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從ASF V4版本開始,程式支援可在執行期間載入的自訂外掛程式。 外掛程式使您能夠自訂ASF的行為,例如加入自訂指令、自訂交易邏輯,或與第三方服務或是API進行整體整合。
ASF會從您的ASF資料夾中的plugins
資料夾載入外掛程式。 建議為您使用的每個外掛程式提供一個專屬資料夾,該資料夾可以依據外掛程式的名稱命名,例如MyPlugin
。 最終會產生plugins/MyPlugin
的樹狀結構。 最後,外掛程式的所有二進制檔案都應該放在那個專屬資料夾中,ASF會在重新啟動後成功偵測並使用您的外掛程式。
通常外掛程式的開發人員會以zip
檔的形式來發布他們的外掛程式,該檔案會具有已經為您準備好的檔案結構,因此只需將該.zip檔解壓縮至plugins
資料夾中,就能自動建立適當的資料夾。
若外掛程式被成功載入,您將會在紀錄中看到它的名稱及版本。 若遇到與您使用的外掛程式相關的問題、或對程式內容或使用方式有疑問時,您應諮詢相應的外掛程式開發人員。
您可以在我們的第三方工具章節中找到一些精選的外掛程式。
請注意,ASF外掛程式可能包含惡意功能。 您應始終確保您所使用的外掛程式來自您可以信任的開發人員。 若您決定使用任何自訂外掛程式,ASF開發人員將不再保證您正常的ASF權益(例如無惡意程式或不被VAC)。 我們亦無法支援使用自訂外掛程式的設定,因為您不再執行原版的ASF程式碼。
外掛程式是標準的.NET程式庫,繼承了ASF的通用IPlugin
介面。 只要API保持相容,您就可以完全獨立於主線ASF來開發外掛程式,並可以在現在及未來的ASF版本中重複使用它們。 ASF使用的外掛程式系統基於System.Composition
,前稱Managed Extensibility Framework,可以使ASF在執行期間偵測並載入您的函式庫。
我們為您準備了ASF外掛程式模板,您可以把它當作您外掛程式專案的基礎。 使用模板並非強制性(因為您可以從頭開始建立),但我們強烈建議使用,因為它能夠極大加速您的開發過程,節省各種事情所需的時間。 參閱模板的README,來進一步了解詳細資訊。 不論如何,若您仍想從頭開始,或希望更理解外掛程式模板裡面所使用的概念,我們也會在接下來介紹相關基礎。
您的專案應該是一個標準.NET程式庫,以您想要的ASF版本為目標來選取適合的Framework,如編譯中所述。 我們建議您以.NET (Core)作為目標,但.NET Framework外掛程式也是可以使用的。
專案必須引用ArchiSteamFarm
主程式集,或您先前下載的發布中所包含的預建置ArchiSteamFarm.dll
程式庫,或原始專案(例如您決定將ASF Tree作為子模組)。 這將使您可以存取與檢查ASF的結構、方法及屬性,特別是您接下來將需要繼承的IPlugin
核心介面。 專案也必須至少引用System.Composition.AttributedModel
,使您能夠[Export]
您的IPlugin
給ASF使用。 除此之外,您可能還希望/需要引用其他公開程式庫,來解譯在某些介面中提供給您的資料結構,但除非您確實需要它們,否則現在這樣就夠了。
若您所做一切正確,您的csproj
應類似下列:
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="System.Composition.AttributedModel" IncludeAssets="compile" Version="7.0.0" />
</ItemGroup>
<ItemGroup>
<Reference Include="ArchiSteamFarm" HintPath="C:\\Path\To\Downloaded\ArchiSteamFarm.dll" />
<!-- 若要作為ASF的Source Tree建置的一部份,使用這個來取代上面的<Reference> -->
<!-- <ProjectReference Include="C:\\Path\To\ArchiSteamFarm\ArchiSteamFarm.csproj" ExcludeAssets="all" Private="false" /> -->
</ItemGroup>
</Project>
從程式碼方面來說,您的外掛程式類別必須繼承自IPlugin
介面(顯式,或透過例如IASF
等更專門的介面來做為隱式繼承)與[Export(typeof(IPlugin))]
,使ASF能在執行期間進行辨識。 達成這一點最簡單的範例如下:
using System;
using System.Composition;
using System.Threading.Tasks;
using ArchiSteamFarm;
using ArchiSteamFarm.Plugins;
namespace YourNamespace.YourPluginName;
[Export(typeof(IPlugin))]
public sealed class YourPluginName : IPlugin {
public string Name => nameof(YourPluginName);
public Version Version => typeof(YourPluginName).Assembly.GetName().Version;
public Task OnLoaded() {
ASF.ArchiLogger.LogGenericInfo("Meow");
return Task.CompletedTask;
}
}
為了使用您的外掛程式,您必須先編譯它。 您可以使用您的IDE,或在您的專案的根目錄下執行此命令來編譯:
# 若您的專案是獨立的(不需要定義它的名稱,因為它是唯一的)
dotnet publish -c "Release" -o "out"
# 若您的專案屬於ASF的Source Tree的一部份(用以防止編譯不需要的部分)
dotnet publish 您外掛程式的名稱 -c "Release" -o "out"
在這之後,您的外掛程式就已準備好部署。 如何轉發及發布外掛程式完全取決於您自己,但我們建議建立一個.zip壓縮檔,其中只含有一個名為您的命名空間.您的外掛程式名稱
的資料夾,並在裡面放入您已編譯好的外掛程式及它的相依程式。 這樣,使用者只需要將您的.zip解壓縮至他的plugins
資料夾中即可,而不需要進行其他動作。
這只是讓您入門的最基礎情境。 我們提供外掛程式範例
專案,來向您展示您在自己的外掛程式中可以實作的介面與操作的範例,及實用的註解。 若您想從工作碼中學習,或自行探索ArchiSteamFarm.Plugins
命名空間,可以隨意閱覽並參考所包含的文件,以了解所有可用的選項。
若您想從真實的專案而不是從範例外掛程式中學習,可以使用我們開發的SteamTokenDumper
外掛程式,該外掛程式附隨在ASF中。 除此之外,還有其他開發者開發的外掛程式,列在我們的第三方工具章節中。
除了您可以在介面中存取的內容之外,ASF還向您公開了許多您可以使用的內部API,以便擴展功能。 舉例來說,若您想向Steam網站傳送某種新請求,您不需從頭開始實作所有內容,特別是處理我們先前已處理過的所有問題。 只需使用我們的Bot.ArchiWebHandler
,它已經公開了許多UrlWithSession()
方法以供您使用,並已為您完成了所有的底層工作,例如身分驗證、連線階段重新整理或處理網路限制等。 同樣地,若要向Steam平台以外傳送Web請求,您可以使用標準的.NET HttpClient
類別,但最好還是使用我們提供給您的Bot.ArchiWebHandler.WebBrowser
,它能為您提供許多幫助,例如重試失敗的請求。
我們在API可用性的方面採取非常開放的政策,所以若您想使用ASF程式碼中已有的功能,請提出一個Issue,在裡面說明您需要使用的ASF內部API,並解釋您計劃使用的範例情境。 只要您的範例情境有意義,我們不太可能會反對。 我們根本不可能開放全部可以使用的東西,所以我們只能開放對我們來說最有意義的地方,然後等待著您的請求,來防止您需要存取尚未public
的部分。 這也包含關於新的IPlugin
介面的所有建議,只要用來擴展現有功能時加入它是有意義的。
實際上,ASF的內部API是您外掛程式功能的唯一限制。 因為您的外掛程式也可以擁有自己的相依程式,所以沒有什麼能夠阻止您。例如您可以在您的應用程式中加入Discord.Net
程式庫,並在您的Discord Bot及ASF指令間搭起一座橋梁。 The possibilities are endless, and we made our best to give you as much freedom and flexibility as possible within your plugin, so there are no artificial limits on anything, just us not being completely sure which ASF parts are crucial for your plugin development (which you can solve by letting us know, and even without that you can always reimplement the functionality that you need).
It's important to emphasize that ASF is a consumer application and not a typical library with fixed API surface that you can depend on unconditionally. This means that you can't assume that your plugin once compiled will keep working with all future ASF releases regardless, it's just impossible if you want to keep developing the program further, and being unable to adapt to ever-ongoing Steam changes for the sake of backwards compatibility is just not appropriate for our case. This should be logical for you, but it's important to highlight that fact.
We'll do our best to keep public parts of ASF working and stable, but we'll not be afraid to break the compatibility if good enough reasons arise, following our deprecation policy in the process. This is especially important in regards to internal ASF structures that are exposed to you as part of ASF infrastructure, explained above (e.g. ArchiWebHandler
) which could be improved (and therefore rewritten) as part of ASF enhancements in one of the future versions. We'll do our best to inform you appropriately in the changelogs, and include appropriate warnings during runtime about obsolete features. We do not intend to rewrite everything for the sake of rewriting it, so you can be fairly sure that the next minor ASF version won't just simply destroy your plugin entirely only because it has a higher version number, but keeping an eye on changelogs and occasional verification if everything works fine is a very good idea.
Your plugin will include at least two dependencies by default, ArchiSteamFarm
reference for internal API, and PackageReference
of System.Composition.AttributedModel
that is required for being recognized as ASF plugin to begin with. In addition to that, it may include more dependencies in regards to what you've decided to do in your plugin (e.g. Discord.Net
library if you've decided to integrate with Discord).
The output of your build will include your core YourPluginName.dll
library, as well as all the dependencies that you've referenced. Since you're developing a plugin to already-working program, you don't have to, and even shouldn't include dependencies that ASF already includes, for example ArchiSteamFarm
, SteamKit2
or Newtonsoft.Json
. Stripping down your build off dependencies shared with ASF is not the absolute requirement for your plugin to work, but doing so will dramatically cut the memory footprint and the size of your plugin, together with increasing the performance, due to the fact that ASF will share its own dependencies with you, and will load only those libraries that it doesn't know about itself.
In general, it's a recommended practice to include only those libraries that ASF either doesn't include, or includes in the wrong/incompatible version. Examples of those would be obviously YourPluginName.dll
, but for example also Discord.Net.dll
if you decided to depend on it, as ASF doesn't include it itself. Bundling libraries that are shared with ASF can still make sense if you want to ensure API compatibility (e.g. being sure that Newtonsoft.Json
which you depend on in your plugin will always be in version X
and not the one that ASF ships with), but obviously doing that comes for a price of increased memory/size and worse performance, and therefore should be carefully evaluated.
If you know that the dependency which you need is included in ASF, you can mark it with IncludeAssets="compile"
as we showed you in the example csproj
above. This will tell the compiler to avoid publishing referenced library itself, as ASF already includes that one. Likewise, notice that we reference the ASF project with ExcludeAssets="all" Private="false"
which works in a very similar way - telling the compiler to not produce any ASF files (as the user already has them). This applies only when referencing ASF project, since if you reference a dll
library, then you're not producing ASF files as part of your plugin.
If you're confused about above statement and you don't know better, check which dll
libraries are included in ASF-generic.zip
package and ensure that your plugin includes only those that are not part of it yet. This will be only YourPluginName.dll
for the most simple plugins. If you get any issues during runtime in regards to some libraries, include those affected libraries as well. If all else fails, you can always decide to bundle everything.
Native dependencies are generated as part of OS-specific builds, as there is no .NET runtime available on the host and ASF is running through its own .NET runtime that is bundled as part of OS-specific build. In order to minimize the build size, ASF trims its native dependencies to include only the code that can be possibly reached within the program, which effectively cuts the unused parts of the runtime. This can create a potential problem for you in regards to your plugin, if suddenly you find out yourself in a situation where your plugin depends on some .NET feature that isn't being used in ASF, and therefore OS-specific builds can't execute it properly, usually throwing System.MissingMethodException
or System.Reflection.ReflectionTypeLoadException
in the process.
This is never a problem with generic builds, because those are never dealing with native dependencies in the first place (as they have complete working runtime on the host, executing ASF). It's also automatically one solution to the problem, use your plugin in generic builds exclusively, but obviously that has its own downside of cutting your plugin from users that are running OS-specific builds of ASF. If you're wondering if your issue is related to native dependencies, you can also use this method for verification, load your plugin in ASF generic build and see if it works. If it does, you have plugin dependencies covered, and it's the native dependencies causing issues.
Unfortunately, we had to make a hard choice between publishing whole runtime as part of our OS-specific builds, and deciding to cut it out of unused features, making the build over 50 MB smaller compared to the full one. We've picked the second option, and it's unfortunately impossible for you to include the missing runtime features together with your plugin. If your project requires access to runtime features that are left out, you have to include full .NET runtime that you depend on, and that means running your plugin together with generic
ASF flavour. You can't run your plugin in OS-specific builds, as those builds are simply missing a runtime feature that you need, and .NET runtime as of now is unable to "merge" native dependency that you could've provided with our own. Perhaps it'll improve one day in the future, but as of now it's simply not possible.
ASF's OS-specific builds include the bare minimum of additional functionality which is required to run our official plugins. Apart of that being possible, this also slightly extends the surface to extra dependencies required for the most basic plugins. Therefore not all plugins will need to worry about native dependencies to begin with - only those that go beyond what ASF and our official plugins directly need. This is done as an extra, since if we need to include additional native dependencies ourselves for our own use cases anyway, we can as well ship them directly with ASF, making them available, and therefore easier to cover, also for you. Unfortunately, this is not always enough, and as your plugin gets bigger and more complex, the likelihood of running into trimmed functionality increases. Therefore, we usually recommend you to run your custom plugins in generic
ASF flavour exclusively. You can still manually verify that OS-specific build of ASF has everything that your plugin requires for its functionality - but since that changes on your updates as well as ours, it might be tricky to maintain.