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Author SHA1 Message Date
56333dd432
Update engine plugin version
All checks were successful
lint/clippy Check for common mistakes and opportunities for code improvement
build Build for the target platform
This is tracking the latest version of Warhammer 40,000 Darktide.
Other games will likely need a different version.
2025-04-22 15:44:23 +02:00
14 changed files with 95 additions and 249 deletions

View file

@ -4,16 +4,12 @@ resource_types:
- name: gitea-package
type: registry-image
source:
repository: registry.sclu1034.dev/gitea-package
username: ((registry_user))
password: ((registry_password))
repository: registry.local:5000/gitea-package
- name: gitea-status
type: registry-image
source:
repository: registry.sclu1034.dev/gitea-status
username: ((registry_user))
password: ((registry_password))
repository: registry.local:5000/gitea-status
resources:
- name: repo
@ -88,8 +84,6 @@ jobs:
file: repo/.ci/tasks/clippy.yml
vars:
forgejo_api_key: ((forgejo_api_key))
registry_user: ((registry_user))
registry_password: ((registry_password))
- name: build
@ -130,8 +124,6 @@ jobs:
pr: ((pr))
forgejo_url: ((forgejo_url))
forgejo_api_key: ((forgejo_api_key))
registry_user: ((registry_user))
registry_password: ((registry_password))
- load_var: version_number
reveal: true

View file

@ -5,23 +5,17 @@ resource_types:
- name: gitea-package
type: registry-image
source:
repository: registry.sclu1034.dev/gitea-package
username: ((registry_user))
password: ((registry_password))
repository: registry.local:5000/gitea-package
- name: gitea-status
type: registry-image
source:
repository: registry.sclu1034.dev/gitea-status
username: ((registry_user))
password: ((registry_password))
repository: registry.local:5000/gitea-status
- name: gitea-pr
type: registry-image
source:
repository: registry.sclu1034.dev/gitea-pr
username: ((registry_user))
password: ((registry_password))
repository: registry.local:5000/gitea-pr
resources:
@ -81,8 +75,6 @@ jobs:
forgejo_url: ((forgejo_url))
owner: ((owner))
repo: ((repo))
registry_user: ((registry_user))
registry_password: ((registry_password))
instance_vars:
number: ((.:pr.number))
@ -123,8 +115,6 @@ jobs:
pr: ""
forgejo_url: ((forgejo_url))
forgejo_api_key: ((forgejo_api_key))
registry_user: ((registry_user))
registry_password: ((registry_password))
- load_var: version_number
reveal: true

View file

@ -6,10 +6,8 @@ image_resource:
name: rust-xwin
type: registry-image
source:
repository: registry.sclu1034.dev/rust-xwin-ci
repository: registry.local:5000/rust-xwin-ci
tag: latest
username: ((registry_user))
password: ((registry_password))
inputs:
- name: repo

View file

@ -6,10 +6,8 @@ image_resource:
name: rust-xwin-ci
type: registry-image
source:
repository: registry.sclu1034.dev/rust-xwin-ci
repository: registry.local:5000/rust-xwin-ci
tag: latest
username: ((registry_user))
password: ((registry_password))
inputs:
- name: repo

View file

@ -1,10 +1,11 @@
{
"$schema": "https://docs.renovatebot.com/renovate-schema.json",
"extends": [
"config:recommended",
":combinePatchMinorReleases",
":enableVulnerabilityAlerts"
],
"prConcurrentLimit": 10,
"branchPrefix": "renovate/"
"$schema": "https://docs.renovatebot.com/renovate-schema.json",
"extends": [
"config:recommended",
":combinePatchMinorReleases",
":enableVulnerabilityAlerts",
":rebaseStalePrs"
],
"prConcurrentLimit": 10,
"branchPrefix": "renovate/"
}

13
Cargo.lock generated
View file

@ -13,9 +13,9 @@ dependencies = [
[[package]]
name = "bindgen"
version = "0.72.0"
version = "0.71.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4f72209734318d0b619a5e0f5129918b848c416e122a3c4ce054e03cb87b726f"
checksum = "5f58bf3d7db68cfbac37cfc485a8d711e87e064c3d0fe0435b92f7a407f9d6b3"
dependencies = [
"bitflags",
"cexpr",
@ -69,7 +69,6 @@ version = "0.1.0"
dependencies = [
"bindgen",
"libc",
"log",
]
[[package]]
@ -95,9 +94,9 @@ dependencies = [
[[package]]
name = "libc"
version = "0.2.174"
version = "0.2.172"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1171693293099992e19cddea4e8b849964e9846f4acee11b3948bcc337be8776"
checksum = "d750af042f7ef4f724306de029d18836c26c1765a54a6a3f094cbd23a7267ffa"
[[package]]
name = "libloading"
@ -111,9 +110,9 @@ dependencies = [
[[package]]
name = "log"
version = "0.4.27"
version = "0.4.22"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "13dc2df351e3202783a1fe0d44375f7295ffb4049267b0f3018346dc122a1d94"
checksum = "a7a70ba024b9dc04c27ea2f0c0548feb474ec5c54bba33a7f72f873a39d07b24"
[[package]]
name = "memchr"

View file

@ -7,10 +7,9 @@ edition = "2021"
[dependencies]
libc = "0.2.144"
log = { version = "0.4.27", features = ["release_max_level_info"] }
[build-dependencies]
bindgen = "0.72.0"
bindgen = "0.71.0"
[lib]
crate-type = ["cdylib", "lib"]

View file

@ -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:1.87.0-slim-bullseye AS final
FROM rust:slim-bullseye AS final
ARG LLVM_VERSION=18
ENV KEYRINGS=/usr/local/share/keyrings
@ -37,7 +37,6 @@ 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; \
@ -70,6 +69,7 @@ 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 \

108
Justfile
View file

@ -1,111 +1,11 @@
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 {{image_name}} .
docker build -t dt-plugin-builder .
# Compile the Windows DLL through a Docker image
[unix]
compile:
build:
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 $HOME/.rustup/toolchains:/usr/local/rustup/toolchains \
-v ./:/src/plugin \
{{image_name}} \
cargo build -Zbuild-std --target x86_64-pc-windows-msvc {{ if release != "false" { "--release" } else { "" } }}
# Compile the DLL and install it to the game's plugin directory
[unix]
build: compile
cp target/x86_64-pc-windows-msvc/{{ if release != "false" { "release" } else { "debug" } }}/dt_p2p.dll "{{game_dir}}/binaries/plugins/dt_p2p_pluginw64_release.dll"
# Open the newest game log file
[unix]
log:
#!/bin/sh
set -e
file="$(\ls "{{log_dir}}" | tail -1)"
echo "$(tput bold)Opening log file $file$(tput sgr0)"
exec bat "{{log_dir}}/$file"
# Run the game through Proton
[unix]
game:
#!/bin/sh
set -e
cd "{{game_dir / "binaries"}}"
proton waitforexitandrun ./Darktide.exe \
-eac-untrusted \
--bundle-dir ../bundle \
--ini settings \
--backend-auth-service-url https://bsp-auth-prod.atoma.cloud \
--backend-title-service-url https://bsp-td-prod.atoma.cloud \
-game \
-launcher_verification_passed_crashify_property false
# Run the game
#
# Untested!
[windows]
game:
#!cmd.exe
cd "{{game_dir / "binaries"}}"
./Darktide.exe \
-eac-untrusted \
--bundle-dir ../bundle \
--ini settings \
--backend-auth-service-url https://bsp-auth-prod.atoma.cloud \
--backend-title-service-url https://bsp-td-prod.atoma.cloud \
-game \
-launcher_verification_passed_crashify_property false
# Compile the plugin through a Docker image
#
# Make sure to run `just image` first, to build the image.
# Untested: I don't know, if this works with Windows' Docker Desktop.
# I also don't know if/where cargo and rustup keep their caches on Windows.
[windows]
compile-docker:
docker run \
--rm \
-t \
-v ./:/src/plugin \
{{image_name}} \
cargo build -Zbuild-std --target x86_64-pc-windows-msvc {{ if release != "false" { "--release" } else { "" } }}
set-base-pipeline:
fly -t {{fly_target}} set-pipeline \
--pipeline dt-plugin-template-pr \
--config .ci/pipelines/set-pr-pipelines.yml \
-v forgejo_url=https://git.sclu1034.dev \
-v forgejo_api_key=${FORGEJO_API_KEY} \
-v registry_user=${REGISTRY_USER} \
-v registry_password=${REGISTRY_PASSWORD} \
-v owner=bitsquid_dt \
-v repo=dt-plugin-template
dt-plugin-builder \
cargo build -Zbuild-std --target x86_64-pc-windows-msvc

View file

@ -1,12 +1,11 @@
use std::ffi::{c_char, CString};
use std::sync::OnceLock;
mod lua;
mod plugin;
mod stingray_sdk;
use plugin::Plugin;
use stingray_sdk::{GetApiFunction, LoggingApi, LuaApi, PluginApi, PluginApiID};
use stingray_sdk::{GetApiFunction, PluginApi, PluginApiID};
// TODO: Change these
/// The name that the plugin is registered to the engine as.
@ -16,20 +15,6 @@ 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 {
@ -39,25 +24,26 @@ pub extern "C" fn get_name() -> *const c_char {
#[no_mangle]
pub extern "C" fn setup_game(get_engine_api: GetApiFunction) {
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);
let plugin = Plugin::new(get_engine_api);
plugin.setup_game();
PLUGIN
.set(plugin)
.expect("Failed to initalize global plugin object.");
}
#[no_mangle]
pub extern "C" fn shutdown_game() {
let plugin = global!(PLUGIN);
// Safety: The engine ensures that `setup_game` was called before this, so `PLUGIN` has been
// initialized.
let plugin = unsafe { PLUGIN.get().unwrap_unchecked() };
plugin.shutdown_game();
}
#[no_mangle]
pub extern "C" fn update_game(dt: f32) {
let plugin = global!(PLUGIN);
// Safety: The engine ensures that `setup_game` was called before this, so `PLUGIN` has been
// initialized.
let plugin = unsafe { PLUGIN.get().unwrap_unchecked() };
plugin.update_game(dt);
}

View file

@ -1,16 +0,0 @@
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

@ -1,23 +1,47 @@
use log::info;
use crate::stingray_sdk::{lua_State, GetApiFunction, LoggingApi, LuaApi};
use crate::{MODULE_NAME, PLUGIN, PLUGIN_NAME};
use crate::{LUA, MODULE_NAME, PLUGIN_NAME, global, lua};
pub(crate) struct Plugin {
pub log: LoggingApi,
pub lua: LuaApi,
}
pub(crate) struct Plugin {}
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
}
}
impl Plugin {
pub fn new() -> Self {
Self {}
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 setup_game(&self) {
info!("[setup_game] Hello, world! This is {}!", PLUGIN_NAME);
self.log.info(
PLUGIN_NAME,
format!("[setup_game] Hello, world! This is {}!", PLUGIN_NAME),
);
let lua = global!(LUA);
lua.add_module_function(MODULE_NAME, "do_something", lua::do_something);
self.lua
.add_module_function(MODULE_NAME, "do_something", do_something);
}
pub fn shutdown_game(&self) {
info!("[shutdown_game] Goodbye, world!");
self.log
.info(PLUGIN_NAME, "[shutdown_game] Goodbye, world!");
}
pub fn update_game(&self, _dt: f32) {}

View file

@ -1,5 +1,5 @@
#pragma once
// This is manually updated and minified PluginApi based on the publicly
// This is a manually updated and minified PluginApi based on the publicly
// available sources at: https://github.com/AutodeskGames/stingray-plugin
// From
// https://github.com/thewhitegoatcb/rawray/blob/master/rawray/PluginApi128.h
@ -59,7 +59,7 @@ enum PluginApiID {
CAMERA_API_ID = 38,
END_OF_ENGINE_RESERVED_RANGE = 65535,
/* API IDs in the range 0--65535 are reserved by the engine. If you want to
/* API IDs in the range 0-65535 are reserved by the engine. If you want to
provide your own API in your plugin, we suggest using a hash of the API's
name as ID. */
};
@ -83,19 +83,13 @@ 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. */
@ -229,8 +223,9 @@ 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);
@ -318,6 +313,8 @@ 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);
@ -402,8 +399,6 @@ 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)();
@ -428,10 +423,8 @@ 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[30];
void *reserved[32];
};
struct LoggingApi {

View file

@ -13,18 +13,22 @@ 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;
// The API version. This must match with the game you're building the plugin for.
const STINGRAY_PLUGIN_VERSION: u32 = 69;
// A set of bitflags. The value `3` is known to work for Lua plugins.
const STINGRAY_PLUGIN_FLAGS: u32 = 3;
impl std::default::Default for PluginApi {
fn default() -> Self {
Self {
version: 69,
flags: 3,
version: STINGRAY_PLUGIN_VERSION,
flags: STINGRAY_PLUGIN_FLAGS,
setup_game: None,
update_game: None,
shutdown_game: None,
@ -54,11 +58,12 @@ fn get_engine_api(f: GetApiFunction, id: PluginApiID) -> *mut c_void {
#[cfg(not(debug_assertions))]
fn get_engine_api(f: GetApiFunction, id: PluginApiID) -> *mut c_void {
// `Option::unwrap` still generates several instructions in
// optimized code.
let f = unsafe { f.unwrap_unchecked() };
unsafe { f(id as u32) }
unsafe {
// `Option::unwrap` still generates several instructions in
// optimized code.
let f = f.unwrap_unchecked();
f(id as u32)
}
}
pub struct LoggingApi {
@ -108,29 +113,6 @@ 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 {