boformer / CitiesHarmony

Harmony 2.x assembly provider mod for Cities: Skylines
MIT License
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CitiesHarmony

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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!

Documentation for Mod Developers

API Package Installation

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:

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:

API Usage

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:

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.

Alternative A: Applying your patches in OnEnabled/OnDisabled

public class Mod : IUserMod {
    // ...

    public void OnEnabled() {
        HarmonyHelper.DoOnHarmonyReady(() => Patcher.PatchAll());
    }

    public void OnDisabled() {
        if (HarmonyHelper.IsHarmonyInstalled) Patcher.UnpatchAll();
    }
}

Alternative B: Applying your patches in 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();
    }
}

Example Patcher Class

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;
    }
}