- FOREACH_MOD(I_OnLoadModule,OnLoadModule(newmod));
- /* We give every module a chance to re-prioritize when we introduce a new one,
- * not just the one thats loading, as the new module could affect the preference
- * of others
- */
- for(int tries = 0; tries < 20; tries++)
- {
- prioritizationState = tries > 0 ? PRIO_STATE_LAST : PRIO_STATE_FIRST;
- for (std::map<std::string, Module*>::iterator n = Modules.begin(); n != Modules.end(); ++n)
- n->second->Prioritize();
-
- if (prioritizationState == PRIO_STATE_LAST)
- break;
- if (tries == 19)
- ServerInstance->Logs->Log("MODULE", DEFAULT, "Hook priority dependency loop detected while loading " + filename);
- }
-
- ServerInstance->BuildISupport();
- return true;
-}
-
-namespace {
- struct UnloadAction : public HandlerBase0<void>
- {
- Module* const mod;
- UnloadAction(Module* m) : mod(m) {}
- void Call()
- {
- DLLManager* dll = mod->ModuleDLLManager;
- ServerInstance->Modules->DoSafeUnload(mod);
- ServerInstance->GlobalCulls.Apply();
- delete dll;
- ServerInstance->GlobalCulls.AddItem(this);
- }
- };
-
- struct ReloadAction : public HandlerBase0<void>
- {
- Module* const mod;
- HandlerBase1<void, bool>* const callback;
- ReloadAction(Module* m, HandlerBase1<void, bool>* c)
- : mod(m), callback(c) {}
- void Call()
- {
- DLLManager* dll = mod->ModuleDLLManager;
- std::string name = mod->ModuleSourceFile;
- ServerInstance->Modules->DoSafeUnload(mod);
- ServerInstance->GlobalCulls.Apply();
- delete dll;
- bool rv = ServerInstance->Modules->Load(name.c_str());
- if (callback)
- callback->Call(rv);
- ServerInstance->GlobalCulls.AddItem(this);
- }
- };
-}
-
-bool ModuleManager::Unload(Module* mod)
-{
- if (!CanUnload(mod))
- return false;
- ServerInstance->AtomicActions.AddAction(new UnloadAction(mod));