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Merge pull request 'Rework plugin structure' (#13) from feat/ci into master
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Reviewed-on: #13
This commit is contained in:
Lucas Schwiderski 2025-05-08 14:04:47 +02:00
commit cc03eacb71
Signed by: Forgejo (git.sclu1034.dev)
GPG key ID: B1C9C29730D3D366
9 changed files with 187 additions and 61 deletions

5
Cargo.lock generated
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@ -69,6 +69,7 @@ version = "0.1.0"
dependencies = [
"bindgen",
"libc",
"log",
]
[[package]]
@ -110,9 +111,9 @@ dependencies = [
[[package]]
name = "log"
version = "0.4.22"
version = "0.4.27"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a7a70ba024b9dc04c27ea2f0c0548feb474ec5c54bba33a7f72f873a39d07b24"
checksum = "13dc2df351e3202783a1fe0d44375f7295ffb4049267b0f3018346dc122a1d94"
[[package]]
name = "memchr"

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@ -7,6 +7,7 @@ edition = "2021"
[dependencies]
libc = "0.2.144"
log = { version = "0.4.27", features = ["release_max_level_info"] }
[build-dependencies]
bindgen = "0.71.0"

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@ -24,7 +24,7 @@ RUN set -eux; \
# And to keep that to a minimum, we still delete the stuff we don't need.
rm -rf /root/.xwin-cache;
FROM rust:slim-bullseye AS final
FROM rust:1.86.0-slim-bullseye AS final
ARG LLVM_VERSION=18
ENV KEYRINGS=/usr/local/share/keyrings
@ -37,6 +37,7 @@ RUN set -eux; \
apt-get install -y --no-install-recommends \
ca-certificates \
gpg \
make \
; \
mkdir -p $KEYRINGS; \
gpg --dearmor > $KEYRINGS/llvm.gpg < /root/llvm-snapshot.gpg.key; \
@ -69,7 +70,6 @@ RUN set -eux; \
update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100; \
update-alternatives --install /usr/bin/ld ld /usr/bin/ld.lld 100; \
rustup target add x86_64-pc-windows-msvc; \
rustup default stable-x86_64-pc-windows-msvc; \
rustup component add rust-src; \
rustup update; \
apt-get remove -y --auto-remove \

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@ -1,16 +1,103 @@
set dotenv-load
set dotenv-filename := '.envrc'
set dotenv-required
set allow-duplicate-variables
fly_target := "main"
image_name := "dt-plugin-builder"
steam_library := env("steam_library")
game_dir := steam_library / "steamapps" / "common" / "Warhammer 40,000 DARKTIDE"
log_dir := env("APPDATA") / "Fatshark" / "Darktide" / "console_logs"
game_dir := if path_exists(game_dir) == true {
game_dir
} else {
error("Game directory does not exist, please set correct library path: " + game_dir)
}
proton_dir := home_directory() / ".steam" / "steam"
export STEAM_COMPAT_DATA_PATH := steam_library / "steamapps" / "compatdata" / "1361210"
export SteamAppId := "1361210"
release := env("RELEASE", "false")
image:
docker build -t dt-plugin-builder .
docker build -t {{image_name}} .
build:
# Compile the Windows DLL through a Docker image
[unix]
compile:
docker run \
--rm \
-t \
--user "$(id -u):$(id -g)" \
-v $HOME/.cargo/registry:/usr/local/cargo/registry \
-v $HOME/.cargo/git:/usr/local/cargo/git \
-v $HOME/.rustup/toolchains:/usr/local/rustup/toolchains \
-v ./:/src/plugin \
dt-plugin-builder \
cargo build -Zbuild-std --target x86_64-pc-windows-msvc
{{image_name}} \
cargo build -Zbuild-std --target x86_64-pc-windows-msvc {{ if release != "false" { "--release" } else { "" } }}
# Compile the DLL and install it to the game's plugin directory
[unix]
build: compile
cp target/x86_64-pc-windows-msvc/{{ if release != "false" { "release" } else { "debug" } }}/dt_p2p.dll "{{game_dir}}/binaries/plugins/dt_p2p_pluginw64_release.dll"
# Open the newest game log file
[unix]
log:
#!/bin/sh
set -e
file="$(\ls "{{log_dir}}" | tail -1)"
echo "$(tput bold)Opening log file $file$(tput sgr0)"
exec bat "{{log_dir}}/$file"
# Run the game through Proton
[unix]
game:
#!/bin/sh
set -e
cd "{{game_dir / "binaries"}}"
proton waitforexitandrun ./Darktide.exe \
-eac-untrusted \
--bundle-dir ../bundle \
--ini settings \
--backend-auth-service-url https://bsp-auth-prod.atoma.cloud \
--backend-title-service-url https://bsp-td-prod.atoma.cloud \
-game \
-launcher_verification_passed_crashify_property false
# Run the game
#
# Untested!
[windows]
game:
#!cmd.exe
cd "{{game_dir / "binaries"}}"
./Darktide.exe \
-eac-untrusted \
--bundle-dir ../bundle \
--ini settings \
--backend-auth-service-url https://bsp-auth-prod.atoma.cloud \
--backend-title-service-url https://bsp-td-prod.atoma.cloud \
-game \
-launcher_verification_passed_crashify_property false
# Compile the plugin through a Docker image
#
# Make sure to run `just image` first, to build the image.
# Untested: I don't know, if this works with Windows' Docker Desktop.
# I also don't know if/where cargo and rustup keep their caches on Windows.
[windows]
compile-docker:
docker run \
--rm \
-t \
-v ./:/src/plugin \
{{image_name}} \
cargo build -Zbuild-std --target x86_64-pc-windows-msvc {{ if release != "false" { "--release" } else { "" } }}
set-base-pipeline:
fly -t {{fly_target}} set-pipeline \

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@ -1,11 +1,12 @@
use std::ffi::{c_char, CString};
use std::sync::OnceLock;
mod lua;
mod plugin;
mod stingray_sdk;
use plugin::Plugin;
use stingray_sdk::{GetApiFunction, PluginApi, PluginApiID};
use stingray_sdk::{GetApiFunction, LoggingApi, LuaApi, PluginApi, PluginApiID};
// TODO: Change these
/// The name that the plugin is registered to the engine as.
@ -15,6 +16,20 @@ pub const PLUGIN_NAME: &str = "dt-plugin-template";
pub const MODULE_NAME: &str = "DTPluginTemplate";
static PLUGIN: OnceLock<Plugin> = OnceLock::new();
static LOGGER: OnceLock<LoggingApi> = OnceLock::new();
static LUA: OnceLock<LuaApi> = OnceLock::new();
/// A macro to make accessing global statics a little more convenient.
#[macro_export]
macro_rules! global {
($name:ident) => {{
if cfg!(debug_assertions) {
$name.get().expect("global has not been initialized")
} else {
unsafe { $name.get().unwrap_unchecked() }
}
}};
}
#[no_mangle]
pub extern "C" fn get_name() -> *const c_char {
@ -24,26 +39,25 @@ pub extern "C" fn get_name() -> *const c_char {
#[no_mangle]
pub extern "C" fn setup_game(get_engine_api: GetApiFunction) {
let plugin = Plugin::new(get_engine_api);
let logger = LOGGER.get_or_init(|| LoggingApi::get(get_engine_api));
log::set_logger(logger).expect("Failed to set global logger.");
log::set_max_level(log::LevelFilter::Info);
let _ = LUA.get_or_init(|| LuaApi::get(get_engine_api));
let plugin = PLUGIN.get_or_init(Plugin::new);
plugin.setup_game();
PLUGIN
.set(plugin)
.expect("Failed to initalize global plugin object.");
}
#[no_mangle]
pub extern "C" fn shutdown_game() {
// Safety: The engine ensures that `setup_game` was called before this, so `PLUGIN` has been
// initialized.
let plugin = unsafe { PLUGIN.get().unwrap_unchecked() };
let plugin = global!(PLUGIN);
plugin.shutdown_game();
}
#[no_mangle]
pub extern "C" fn update_game(dt: f32) {
// Safety: The engine ensures that `setup_game` was called before this, so `PLUGIN` has been
// initialized.
let plugin = unsafe { PLUGIN.get().unwrap_unchecked() };
let plugin = global!(PLUGIN);
plugin.update_game(dt);
}

16
src/lua.rs Normal file
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@ -0,0 +1,16 @@
use crate::stingray_sdk::lua_State;
use crate::{LUA, global};
pub extern "C" fn do_something(l: *mut lua_State) -> i32 {
let lua = global!(LUA);
if let Some(name) = lua.tolstring(l, 1) {
lua.pushstring(
l,
format!("[do_something] Hello from Rust, {}", name.to_string_lossy()),
);
1
} else {
0
}
}

View file

@ -1,47 +1,23 @@
use crate::stingray_sdk::{lua_State, GetApiFunction, LoggingApi, LuaApi};
use crate::{MODULE_NAME, PLUGIN, PLUGIN_NAME};
use log::info;
pub(crate) struct Plugin {
pub log: LoggingApi,
pub lua: LuaApi,
}
use crate::{LUA, MODULE_NAME, PLUGIN_NAME, global, lua};
extern "C" fn do_something(l: *mut lua_State) -> i32 {
// Safety: Plugin must have been initialized for this to be registered as module
// function.
let plugin = unsafe { PLUGIN.get().unwrap_unchecked() };
if let Some(name) = plugin.lua.tolstring(l, 1) {
plugin.lua.pushstring(
l,
format!("[do_something] Hello from Rust, {}", name.to_string_lossy()),
);
1
} else {
0
}
}
pub(crate) struct Plugin {}
impl Plugin {
pub fn new(get_engine_api: GetApiFunction) -> Self {
let log = LoggingApi::get(get_engine_api);
let lua = LuaApi::get(get_engine_api);
Self { log, lua }
pub fn new() -> Self {
Self {}
}
pub fn setup_game(&self) {
self.log.info(
PLUGIN_NAME,
format!("[setup_game] Hello, world! This is {}!", PLUGIN_NAME),
);
info!("[setup_game] Hello, world! This is {}!", PLUGIN_NAME);
self.lua
.add_module_function(MODULE_NAME, "do_something", do_something);
let lua = global!(LUA);
lua.add_module_function(MODULE_NAME, "do_something", lua::do_something);
}
pub fn shutdown_game(&self) {
self.log
.info(PLUGIN_NAME, "[shutdown_game] Goodbye, world!");
info!("[shutdown_game] Goodbye, world!");
}
pub fn update_game(&self, _dt: f32) {}

View file

@ -69,7 +69,7 @@ typedef void *(*GetApiFunction)(unsigned api);
struct PluginApi {
#ifdef __cplusplus
uint32_t version = 65;
uint32_t version = 69;
uint32_t flags = 3; // lua plugin
#else
uint32_t version;
@ -83,13 +83,19 @@ struct PluginApi {
loaded. */
void (*loaded)(GetApiFunction get_engine_api);
// Seemingly not called by current versions of the engine, at least in release
// mode.
/* Called at the start of a "hot reload" of the plugin DLL. Should return a
pointer to a serialized "state" for the plugin.*/
void *(*start_reload)(GetApiFunction get_engine_api);
// Seemingly not called by current versions of the engine, at least in release
// mode.
/* Called just before the plugin is unloaded. */
void (*unloaded)();
// Seemingly not called by current versions of the engine, at least in release
// mode.
/* Called to finalized the "hot reload" after the plugin has been reloaded
with the new code. Should restore the state from the serialized state data.
Note that it is the responsibility of the plugin to free the state data. */
@ -223,9 +229,8 @@ struct LuaApi {
int (*checkstack)(lua_State *L, int sz);
void (*xmove)(lua_State *from, lua_State *to, int n);
const void *(*fnx1)(lua_State *L, int idx);
/* Access functions */
int (*isnil)(lua_State *L, int idx);
int (*isnumber)(lua_State *L, int idx);
int (*isstring)(lua_State *L, int idx);
int (*iscfunction)(lua_State *L, int idx);
@ -313,8 +318,6 @@ struct LuaApi {
int (*gethookmask)(lua_State *L);
int (*gethookcount)(lua_State *L);
// int (*fnx3) (lua_State* L);
/* Library functions */
void (*lib_openlib)(lua_State *L, const char *libname, const luaL_Reg *l,
int nup);
@ -399,6 +402,8 @@ struct LuaApi {
/* Gets a Unit at the specified index. */
CApiUnit *(*getunit)(lua_State *L, int i);
void *(*getunknown)(lua_State *L, int i);
/* Gets the Lua state where the main scripts execute. */
lua_State *(*getscriptenvironmentstate)();
@ -423,8 +428,10 @@ struct LuaApi {
/* Returns true if the stack entry is a UnitReference. */
int (*isunitreference)(lua_State *L, int i);
size_t (*objlen2)(lua_State *L, int idx);
/* Reserved for expansion of the API. */
void *reserved[32];
// void *reserved[30];
};
struct LoggingApi {

View file

@ -13,16 +13,17 @@ use std::ffi::CString;
use std::os::raw::c_char;
use std::os::raw::c_void;
use bindings::lua_CFunction;
pub use bindings::lua_State;
pub use bindings::GetApiFunction;
pub use bindings::PluginApi;
pub use bindings::PluginApiID;
use bindings::lua_CFunction;
pub use bindings::lua_State;
use log::Level;
impl std::default::Default for PluginApi {
fn default() -> Self {
Self {
version: 65,
version: 69,
flags: 3,
setup_game: None,
update_game: None,
@ -107,6 +108,29 @@ impl LoggingApi {
}
}
impl log::Log for LoggingApi {
fn enabled(&self, metadata: &log::Metadata) -> bool {
true
}
fn log(&self, record: &log::Record) {
if !self.enabled(record.metadata()) {
return;
}
let line = if let Some(s) = record.args().as_str() {
format!("[{}] {}", record.level(), s)
} else {
format!("[{}] {}", record.level(), record.args())
};
self.info(record.target(), line);
}
// The engine does not expose a method to flush the log
fn flush(&self) {}
}
#[repr(i32)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum LuaType {