This C:SL mod provides Andreas Pardeike's Harmony patching library (version 2.2.2) to all mods that require it.
It hotpatches older Harmony versions (1.2.0.1 and 1.1.0.0) and adds limited cross-compatibility for Harmony 1.0.9.1. All of those versions are still used by various mods. The patching is necessary because Harmony 1.x is incompatible with 2.x.
The bundled CitiesHarmony.Harmony.dll
(a fork of 0Harmony.dll
) contains additional bug fixes that are specific to the mono runtime of Cities: Skylines.
The associated Steam workshop item will be updated to the latest stable Harmony 2.x version in periodic intervals. By relying on a single CitiesHarmony.Harmony.dll
for all mods, we can make sure that all mods use the latest version it that includes all bug fixes.
By using auto-subscription, it is possible to migrate existing mods to Harmony 2.x without causing disruptions for users!
To use Harmony 2.x in your mod, add the CitiesHarmony.API nuget package to your project. The package includes the latest version of Harmony as well as the HarmonyHelper
that is used to access it.
Make sure that when you build your mod:
CitiesHarmony.API.dll
is copied to the AppData mod directoryCitiesHarmony.Harmony.dll
is not copied to the AppData mod directory (it is provided by the central Harmony mod)Depending on the version of Visual Studio, the project style and the post-build script you are using, there are different ways to achieve that:
CitiesHarmony.API.dll
, not the CitiesHarmony.Harmony.dll
.CitiesHarmony.API
reference and to false for CitiesHarmony.Harmony
reference (check out the example in ExampleMod.OldStyle
folder).CitiesHarmony.Harmony
is not copied to the target directory (check out the example in ExampleMod
folder).Make sure that there are no references to HarmonyLib
in your IUserMod
implementation.
Otherwise the mod could not be loaded if CitiesHarmony is not subscribed. Instead, it is recommended to keep HarmonyLib
-related code (such as calls to PatchAll
and UnpatchAll
) in a separate static Patcher
class.
Before making calls to harmony in your code, you need to query CitiesHarmony.API.HarmonyHelper
to see if it is available. There are 3 different hooks for that purpose:
void HarmonyHelper.DoOnHarmonyReady(Action)
: Will invoke the passed action when Harmony 2.x is ready to use. This hook should be called from IUserMod.OnEnabled
. If the Harmony mod is not installed, this hook will attempt to auto-subscribe to it.void HarmonyHelper.EnsureHarmonyInstalled()
: If you don't want to apply your patches in IUserMod.OnEnabled
, call this method instead. It will perform the same auto-subscription as DoOnHarmonyReady
bool HarmonyHelper.IsHarmonyInstalled
: Returns true
is Harmony is ready to be used. When queried, this hook will not attempt to auto-subscribe to the Harmony workshop item. Use this hook for all kinds of unpatching, applying patches in the LoadingExtension
or while the simulation is running.Take a look at the example mod in this repository for further inspiration!
It is recommened to add this mod as a dependency to your workshop item for transparency reasons.
OnEnabled
/OnDisabled
public class Mod : IUserMod {
// ...
public void OnEnabled() {
HarmonyHelper.DoOnHarmonyReady(() => Patcher.PatchAll());
}
public void OnDisabled() {
if (HarmonyHelper.IsHarmonyInstalled) Patcher.UnpatchAll();
}
}
LoadingExtensionBase
public class Mod : LoadingExtensionBase, IUserMod {
// ...
public void OnEnabled() {
HarmonyHelper.EnsureHarmonyInstalled();
}
public override void OnCreated(ILoading loading) {
if (HarmonyHelper.IsHarmonyInstalled) Patcher.PatchAll();
}
public override void OnReleased() {
if (HarmonyHelper.IsHarmonyInstalled) Patcher.UnpatchAll();
}
}
public static class Patcher {
private const string HarmonyId = "yourname.YourModName";
private static bool patched = false;
public static void PatchAll() {
if (patched) return;
patched = true;
var harmony = new Harmony(HarmonyId);
harmony.PatchAll(typeof(Patcher).Assembly); // you can also do manual patching here!
}
public static void UnpatchAll() {
if (!patched) return;
var harmony = new Harmony(HarmonyId);
harmony.UnpatchAll(HarmonyId);
patched = false;
}
}