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FileWatcher.cs
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FileWatcher.cs
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using System.IO;
using LiveMap.Common.Util;
using Vintagestory.API.Config;
namespace LiveMap.Server.Configuration;
public class FileWatcher {
private readonly FileSystemWatcher _watcher;
private bool _queued;
public FileWatcher() {
_watcher = new FileSystemWatcher(GamePaths.ModConfig);
_watcher.Filter = $"{LiveMapMod.Id}.yml";
_watcher.IncludeSubdirectories = false;
_watcher.EnableRaisingEvents = true;
_watcher.Changed += Changed;
_watcher.Created += Changed;
_watcher.Deleted += Changed;
_watcher.Renamed += Changed;
_watcher.Error += Error;
}
private void Changed(object sender, FileSystemEventArgs e) {
QueueReload(e.ChangeType.ToString().ToLowerInvariant());
}
private void Error(object sender, ErrorEventArgs e) {
Logger.Error(e.GetException().ToString());
QueueReload();
}
/// <summary>
/// My workaround for <a href='https://github.com/dotnet/runtime/issues/24079'>dotnet#24079</a>.
/// </summary>
private void QueueReload(string? changeType = null) {
// check if already queued for reload
if (_queued) {
return;
}
// mark as queued
_queued = true;
// inform console/log
if (changeType != null) {
Logger.Info($"Detected the config was {changeType}");
}
// wait for other changes to process
LiveMapMod.Api.Event.RegisterCallback(_ => {
// reload the config
Config.Reload();
// wait some more to remove this change from the queue since the reload triggers another write
LiveMapMod.Api.Event.RegisterCallback(_ => {
// unmark as queued
_queued = false;
}, 100);
}, 100);
}
public void Dispose() {
_watcher.Changed -= Changed;
_watcher.Created -= Changed;
_watcher.Deleted -= Changed;
_watcher.Renamed -= Changed;
_watcher.Error -= Error;
_watcher.Dispose();
}
}