Darktide-Mod-Loader/mods/base/mod_manager.lua
2023-02-26 23:14:26 -07:00

417 lines
9.7 KiB
Lua

local ModManager = class("ModManager")
local Keyboard = Keyboard
local BUTTON_INDEX_R = Keyboard.button_index("r")
local BUTTON_INDEX_LEFT_SHIFT = Keyboard.button_index("left shift")
local BUTTON_INDEX_LEFT_CTRL = Keyboard.button_index("left ctrl")
local LOG_LEVELS = {
spew = 4,
info = 3,
warning = 2,
error = 1
}
local string_format = string.format
local function printf(f, ...)
print(string.format(f, ...))
end
local function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
-- Clone the global mod file library to a local table
local _io = deepcopy(Mods.file)
ModManager.init = function (self, boot_gui)
self._mods = {}
self._num_mods = nil
self._state = "not_loaded"
self._settings = Application.user_setting("mod_manager_settings") or {
log_level = 1,
developer_mode = false
}
self._chat_print_buffer = {}
self._reload_data = {}
self._gui = boot_gui
self._ui_time = 0
self._network_callbacks = {}
Crashify.print_property("realm", "modded")
print("[ModManager] Starting mod manager...")
self._mod_metadata = {}
self._state = "scanning"
end
ModManager.developer_mode_enabled = function (self)
return self._settings.developer_mode
end
ModManager._draw_state_to_gui = function (self, gui, dt)
local state = self._state
local t = self._ui_time + dt
self._ui_time = t
local status_str = "Loading mods"
if state == "scanning" then
status_str = "Scanning for mods"
elseif state == "loading" then
local mod = self._mods[self._mod_load_index]
status_str = string.format("Loading mod %q", mod.name)
end
--Gui.text(gui, status_str .. string.rep(".", (2 * t) % 4), "materials/fonts/arial", 16, nil, Vector3(5, 10, 1))
end
ModManager.remove_gui = function (self)
self._gui = nil
end
ModManager._has_enabled_mods = function (self)
return true
end
ModManager._check_reload = function (self)
return Keyboard.pressed(BUTTON_INDEX_R) and
Keyboard.button(BUTTON_INDEX_LEFT_SHIFT) + Keyboard.button(BUTTON_INDEX_LEFT_CTRL) == 2
end
ModManager.update = function (self, dt)
local chat_print_buffer = self._chat_print_buffer
local num_delayed_prints = #chat_print_buffer
if num_delayed_prints > 0 and Managers.chat then
for i = 1, num_delayed_prints, 1 do
Mods.message.echo(chat_print_buffer[i])
chat_print_buffer[i] = nil
end
end
local old_state = self._state
if self._settings.developer_mode and self:_check_reload() then
self._reload_requested = true
end
if self._reload_requested and self._state == "done" then
self:_reload_mods()
end
if self._state == "done" then
if self._num_mods then
for i = 1, self._num_mods, 1 do
local mod = self._mods[i]
if mod and mod.enabled and not mod.callbacks_disabled then
self:_run_callback(mod, "update", dt)
end
end
end
elseif self._state == "scanning" then
self:_build_mod_table()
self._state = self:_load_mod(1)
self._ui_time = 0
elseif self._state == "loading" then
local mod = self._mods[self._mod_load_index]
local mod_data = mod.data
mod.state = "running"
local ok, object = pcall(mod_data.run)
if not ok then
self:print("error", "%s", object)
end
local name = mod.name
mod.object = object or {}
self:_run_callback(mod, "init", self._reload_data[mod.id])
self:print("info", "%s loaded.", name)
self._state = self:_load_mod(self._mod_load_index + 1)
end
local gui = self._gui
if gui then
self:_draw_state_to_gui(gui, dt)
end
if old_state ~= self._state then
self:print("info", "%s -> %s", old_state, self._state)
end
end
ModManager.all_mods_loaded = function (self)
return self._state == "done"
end
ModManager.destroy = function (self)
self:unload_all_mods()
end
ModManager._run_callback = function (self, mod, callback_name, ...)
local object = mod.object
local cb = object[callback_name]
if not cb then
return
end
local success, val = pcall(cb, object, ...)
if success then
return val
else
self:print("error", "%s", val or "[unknown error]")
self:print("error", "Failed to run callback %q for mod %q with id %d. Disabling callbacks until reload.",
callback_name, mod.name, mod.id)
mod.callbacks_disabled = true
end
end
ModManager._build_mod_table = function (self)
fassert(table.is_empty(self._mods), "Trying to add mods to non-empty mod table")
-- Get the mods' load order from mod_load_order file
local mod_load_order = _io.read_content_to_table("mod_load_order", "txt")
if not mod_load_order then
print("ERROR executing mod_load_order: " .. tostring(mod_load_order))
mod_load_order = {}
end
-- Add DMF to the mod load order
table.insert(mod_load_order, 1, "dmf")
-- Read the .mod files of given mods and, if everything's fine, add mods' entries to the mods list.
for i = 1, #mod_load_order do
local mod_name = mod_load_order[i]
self._mods[i] = {
state = "not_loaded",
callbacks_disabled = false,
id = i,
name = mod_name,
enabled = true,
handle = mod_name,
loaded_packages = {}
}
end
self._num_mods = #self._mods
end
ModManager._load_mod = function (self, index)
self._ui_time = 0
local mods = self._mods
local mod = mods[index]
while mod and not mod.enabled do
index = index + 1
mod = mods[index]
end
if not mod then
table.clear(self._reload_data)
return "done"
end
local id = mod.id
local mod_name = mod.name
self:print("info", "loading mod %s", id)
Crashify.print_property("modded", true)
local mod_data = _io.exec_with_return(mod_name, mod_name, "mod")
if not mod_data then
self:print("error", "Mod file is invalid or missing. Mod %q with id %d skipped.", mod.name, mod.id)
mod.enabled = false
return self:_load_mod(index + 1)
end
self:print("spew", "<mod info>\n%s\n</mod info>", mod_data)
mod.data = mod_data
mod.name = mod.name or mod_data.NAME or "Mod " .. mod.id
mod.state = "loading"
Crashify.print_property(string.format("Mod:%s:%s", id, mod.name), true)
self._mod_load_index = index
return "loading"
end
ModManager.unload_all_mods = function (self)
if self._state ~= "done" then
self:print("error", "Mods can't be unloaded, mod state is not \"done\". current: %q", self._state)
return
end
self:print("info", "Unload all mod packages")
for i = self._num_mods, 1, -1 do
local mod = self._mods[i]
if mod and mod.enabled then
self:unload_mod(i)
end
self._mods[i] = nil
end
self._num_mods = nil
self._state = "unloaded"
end
ModManager.unload_mod = function (self, index)
local mod = self._mods[index]
if mod then
self:print("info", "Unloading %q.", mod.name)
self:_run_callback(mod, "on_unload")
mod.state = "not_loaded"
else
self:print("error", "Mod index %i can't be unloaded, has not been loaded", index)
end
end
ModManager._reload_mods = function (self)
for i = 1, self._num_mods, 1 do
local mod = self._mods[i]
if mod and mod.state == "running" then
self:print("info", "reloading %s", mod.name)
self._reload_data[mod.id] = self:_run_callback(mod, "on_reload")
else
self:print("info", "not reloading mod, state: %s", mod.state)
end
end
self:unload_all_mods()
self._state = "scanning"
self._reload_requested = false
Mods.message.notify("Mods reloaded.")
end
ModManager.on_game_state_changed = function (self, status, state_name, state_object)
if self._state == "done" then
for i = 1, self._num_mods, 1 do
local mod = self._mods[i]
if mod and mod.enabled and not mod.callbacks_disabled then
self:_run_callback(mod, "on_game_state_changed", status, state_name, state_object)
end
end
else
self:print("warning", "Ignored on_game_state_changed call due to being in state %q", self._state)
end
end
ModManager._visit = function (self, mod_list, visited, sorted, mod_data)
self:print("debug", "Visiting mod %q with id %d", mod_data.name, mod_data.id)
if visited[mod_data] then
return mod_data.enabled
end
if visited[mod_data] ~= nil then
self:print("error", "Dependency cycle detected at mod %q with id %d", mod_data.name, mod_data.id)
return false
end
visited[mod_data] = false
local enabled = mod_data.enabled or false
for i = 1, mod_data.num_children or 0 do
local child_id = mod_data.children[i]
local child_index = table.find_by_key(mod_list, "id", child_id)
local child_mod_data = mod_list[child_index]
if not child_mod_data then
self:print("warning", "Mod with id %d not found", child_id)
elseif not self:_visit(mod_list, visited, sorted, child_mod_data) and enabled then
self:print("warning", "Disabled mod %q with id %d due to missing dependency %d.",
mod_data.name, mod_data.id, child_id)
enabled = false
end
end
mod_data.enabled = enabled
visited[mod_data] = true
sorted[#sorted + 1] = mod_data
return enabled
end
ModManager.print = function (self, level, str, ...)
local message = string.format("[ModManager][" .. level .. "] " .. tostring(str), ...)
local log_level = LOG_LEVELS[level] or 99
if log_level <= 2 then
print(message)
end
if log_level <= self._settings.log_level then
self._chat_print_buffer[#self._chat_print_buffer + 1] = message
end
end
ModManager.network_bind = function (self)
return
end
ModManager.network_unbind = function (self)
return
end
ModManager.network_is_occupied = function (self)
return false
end
ModManager.network_send = function (self)
return
end
ModManager.rpc_mod_user_data = function (self)
return
end
ModManager.register_network_event_delegate = function (self)
return
end
ModManager.unregister_network_event_delegate = function (self)
return
end
ModManager.network_context_created = function (self)
return
end
return ModManager