# BlockModLoader A .NET Framework 4.8 library with no Unity or mod loader dependency. Call `BlockModLoader.LoaderGuard.EnsureAllowed("YourMod")` before initializing a mod or game integration. Building this library does not require a game installation. By default, the guard blocks any of these loaded assemblies in the current AppDomain (exact names, case-insensitive): | Loader | Assembly names | | --- | --- | | MelonLoader | `MelonLoader` | | BepInEx | `BepInEx`, `BepInEx.Core` | | Unity Mod Manager (UMM) | `UnityModManager` | The BepInEx assembly names follow the [BepInEx 5 API](https://docs.bepinex.dev/api/index.html) and [BepInEx 6 API](https://docs.bepinex.dev/master/api/index.html); UMM uses [`UnityModManager`](https://github.com/newman55/unity-mod-manager/blob/master/UnityModManager/UnityModManager.csproj). When a non-whitelisted supported loader is detected, the guard names it in a Windows error dialog and calls `Environment.FailFast` after dismissal, terminating the entire game process. Termination also happens if showing the dialog fails. On other platforms the message is written to standard error before termination. When multiple loaders are present, the first detected non-whitelisted loader triggers one dialog and termination. Without a whitelist, all three loaders are blocked. The guard checks only assemblies already loaded when `EnsureAllowed` is called. It does not inspect installation folders, modify loader files, or monitor later assembly loads. Names such as `MelonLoader.Helper` or `BepInEx.Helper` are not matched. Renamed or modified loader binaries can bypass the check. This is an initialization guard. Merely placing its DLL in a game or loader folder will not invoke it: the consuming mod or game must call `EnsureAllowed`. ## Allowed loaders Use `WhiteListLoader` to allow selected loaders for each guard call: ```csharp using BlockModLoader; // Allow BepInEx; block MelonLoader and UMM. LoaderGuard.EnsureAllowed("YourMod", whiteListLoader: WhiteListLoader.BepInEx, recommendedLoader: "BepInEx"); // Allow both BepInEx and UMM; block MelonLoader. LoaderGuard.EnsureAllowed("YourMod", WhiteListLoader.BepInEx | WhiteListLoader.UMM); ``` Available values are `None`, `MelonLoader`, `BepInEx`, `UMM`, and `All`. Combine values with `|`. `None` (the default for existing calls) blocks all three; `All` allows all three. `BepInEx` allows both `BepInEx` and `BepInEx.Core`. An allowed loader does not prevent detection of another blocked loader in the same AppDomain. Unknown flag values throw `ArgumentOutOfRangeException`. The whitelist applies only to these three known loaders; other assemblies are still ignored. Each call supplies its own whitelist, with no shared global setting. ## Recommended loader in the alert Pass an optional display name as the second argument to include a recommendation in the alert: ```csharp BlockModLoader.LoaderGuard.EnsureAllowed("YourMod", recommendedLoader: "YourPreferredLoader"); ``` The alert adds `Recommended mod loader: YourPreferredLoader.` before the game closure notice. Omit the second argument, or pass null, an empty string, or whitespace, to keep the original generic guidance. Leading and trailing whitespace is trimmed. This setting changes only the alert text; it does not allow the recommended loader or change which loaders are blocked. ## Migration from BlockMelonLoader Replace the `BlockMelonLoader` package reference with `BlockModLoader` version `1.0.0`, update imports to `using BlockModLoader;`, and ship `BlockModLoader.dll` alongside your mod DLL. NuGet copies the runtime asset to the consuming project's build output. The `LoaderGuard.EnsureAllowed("YourMod")` method remains the same, but now blocks BepInEx and UMM as well as MelonLoader. ## Build and test On Windows, run `./build.ps1 -Test`. Visual Studio or Rider MSBuild is required; use `-MSBuildPath` to select it explicitly. The script downloads .NET Framework 4.8 reference assemblies into the ignored `packages` folder when needed. The DLL is written to `bin/Release/BlockModLoader.dll` and the NuGet package to `artifacts/BlockModLoader.1.0.0.nupkg`. Packaging uses `NuGet.Build.Tasks.Pack`. The standalone tests check every loader name, case-insensitive detection, unrelated assemblies, multiple loaders, notification ordering, and dialog failure handling, plus every whitelist combination and invalid flags. They substitute the dialog and termination callbacks and do not crash the game. Run them directly with `Tests/bin/Release/BlockModLoader.Tests.exe`. ## Installation The NuGet feed for this project is: ```text https://git.mizuki.guru/api/packages/imnyang/nuget/index.json ``` After the new package has been published to that feed, add it to the consuming project's `NuGet.Config`, then add the dependency: ```xml ``` For local development, build this repository and use the generated `.nupkg` in a local NuGet feed. The source repository is not required when building a consumer. New library versions must use a new package version and update the consumer's dependency version. The source repository is https://git.mizuki.guru/imnyang/BlockModLoader. ## License GNU General Public License version 3 only (`GPL-3.0-only`); see `LICENSE.md`.