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