Implemented plugin loading

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tsommer committed 2025-03-23 12:54:05 +01:00
1 parent 08bfafa73d
commit 5bca1908b1
2 files changed
+91 -3

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@@ -1,3 +1,5 @@
using System.Text;
using AIStudio.Settings;
using Lua;
@@ -9,10 +11,81 @@ public static partial class PluginFactory
private static readonly ILogger LOG = Program.LOGGER_FACTORY.CreateLogger("PluginFactory");
private static readonly string DATA_DIR = SettingsManager.DataDirectory!;
private static readonly string PLUGINS_ROOT = Path.Join(DATA_DIR, "plugins");
private static readonly Dictionary<IPluginMetadata, string> AVAILABLE_PLUGINS = new();
private static readonly SettingsManager SETTINGS = Program.SERVICE_PROVIDER.GetRequiredService<SettingsManager>();
public static async Task LoadAll()
/// <summary>
/// A list of all available plugins.
/// </summary>
public static IEnumerable<IPluginMetadata> AvailablePlugins => AVAILABLE_PLUGINS.Keys;
/// <summary>
/// A list of all enabled plugins.
/// </summary>
public static IEnumerable<IPluginMetadata> EnabledPlugins => AVAILABLE_PLUGINS.Keys.Where(x => SETTINGS.ConfigurationData.EnabledPlugins.Contains(x.Id));
/// <summary>
/// A list of all disabled plugins.
/// </summary>
public static IEnumerable<IPluginMetadata> DisabledPlugins => AVAILABLE_PLUGINS.Keys.Where(x => !SETTINGS.ConfigurationData.EnabledPlugins.Contains(x.Id));
/// <summary>
/// Try to load all plugins from the plugins directory.
/// </summary>
/// <remarks>
/// Loading plugins means:<br/>
/// - Parsing and checking the plugin code<br/>
/// - Check for forbidden plugins<br/>
/// - Creating a new instance of the allowed plugin<br/>
/// - Read the plugin metadata<br/>
/// <br/>
/// Loading a plugin does not mean to start the plugin, though.
/// </remarks>
public static async Task LoadAll(CancellationToken cancellationToken = default)
{
LOG.LogInformation("Start loading plugins.");
if (!Directory.Exists(PLUGINS_ROOT))
{
LOG.LogInformation("No plugins found.");
return;
}
//
// The easiest way to load all plugins is to find all `plugin.lua` files and load them.
// By convention, each plugin is enforced to have a `plugin.lua` file.
//
var pluginMainFiles = Directory.EnumerateFiles(PLUGINS_ROOT, "plugin.lua", SearchOption.AllDirectories);
foreach (var pluginMainFile in pluginMainFiles)
{
if (cancellationToken.IsCancellationRequested)
break;
LOG.LogInformation($"Try to load plugin: {pluginMainFile}");
var code = await File.ReadAllTextAsync(pluginMainFile, Encoding.UTF8, cancellationToken);
var plugin = await Load(pluginMainFile, code, cancellationToken);
switch (plugin)
{
case NoPlugin noPlugin when noPlugin.Issues.Any():
LOG.LogError($"Was not able to load plugin: '{pluginMainFile}'. Reason: {noPlugin.Issues.First()}");
continue;
case NoPlugin:
LOG.LogError($"Was not able to load plugin: '{pluginMainFile}'. Reason: Unknown.");
continue;
case { IsValid: false }:
LOG.LogError($"Was not able to load plugin '{pluginMainFile}', because the Lua code is not a valid AI Studio plugin. There are {plugin.Issues.Count()} issues to fix.");
continue;
case { IsMaintained: false }:
LOG.LogWarning($"The plugin '{pluginMainFile}' is not maintained anymore. Please consider to disable it.");
break;
}
LOG.LogInformation($"Successfully loaded plugin: '{pluginMainFile}' (Id='{plugin.Id}', Type='{plugin.Type}', Name='{plugin.Name}', Version='{plugin.Version}', Authors='{string.Join(", ", plugin.Authors)}')");
AVAILABLE_PLUGINS.Add(new PluginMetadata(plugin), pluginMainFile);
}
}
public static async Task<PluginBase> Load(string path, string code, CancellationToken cancellationToken = default)
@@ -30,6 +103,10 @@ public static partial class PluginFactory
{
return new NoPlugin($"Was not able to parse the plugin: {e.Message}");
}
catch (LuaRuntimeException e)
{
return new NoPlugin($"Was not able to run the plugin: {e.Message}");
}
if (!state.Environment["TYPE"].TryRead<string>(out var typeText))
return new NoPlugin("TYPE does not exist or is not a valid string.");