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Gorm Fast Plugin Reloader Template

Gorm

Member
Joined
Jun 11, 2012
Messages
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A long time ago I made a small framework to reload a plugin without restarting Demonbuddy. This is very useful for many reasons.


  • The code/feedback loop is much faster this way.
  • DB still crashes with autoreload on.
  • You don't want plugins to reload while making small changes to it.
  • It takes a lot longer to restart DB than to recompile your C# plugin and double click the checkbox in DB.

However it is outdated and it doesn't work anymore so I have updated it and added a Visual Studio project so it is even easier to use.

How to use

  • Unzip the folder into your plugin directory.
  • Open the Visual Studio file.
  • Edit Main.cs
  • Press F7 to build the DLL.
  • Whenever you check the plugin box in Demonbuddy the dll will be reloaded.

If you want to change the name of the folder, you only need to edit Wrapper.cs and change "Plugins/Custom/Custom.dll" to whatever you change it to.

Download

View attachment Custom.zip
 
Last edited:
A long time ago I made a small framework to reload a plugin without restarting Demonbuddy. This is very useful for many reasons.


  • The code/feedback loop is much faster this way.
  • DB still crashes with autoreload on.
  • You don't want plugins to reload while making small changes to it.
  • It takes a lot longer to restart DB than to recompile your C# plugin and double click the checkbox in DB.

Yeah.. I posted a stand alone plugin as well a while back.

My bot plugin has a recompile feature also.. and it does help a lot.. especially when you are making quick changes or attempting to solve a bug.

The only issue that I found with recompiling plugins is with XML Tags. The first compiled tags are used regardless of recompiled updated tags.
 
These usually don't work for Profile tags and anything that uses Behavior Trees.

The behaviors of all types are all cached when compiled.
 
These usually don't work for Profile tags and anything that uses Behavior Trees.

The behaviors of all types are all cached when compiled.

Isn't there a way to rebuild the behavior tree?

I remember in early version of Demonbuddy there was a debug message about this.
 
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