remove experimental RewriteInParallel option

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Jesse Plamondon-Willard 2020-08-13 20:01:22 -04:00
parent 48eb5e6be0
commit 544919ad13
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6 changed files with 17 additions and 70 deletions

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@ -10,6 +10,7 @@
## Upcoming release
* For players:
* Fixed rare error when a mod adds/removes event handlers asynchronously.
* Removed the experimental `RewriteInParallel` option added in SMAPI 3.6 (it was already disabled by default). Unfortunately this caused intermittent unpredictable errors when enabled.
* For modders:
* You can now read/write `SDate` values to JSON (e.g. for `config.json`, network mod messages, etc).

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@ -76,10 +76,9 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="mod">The mod for which the assembly is being loaded.</param>
/// <param name="assemblyPath">The assembly file path.</param>
/// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
/// <param name="rewriteInParallel">Whether to enable experimental parallel rewriting.</param>
/// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
/// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
public Assembly Load(IModMetadata mod, string assemblyPath, bool assumeCompatible, bool rewriteInParallel)
public Assembly Load(IModMetadata mod, string assemblyPath, bool assumeCompatible)
{
// get referenced local assemblies
AssemblyParseResult[] assemblies;
@ -109,7 +108,7 @@ namespace StardewModdingAPI.Framework.ModLoading
continue;
// rewrite assembly
bool changed = this.RewriteAssembly(mod, assembly.Definition, loggedMessages, logPrefix: " ", rewriteInParallel);
bool changed = this.RewriteAssembly(mod, assembly.Definition, loggedMessages, logPrefix: " ");
// detect broken assembly reference
foreach (AssemblyNameReference reference in assembly.Definition.MainModule.AssemblyReferences)
@ -263,10 +262,9 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="assembly">The assembly to rewrite.</param>
/// <param name="loggedMessages">The messages that have already been logged for this mod.</param>
/// <param name="logPrefix">A string to prefix to log messages.</param>
/// <param name="rewriteInParallel">Whether to enable experimental parallel rewriting.</param>
/// <returns>Returns whether the assembly was modified.</returns>
/// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
private bool RewriteAssembly(IModMetadata mod, AssemblyDefinition assembly, HashSet<string> loggedMessages, string logPrefix, bool rewriteInParallel)
private bool RewriteAssembly(IModMetadata mod, AssemblyDefinition assembly, HashSet<string> loggedMessages, string logPrefix)
{
ModuleDefinition module = assembly.MainModule;
string filename = $"{assembly.Name.Name}.dll";
@ -315,7 +313,7 @@ namespace StardewModdingAPI.Framework.ModLoading
return rewritten;
}
);
bool anyRewritten = rewriter.RewriteModule(rewriteInParallel);
bool anyRewritten = rewriter.RewriteModule();
// handle rewrite flags
foreach (IInstructionHandler handler in handlers)

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@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Mono.Collections.Generic;
@ -57,45 +55,11 @@ namespace StardewModdingAPI.Framework.ModLoading.Framework
}
/// <summary>Rewrite the loaded module code.</summary>
/// <param name="rewriteInParallel">Whether to enable experimental parallel rewriting.</param>
/// <returns>Returns whether the module was modified.</returns>
public bool RewriteModule(bool rewriteInParallel)
public bool RewriteModule()
{
IEnumerable<TypeDefinition> types = this.Module.GetTypes().Where(type => type.BaseType != null); // skip special types like <Module>
// experimental parallel rewriting
// This may cause intermittent startup errors and is disabled by default: https://github.com/Pathoschild/SMAPI/issues/721
if (rewriteInParallel)
{
int typesChanged = 0;
Exception exception = null;
Parallel.ForEach(types, type =>
{
if (exception != null)
return;
bool changed = false;
try
{
changed = this.RewriteTypeDefinition(type);
}
catch (Exception ex)
{
exception ??= ex;
}
if (changed)
Interlocked.Increment(ref typesChanged);
});
return exception == null
? typesChanged > 0
: throw new Exception($"Rewriting {this.Module.Name} failed.", exception);
}
// non-parallel rewriting
{
bool changed = false;
try
@ -110,7 +74,6 @@ namespace StardewModdingAPI.Framework.ModLoading.Framework
return changed;
}
}
/*********

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@ -16,7 +16,6 @@ namespace StardewModdingAPI.Framework.Models
{
[nameof(CheckForUpdates)] = true,
[nameof(ParanoidWarnings)] = Constants.IsDebugBuild,
[nameof(RewriteInParallel)] = Constants.IsDebugBuild,
[nameof(UseBetaChannel)] = Constants.ApiVersion.IsPrerelease(),
[nameof(GitHubProjectName)] = "Pathoschild/SMAPI",
[nameof(WebApiBaseUrl)] = "https://smapi.io/api/",
@ -41,9 +40,6 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>Whether to check for newer versions of SMAPI and mods on startup.</summary>
public bool CheckForUpdates { get; set; }
/// <summary>Whether to enable experimental parallel rewriting.</summary>
public bool RewriteInParallel { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.RewriteInParallel)];
/// <summary>Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access.</summary>
public bool ParanoidWarnings { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.ParanoidWarnings)];

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@ -337,8 +337,6 @@ namespace StardewModdingAPI.Framework
// add headers
if (this.Settings.DeveloperMode)
this.Monitor.Log($"You have SMAPI for developers, so the console will be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
if (this.Settings.RewriteInParallel)
this.Monitor.Log($"You enabled experimental parallel rewriting. This may result in faster startup times, but intermittent startup errors. You can disable it by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Info);
if (!this.Settings.CheckForUpdates)
this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn);
if (!this.Monitor.WriteToConsole)
@ -983,7 +981,7 @@ namespace StardewModdingAPI.Framework
Assembly modAssembly;
try
{
modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible, rewriteInParallel: this.Settings.RewriteInParallel);
modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible);
this.ModRegistry.TrackAssemblies(mod, modAssembly);
}
catch (IncompatibleInstructionException) // details already in trace logs

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@ -33,15 +33,6 @@ copy all the settings, or you may cause bugs due to overridden changes in future
*/
"DeveloperMode": true,
/**
* Whether to enable experimental parallel rewriting when SMAPI is loading mods. This can
* reduce startup time when you have many mods installed, but is experimental and may cause
* intermittent startup errors.
*
* When this is commented out, it'll be true for local debug builds and false otherwise.
*/
//"RewriteInParallel": false,
/**
* Whether to add a section to the 'mod issues' list for mods which directly use potentially
* sensitive .NET APIs like file or shell access. Note that many mods do this legitimately as