Modules - Improved override behavior when activation reqs are met

Profile editor - Fixed error when pressing play without a selected element
This commit is contained in:
SpoinkyNL committed 2020-09-27 22:09:28 +02:00
1 parent fc91fd7225
commit e30e37e8e3
2 files changed
+38 -19

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+22 -6
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@@ -46,12 +46,7 @@ namespace Artemis.Core.Services
if (ActiveModuleOverride == overrideModule)
return;
// Always deactivate all modules whenever override is called
var modules = _pluginService.GetPluginsOfType<Module>().ToList();
foreach (var module in modules)
OverrideDeactivate(module);
if (overrideModule != null)
{
OverrideActivate(overrideModule);
@@ -60,6 +55,11 @@ namespace Artemis.Core.Services
else
_logger.Information("Clearing active module override");
// Always deactivate all other modules whenever override is called
var modules = _pluginService.GetPluginsOfType<Module>().ToList();
foreach (var module in modules.Where(m => m != overrideModule))
OverrideDeactivate(module);
ActiveModuleOverride = overrideModule;
}
finally
@@ -78,7 +78,23 @@ namespace Artemis.Core.Services
await ActiveModuleSemaphore.WaitAsync();
if (ActiveModuleOverride != null)
{
// The conditions of the active module override may be matched, in that case reactivate as a non-override
// the principle is different for this service but not for the module
var shouldBeActivated = ActiveModuleOverride.EvaluateActivationRequirements();
if (shouldBeActivated && ActiveModuleOverride.IsActivatedOverride)
{
ActiveModuleOverride.Deactivate(true);
ActiveModuleOverride.Activate(false);
}
else if (!shouldBeActivated && !ActiveModuleOverride.IsActivatedOverride)
{
ActiveModuleOverride.Deactivate(false);
ActiveModuleOverride.Activate(true);
}
return;
}
var stopwatch = new Stopwatch();
stopwatch.Start();