Source Generation
A standalone tool will be provided to generate C# or Rust code directly from the config.toml schema file.
In order to keep the config.toml
schema file in sync with the source code,
a standalone tool will be provided to automate the code generation process for a given language.
This will allow for adding config capabilities to new programming languages without the need for the language to support source generation natively.
Example Usage
It's a basic CLI tool 😉
config-codegen --lang csharp --input config.toml --output MyModConfig.cs
or
config-codegen --lang rust --input config.toml --output my_mod_config.rs
That said, you'll never actually need to run it manually. We'll try to integrate it to build process wherever possible.
Integration with Build Systems
Examples of how we can integrate with build system.
In a Rust project using Cargo, we can add a build script that runs the code generation tool directly:
[build-dependencies]
config-codegen = "1.0"
// build.rs
fn main() {
config_codegen::generate("config.toml", "src/my_mod_config.rs");
}
Since the original code is Rust, we can use it as a regular library.
For other languages like C#, this can be done with something like:
-
Create a NuGet Package that wraps the Rust Code Gen Binary.
- Include the compiled Rust library binaries for different platforms.
- Include a
.targets
file to run the tool.- This will allow code to be executed during build.
- Publish as NuGet package.
The .targets
file may look something like:
<Project>
<!-- Not Tested, But it's Something like This -->
<Target Name="GenerateMyModConfig" BeforeTargets="BeforeBuild">
<PropertyGroup>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('Windows')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.X86)">$(MSBuildThisFileDirectory)../../tools/win-x86/my_mod_config_codegen.exe</R3ConfigCodeGenerator>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('Windows')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.X64)">$(MSBuildThisFileDirectory)../../tools/win-x64/my_mod_config_codegen.exe</R3ConfigCodeGenerator>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('Linux')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.X86)">$(MSBuildThisFileDirectory)../../tools/linux-x86/my_mod_config_codegen</R3ConfigCodeGenerator>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('Linux')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.X64)">$(MSBuildThisFileDirectory)../../tools/linux-x64/my_mod_config_codegen</R3ConfigCodeGenerator>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('Linux')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.Arm64)">$(MSBuildThisFileDirectory)../../tools/linux-arm64/my_mod_config_codegen</R3ConfigCodeGenerator>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('OSX')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.X64)">$(MSBuildThisFileDirectory)../../tools/osx-x64/my_mod_config_codegen</R3ConfigCodeGenerator>
<R3ConfigCodeGenerator Condition="$([MSBuild]::IsOsPlatform('OSX')) And $([System.Runtime.InteropServices.RuntimeInformation]::OSArchitecture.Arm64)">$(MSBuildThisFileDirectory)../../tools/osx-arm64/my_mod_config_codegen</R3ConfigCodeGenerator>
</PropertyGroup>
<Exec Condition="$([MSBuild]::IsOsPlatform('Linux')) Or $([MSBuild]::IsOsPlatform('OSX'))" Command="chmod +x $(R3ConfigCodeGenerator)" />
<Exec Command="$(R3ConfigCodeGenerator) --input config.toml --output MyModConfig.cs" />
</Target>
</Project>
Then to use the generator, simply add the NuGet to the project's .csproj
file:
<ItemGroup>
<PackageReference Include="Reloaded3Config.CodeGeneration" Version="1.0.0" />
</ItemGroup>
Generated Code Structure
This is an example of generated code
The generated code includes:
- A struct for the root config object, based on
[general]
section. - Nested structs for each config group.
- Properties for each setting, with appropriate types and defaults.
- The types are based on the
min
andmax
values, falling back to the smallest possible type. - Enums are generated for
Choice
settings. - Getters to access setting values.
Example TOML:
[general]
name = "My Mod"
author = "John Doe"
language_folder = "config"
default_language = "en-GB.toml"
[[settings]]
index = 0
type = "bool"
name = "ENABLE_FEATURE"
description = "Enable the special feature"
default = false
apply_on = "save"
[[settings]]
index = 1
type = "int"
name = "MAX_COUNT"
description = "Maximum count for the feature"
default = 10
min = 1
max = 100
apply_on = "restart"
[[settings]]
index = 2
type = "choice"
name = "DIFFICULTY"
description = "Game difficulty"
choices = ["EASY", "NORMAL", "HARD"]
default = "NORMAL"
[[settings]]
index = 3
type = "color"
name = "UI_COLOR"
description = "UI accent color"
default = "#FF0000"
alpha = true
[group]
name = "Advanced"
description = "Advanced settings"
[[settings]]
index = 4
type = "string_list"
name = "BLACKLISTED_MODS"
description = "List of blacklisted mods"
default = []
SettingsSource API
public interface ISettingsSource
{
bool GetBool(int index, bool defaultValue);
int GetInt(int index, int defaultValue);
string GetString(int index, string defaultValue);
string[] GetStringList(int index, string[] defaultValue);
Color GetColor(int index, Color defaultValue);
T GetEnum<T>(int index, T defaultValue) where T : Enum;
void SubscribeBool(int index, Action<bool> callback);
void SubscribeInt(int index, Action<int> callback);
void SubscribeString(int index, Action<string> callback);
void SubscribeStringList(int index, Action<string[]> callback);
void SubscribeColor(int index, Action<Color> callback);
void SubscribeEnum<T>(int index, Action<T> callback) where T : Enum;
}
pub trait SettingsSource {
fn get_bool(&self, index: u32, default: bool) -> bool;
fn get_int(&self, index: u32, default: i32) -> i32;
fn get_string(&self, index: u32, default: &str) -> String;
fn get_string_list(&self, index: u32, default: &[String]) -> Vec<String>;
fn get_color(&self, index: u32, default: Color) -> Color;
fn get_enum<T: FromPrimitive + Copy>(&self, index: u32, default: T) -> T;
fn subscribe_bool(&mut self, index: u32, callback: fn(bool));
fn subscribe_int(&mut self, index: u32, callback: fn(i32));
fn subscribe_string(&mut self, index: u32, callback: fn(String));
fn subscribe_string_list(&mut self, index: u32, callback: fn(Vec<String>));
fn subscribe_color(&mut self, index: u32, callback: fn(Color));
fn subscribe_enum<T: FromPrimitive + Copy>(&mut self, index: u32, callback: fn(T));
}
public struct MyModConfig
{
private bool _enableFeature;
private byte _maxCount;
private Difficulty _difficulty;
private Color _uiColor;
private AdvancedSettings _advanced;
public bool EnableFeature => _enableFeature;
public byte MaxCount => _maxCount;
public Difficulty Difficulty => _difficulty;
public Color UiColor => _uiColor;
public AdvancedSettings Advanced => _advanced;
public delegate void EnableFeatureChangedHandler(bool value);
public MyModConfig(ISettingsSource source, EnableFeatureChangedHandler onEnableFeatureChanged)
{
_enableFeature = source.GetBool(0, false);
_maxCount = (byte)source.GetInt(1, 10);
_difficulty = source.GetEnum<Difficulty>(2, Difficulty.Normal);
_uiColor = source.GetColor(3, new Color(255, 0, 0, 255));
_advanced.Initialize(source);
// Ensure that the initial value is set before subscribing to changes
source.SubscribeBool(0, newValue => {
_enableFeature = newValue;
onEnableFeatureChanged(newValue);
});
}
public struct AdvancedSettings
{
private string[] _blacklistedMods;
public string[] BlacklistedMods => _blacklistedMods;
public AdvancedSettings(ISettingsSource source)
{
_blacklistedMods = source.GetStringList(4, Array.Empty<string>());
}
}
}
public enum Difficulty
{
Easy,
Normal,
Hard
}
pub struct MyModConfig {
enable_feature: bool,
max_count: u8,
difficulty: Difficulty,
ui_color: Color,
advanced: AdvancedSettings,
}
impl MyModConfig {
pub type EnableFeatureChangedHandler = fn(bool);
pub fn new(source: &mut dyn SettingsSource, on_enable_feature_changed: EnableFeatureChangedHandler) -> Self {
let result = Self {
enable_feature: source.get_bool(0, false),
max_count: source.get_int(1, 10) as u8,
difficulty: source.get_enum(2, Difficulty::Normal),
ui_color: source.get_color(3, Color::new(255, 0, 0, 255)),
advanced: AdvancedSettings::new(source),
}
// Subscribe to changes after initializing the values
source.subscribe_bool(0, move |new_value| {
config.enable_feature = new_value;
on_enable_feature_changed(new_value);
});
result
}
pub fn enable_feature(&self) -> bool {
self.enable_feature
}
pub fn max_count(&self) -> u8 {
self.max_count
}
pub fn difficulty(&self) -> Difficulty {
self.difficulty
}
pub fn ui_color(&self) -> Color {
self.ui_color
}
pub fn advanced(&self) -> &AdvancedSettings {
&self.advanced
}
}
pub struct AdvancedSettings {
blacklisted_mods: Vec<String>,
}
impl AdvancedSettings {
pub fn new(source: &mut dyn SettingsSource) -> Self {
Self {
blacklisted_mods: source.get_string_list(4),
}
}
pub fn blacklisted_mods(&self) -> &[String] {
&self.blacklisted_mods
}
}
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum Difficulty {
Easy,
Normal,
Hard,
}
In the generated code, the types are inferred based on the min
and max
values.
The actual values use the smallest possible type that can represent the range.
Enums are auto generated for Choice
settings.
The generated code contains the defaults for the settings.
This allows you for migration of settings created in older versions.
The callback functions are only defined for settings where apply_on
is not set to restart
For settings with apply_on
set to restart
, the changes will only
take effect after a restart, so there's no need to handle them in real-time.
These callbacks are specified in the constructor, to ensure at compile time the user includes a handler where necessary.
The callbacks are added in index order to make migrations between versions easier.