionHandler} instead.
* @return A version range as specified by the maven version range specification or the empty string
*/
String acceptableSaveVersions() default "";
/**
* An optional bukkit plugin that will be injected into the bukkit plugin framework if
* this mod is loaded into the FML framework and the bukkit coremod is present.
* Instances of the bukkit plugin can be obtained via the {@link BukkitPluginRef} annotation on fields.
*
* This may be implemented by a bukkit integration. It is not provided with vanilla FML or MinecraftForge.
*
* @return The name of the plugin to load for this mod
*/
String bukkitPlugin() default "";
/**
* Specifying this field allows for a mod to expect a signed jar with a fingerprint matching this value.
* The fingerprint should be SHA-1 encoded, lowercase with ':' removed. An empty value indicates that
* the mod is not expecting to be signed.
*
* Any incorrectness of the fingerprint, be it missing or wrong, will result in the {@link FMLFingerprintViolationEvent}
* event firing prior to any other event on the mod.
*
* @return A certificate fingerprint that is expected for this mod.
*/
String certificateFingerprint() default "";
/**
* The language the mod is authored in. This will be used to control certain compatibility behaviours for this mod.
* Valid values are currently "java", "scala"
*
* @return The language the mod is authored in
*/
String modLanguage() default "java";
/**
* The language adapter to be used to load this mod. This overrides the value of modLanguage. The class must have a
* public zero variable constructor and implement {@link ILanguageAdapter} just like the Java and Scala adapters.
*
* A class with an invalid constructor or that doesn't implement {@link ILanguageAdapter} will throw an exception and
* halt loading.
*
* @return The full class name of the language adapter
*/
String modLanguageAdapter() default "";
/**
* NOT YET IMPLEMENTED.
* An optional ASM hook class, that can be used to apply ASM to classes loaded from this mod. It is also given
* the ASM tree of the class declaring {@link Mod} to do with what it will.
*
* @return The name of a class to be loaded and executed. Must implement {@link IASMHook}.
*/
@Deprecated
String asmHookClass() default "";
/**
* If your mod doesn't have a runtime persistent effect on the state of the game, and can be disabled without side effects
* (minimap mods, graphical tweak mods) then you can set true here and receive the FMLDeactivationEvent to perform deactivation
* tasks.
* This does not affect administrative disabling through the system property fml.modStates or the config file fmlModState.properties.
* The mod will only be deactivated outside of a running game world - FML will never allow mod deactivation whilst a game server
* is running.
*
* @return if this mod can be deactivated whilst the game is open.
*/
boolean canBeDeactivated() default false;
/**
* An optional GUI factory for this mod. This is the name of a class implementing {@link IModGuiFactory} that will be instantiated
* on the client side, and will have certain configuration/options guis requested from it.
*
* @return The name of a class implementing {@link IModGuiFactory}
*/
String guiFactory() default "";
/**
* A list of custom properties for this mod. Completely up to the mod author if/when they
* want to put anything in here.
* @return an optional list of custom properties
*/
CustomProperty[] customProperties() default {};
/**
* A custom key => value property pair for use with {@link Mod#customProperties()}
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target({})
public @interface CustomProperty
{
/**
* A key. Should be unique.
* @return A key
*/
String k();
/**
* A value. Can be anything.
* @return A value
*/
String v();
}
/**
* Marks the associated method as handling an FML lifecycle event.
* The method must have a single parameter, one of the following types. This annotation
* replaces the multiple different annotations that previously were used.
*
* Current event classes. This first section is standard lifecycle events. They are dispatched
* at various phases as the game starts. Each event should have information useful to that
* phase of the lifecycle. They are fired in this order.
*
* These suggestions are mostly just suggestions on what to do in each event.
* These are the server lifecycle events. They are fired whenever a server is running, or about to run. Each time a server * starts they will be fired in this sequence. *