MSCO 2.10.0: mod support, ESC no longer quits from the main menu

- MscoMod API (ModApi.cs) and ModLoader: own mods from MSCO\Mods, hooks for menu/game/update/GUI,
  session and player events, Send/OnMessage between players (MsgType.ModMessage)
- Server mods: ModList before Welcome, consent prompt (INSTALL & JOIN), download with SHA-256 check
  into MSCO\Mods\Servers, active only on that server; game start waits for the download
- Mods page in the MSCO menu, console command "mods"
- Server browser: MODS pill, VANILLA/MODDED filters, mod list in the server profile
- PlayMaker ApplicationQuit is ignored in the main menu (ESC used to close the game)
- MODDING.md and examples/HelloMod

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-03 01:00:16 +02:00
co-authored by Claude Opus 5.5
parent 027296d27c
commit 4c1366b5d9
16 changed files with 815 additions and 15 deletions
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using System.Reflection;
using System.Text;
using MSCO;
using UnityEngine;
[assembly: AssemblyTitle("Hello Mod")]
[assembly: AssemblyProduct("Hello Mod")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
namespace HelloMod
{
/// <summary>
/// Beispiel-Mod: zeigt im Spiel oben links einen Hinweis. Mit H winkst du - alle anderen Spieler, die die Mod auch
/// haben, sehen "&lt;Name&gt; waves!".
/// </summary>
public class HelloMod : MscoMod
{
public override string ID { get { return "hellomod"; } }
public override string Name { get { return "Hello Mod"; } }
public override string Version { get { return "1.0.0"; } }
public override string Author { get { return "MBM"; } }
bool inGame;
string lastWave = "";
float waveUntil;
public override void OnLoad() { Log("loaded"); }
public override void OnMenuLoad() { inGame = false; }
public override void OnGameLoad() { inGame = true; }
public override void Update()
{
if (!inGame || !IsInSession || !Input.GetKeyDown(KeyCode.H)) return;
Send(Encoding.UTF8.GetBytes("wave"));
Show("You wave!");
}
public override void OnMessage(int fromPlayerId, byte[] data)
{
if (Encoding.UTF8.GetString(data) != "wave") return;
string name;
Show((Players.TryGetValue(fromPlayerId, out name) ? name : "Someone") + " waves!");
}
public override void OnPlayerJoined(int playerId, string name) { Show(name + " joined - press H to wave"); }
void Show(string text)
{
lastWave = text;
waveUntil = Time.realtimeSinceStartup + 4f;
}
public override void OnGUI()
{
if (!inGame) return;
GUI.Label(new Rect(20, 60, 400, 24), "Hello Mod: press H to wave");
if (Time.realtimeSinceStartup < waveUntil) GUI.Label(new Rect(20, 84, 400, 24), lastWave);
}
}
}
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<?xml version="1.0" encoding="utf-8"?>
<!--
Beispiel-Mod für MSCO. Bauen: msbuild HelloMod.csproj -p:Configuration=Release
Ergebnis bin\Release\HelloMod.dll nach <Spielordner>\MSCO\Mods kopieren (oder auf dem Server nach data/mods).
GamePath anpassen, wenn My Summer Car woanders liegt.
-->
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Release</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<OutputType>Library</OutputType>
<RootNamespace>HelloMod</RootNamespace>
<AssemblyName>HelloMod</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<TargetFrameworkProfile>Unity Full v3.5</TargetFrameworkProfile>
<LangVersion>13</LangVersion>
<OutputPath>bin\$(Configuration)\</OutputPath>
<DebugType>none</DebugType>
<Optimize>true</Optimize>
<GamePath Condition=" '$(GamePath)' == '' ">F:\SteamLibrary\steamapps\common\My Summer Car</GamePath>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="UnityEngine">
<HintPath>$(GamePath)\mysummercar_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<!-- MSCO selbst (die Mod-Schnittstelle MscoMod) -->
<Reference Include="MSCO">
<HintPath>$(GamePath)\MSCO\MSCO.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="HelloMod.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>