设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 76|回复: 0

[转载发布] Plugin Dependency Manager

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    慵懒
    3 天前
  • 签到天数: 207 天

    连续签到: 1 天

    [LV.7]常住居民III

    3646

    主题

    862

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    21262
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    25800

    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Plugin Dependency Manager (DependencyManager) 1.0.0

    by NIGIC

    Description

    While working on a custom framework, I noticed that there was no way to link my modules together and identify dependencies between the plugins. As projects grow larger, you need some way to keep track of how the different modules interact together, which are incompatible, which are required, etc.

    This is an utility plugin aiming to help resolve those relationships. Supporting plugins can declare dependencies and conflicts with other plugins, which are verified at the end of the loading stage, and any detected issues are pushed to the console as warnings, with a pop-up alerting you of their presence. (Alerts currently disabled by default until they're cleaned up a bit.)

    Features

    - Allows easy management of plugin dependencies and conflicts, including their relative positioning.

    - Operates transparently, and virtually invisible to the end user.

    - Target plugins do not require any modification; they only need to be declared.

    - Only requires a few lines of code to get going.

    - Designed not to require any dependencies to the plugin itself. By following the example code, execution will skip the manager-specific code if if not present.

    Download from Google Drive

    How-to

    [Game Makers]

    - Place the plugin at the very top of your plugin list. (You can cut-paste it to the first line.) If it's not the first plugin to run, then it may fail to catch some declarations.

    - Run the game.

    - If any dependency issues are detected, they will be listed as warnings in the debug console (F8). If enabled, a pop-up message will warn you of their presence.

    - Correct your plugins list as required.

    [Plugin Writers]

    A number of new functions are added to the PluginManager to declare new relationships:

    // Equals true if the Dependencies plugin is active. Use it to prevent issues if this plugin isn't present.PluginManager.dependencies// Defines the calling plugin for logging purposes.PluginManager.setCaller(name);// Defines a new dependency.PluginManager.requires(name);// Defines a new dependency. Required plugin must be above the caller.PluginManager.requiresBefore(name);// Defines a new dependency. Required plugin must be below the caller.PluginManager.requiresAfter(name);// Defines a new conflict.PluginManager.conflicts(name);// Defines a new conflict. Will only trigger if conflicting plugin is above the caller. .PluginManager.conflictsBefore(name);// Defines a new conflict. Will only trigger if conflicting plugin is below the caller. .PluginManager.conflictsAfter(name);And as for some example code:

    (function() {    //-- Dependencies --//    if (PluginManager.dependencies) {        PluginManager.setCaller('MyPlugin');        PluginManager.requires('MyUtilities');        PluginManager.conflictsAfter('OverridingMyStuff');    }      //-- Hi! --//    alert('Hello World!');})();Terms and conditions

    This plugin is provided as-is. You can use, share, modify, copy, eat the code as you wish. Though I wouldn't recommend modifying it without warning, for compatibility's sake.

    To-Dos

    - Version control. There's some examples of how to declare versioning in the help text, but as of right now it's completely ignored. Of note, this will only work for plugins supporting DependencyManager, as there's no standard versioning for RMMV plugins.

    - Improve user feedback. A nice, Steam-like pop-up frame in the corner would be perfect for this script's intent.

    - Support for conditional relations and more. Third-party compatibility packs would be impossible to implement within the current setup. (Or rather, it would not remove the initial conflict warning between the two plugins.)

    - Add some utility functions to check whether a specific plugin exists. Because why not.

    Change Log

    [1.0.0] 2015-10-26 - Initial release

    ----

    Thought I'd share this right away. Not sure why it's not a core feature of MV; having all that stuff available in the headers/plugins.js would be trivial, and there's only so much you can do in self-contained modules. Oh well. Probably won't be touching it for a while. It's fairly bare-bones, and probably not thoroughly tested, but it does its job. Comments and suggestions are welcome. Hopefully some of you find some use out of it.


    本贴来自国际rpgmaker官方论坛作者:NIGIC处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/plugin-dependency-manager.47663/
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-10 04:25 , Processed in 0.063917 second(s), 52 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表