refactor: Move mod loading to separate base mod
This commit is contained in:
parent
701516aa7c
commit
0705430b95
3 changed files with 13 additions and 373 deletions
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@ -1,11 +1,7 @@
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Mods = {
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-- Keep a backup of certain system libraries before
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-- Fatshark's code scrubs them.
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-- The metatable setup prevents mods from overwriting them.
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lua = setmetatable({}, {
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__index = { io = io, debug = debug, ffi = ffi, os = os },
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}),
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}
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-- Keep a backup of certain system libraries before
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-- Fatshark's code scrubs them.
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-- The loader can then decide to pass them on to mods, or ignore them
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local libs = { io = io, debug = debug, ffi = ffi, os = os }
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require("scripts/game_states/boot/state_boot_sub_state_base")
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local StateBootLoadMods = class("StateBootLoadMods", "StateBootSubStateBase")
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@ -18,7 +14,7 @@ StateBootLoadMods.on_enter = function (self, parent, params)
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self._package_manager = package_manager
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self._package_handles = {
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["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadMods", nil),
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["packages/dmf"] = package_manager:load("packages/dmf", "StateBootLoadMods", nil),
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["packages/dml"] = package_manager:load("packages/dml", "StateBootLoadMods", nil),
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}
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end
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@ -28,12 +24,12 @@ StateBootLoadMods._state_update = function (self, dt)
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if state == "load_package" and package_manager:update() then
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self._state = "load_mods"
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local dmf_loader = require("scripts/mods/dmf/dmf_loader")
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self._dmf_loader = dmf_loader
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local mod_loader = require("scripts/mods/dml/init")
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self._mod_loader = mod_loader
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local mod_data = require("scripts/mods/mod_data")
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dmf_loader:init(self._parent.gui, mod_data)
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elseif state == "load_mods" and self._dmf_loader:update(dt) then
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mod_loader:init(mod_data, libs, self._parent.gui)
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elseif state == "load_mods" and self._mod_loader:update(dt) then
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return true, false
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end
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@ -1,357 +0,0 @@
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-- Copyright on this file is owned by Fatshark.
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-- It is extracted, used and modified with permission only for
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-- the purpose of loading mods within Warhammer 40,000: Darktide.
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local ModManager = class("ModManager")
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local MOD_DATA = require("scripts/mods/mod_data")
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local LOG_LEVELS = {
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spew = 4,
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info = 3,
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warning = 2,
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error = 1
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}
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local DEFAULT_SETTINGS = {
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log_level = LOG_LEVELS.error,
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developer_mode = false
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}
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local Keyboard = Keyboard
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local BUTTON_INDEX_R = Keyboard.button_index("r")
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local BUTTON_INDEX_LEFT_SHIFT = Keyboard.button_index("left shift")
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local BUTTON_INDEX_LEFT_CTRL = Keyboard.button_index("left ctrl")
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ModManager.init = function(self, boot_gui)
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self._mods = {}
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self._num_mods = nil
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self._state = "not_loaded"
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self._settings = Application.user_setting("mod_settings") or DEFAULT_SETTINGS
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self._chat_print_buffer = {}
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self._reload_data = {}
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self._gui = boot_gui
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self._ui_time = 0
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self._network_callbacks = {}
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Crashify.print_property("realm", "modded")
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self._state = "scanning"
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end
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ModManager.developer_mode_enabled = function(self)
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return self._settings.developer_mode
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end
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ModManager._draw_state_to_gui = function(self, gui, dt)
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local state = self._state
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local t = self._ui_time + dt
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self._ui_time = t
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local status_str = "Loading mods"
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if state == "scanning" then
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status_str = "Scanning for mods"
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elseif state == "loading" then
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local mod = self._mods[self._mod_load_index]
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status_str = string.format("Loading mod %q", mod.name)
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end
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Gui.text(gui, status_str .. string.rep(".", (2 * t) % 4), "materials/fonts/arial", 16, nil, Vector3(5, 10, 1))
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end
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ModManager.remove_gui = function(self)
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self._gui = nil
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end
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ModManager._has_enabled_mods = function()
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return true
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end
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ModManager._check_reload = function()
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return Keyboard.pressed(BUTTON_INDEX_R) and
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Keyboard.button(BUTTON_INDEX_LEFT_SHIFT) +
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Keyboard.button(BUTTON_INDEX_LEFT_CTRL) == 2
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end
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ModManager.update = function(self, dt)
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local chat_print_buffer = self._chat_print_buffer
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local num_delayed_prints = #chat_print_buffer
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if num_delayed_prints > 0 and Managers.chat then
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for i = 1, num_delayed_prints, 1 do
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-- TODO: Use new chat system
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-- Managers.chat:add_local_system_message(1, chat_print_buffer[i], true)
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chat_print_buffer[i] = nil
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end
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end
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local old_state = self._state
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if self._settings.developer_mode and self:_check_reload() then
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self._reload_requested = true
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end
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if self._reload_requested and self._state == "done" then
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self:_reload_mods()
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end
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if self._state == "done" then
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for i = 1, self._num_mods, 1 do
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local mod = self._mods[i]
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if mod and not mod.callbacks_disabled then
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self:_run_callback(mod, "update", dt)
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end
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end
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elseif self._state == "scanning" then
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self:_build_mod_table()
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self._state = self:_load_mod(1)
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self._ui_time = 0
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elseif self._state == "loading" then
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local handle = self._loading_resource_handle
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if ResourcePackage.has_loaded(handle) then
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ResourcePackage.flush(handle)
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local mod = self._mods[self._mod_load_index]
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local next_index = mod.package_index + 1
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local mod_data = mod.data
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if next_index > #mod_data.packages then
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mod.state = "running"
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local ok, object = pcall(mod_data.run)
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if not ok then self:print("error", "%s", object) end
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local name = mod.name
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mod.object = object or {}
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self:_run_callback(mod, "init", self._reload_data[mod.id])
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self:print("info", "%s loaded.", name)
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self._state = self:_load_mod(self._mod_load_index + 1)
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else
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self:_load_package(mod, next_index)
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end
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end
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end
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local gui = self._gui
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if gui then self:_draw_state_to_gui(gui, dt) end
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if old_state ~= self._state then
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self:print("info", "%s -> %s", old_state, self._state)
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end
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end
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ModManager.all_mods_loaded = function(self)
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return self._state == "done"
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end
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ModManager.destroy = function(self)
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self:unload_all_mods()
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end
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ModManager._run_callback = function(self, mod, callback_name, ...)
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local object = mod.object
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local cb = object[callback_name]
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if not cb then
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return
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end
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local success, val = pcall(cb, object, ...)
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if success then
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return val
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else
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self:print("error", "%s", val or "[unknown error]")
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self:print("error", "Failed to run callback %q for mod %q with id %d. Disabling callbacks until reload.",
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callback_name, mod.name, mod.id)
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mod.callbacks_disabled = true
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end
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end
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ModManager._start_scan = function(self)
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self:print("info", "Starting mod scan")
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self._state = "scanning"
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end
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ModManager._build_mod_table = function(self)
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fassert(table.is_empty(self._mods), "Trying to add mods to non-empty mod table")
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for i, mod_data in ipairs(MOD_DATA) do
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printf("[ModManager] mods[%d] = name=%q", i, mod_data.name)
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self._mods[i] = {
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id = i,
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state = "not_loaded",
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callbacks_disabled = false,
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name = mod_data.name,
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loaded_packages = {},
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packages = mod_data.packages,
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}
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end
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self._num_mods = #self._mods
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self:print("info", "Found %i mods", #self._mods)
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end
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ModManager._load_mod = function(self, index)
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self._ui_time = 0
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local mods = self._mods
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local mod = mods[index]
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if not mod then
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table.clear(self._reload_data)
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return "done"
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end
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self:print("info", "loading mod %i", mod.id)
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Crashify.print_property("modded", true)
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mod.state = "loading"
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Crashify.print_property(string.format("Mod:%i:%s", mod.id, mod.name), true)
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self._mod_load_index = index
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self:_load_package(mod, 1)
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return "loading"
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end
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ModManager._load_package = function(self, mod, index)
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mod.package_index = index
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local package_name = mod.packages[index]
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if not package_name then
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return
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end
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self:print("info", "loading package %q", package_name)
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local resource_handle = Application.resource_package(package_name)
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self._loading_resource_handle = resource_handle
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ResourcePackage.load(resource_handle)
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mod.loaded_packages[#mod.loaded_packages + 1] = resource_handle
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end
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ModManager.unload_all_mods = function(self)
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if self._state ~= "done" then
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self:print("error", "Mods can't be unloaded, mod state is not \"done\". current: %q", self._state)
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return
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end
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self:print("info", "Unload all mod packages")
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for i = self._num_mods, 1, -1 do
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local mod = self._mods[i]
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if mod then
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self:unload_mod(i)
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end
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self._mods[i] = nil
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end
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self._num_mods = nil
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self._state = "unloaded"
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end
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ModManager.unload_mod = function(self, index)
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local mod = self._mods[index]
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if mod then
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self:print("info", "Unloading %q.", mod.name)
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self:_run_callback(mod, "on_unload")
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for _, handle in ipairs(mod.loaded_packages) do
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ResourcePackage.unload(handle)
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Application.release_resource_package(handle)
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end
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mod.state = "not_loaded"
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else
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self:print("error", "Mod index %i can't be unloaded, has not been loaded", index)
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end
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end
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ModManager._reload_mods = function(self)
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self:print("info", "reloading mods")
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for i = 1, self._num_mods, 1 do
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local mod = self._mods[i]
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if mod and mod.state == "running" then
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self:print("info", "reloading %s", mod.name)
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self._reload_data[i] = self:_run_callback(mod, "on_reload")
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else
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self:print("info", "not reloading mod, state: %s", mod.state)
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end
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end
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self:unload_all_mods()
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self:_start_scan()
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self._reload_requested = false
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end
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ModManager.on_game_state_changed = function(self, status, state_name, state_object)
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if self._state == "done" then
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for i = 1, self._num_mods, 1 do
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local mod = self._mods[i]
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if mod and not mod.callbacks_disabled then
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self:_run_callback(mod, "on_game_state_changed", status, state_name, state_object)
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end
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end
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else
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self:print("warning", "Ignored on_game_state_changed call due to being in state %q", self._state)
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end
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end
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ModManager.print = function(self, level, str, ...)
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local message = string.format("[ModManager][" .. level .. "] " .. str, ...)
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local log_level = LOG_LEVELS[level] or 99
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if log_level <= 2 then
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print(message)
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end
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if log_level <= self._settings.log_level then
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self._chat_print_buffer[#self._chat_print_buffer + 1] = message
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end
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end
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local function noop()
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end
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ModManager.network_bind = noop
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ModManager.network_unbind = noop
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ModManager.network_is_occupied = function()
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return false
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end
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ModManager.network_send = noop
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ModManager.rpc_mod_user_data = noop
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ModManager.register_network_event_delegate = noop
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ModManager.unregister_network_event_delegate = noop
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ModManager.network_context_created = noop
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return ModManager
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@ -147,7 +147,7 @@ fn build_mod_data_lua(state: Arc<State>) -> String {
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for mod_info in state
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.get_mods()
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.iter()
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.filter(|m| m.get_id() != "dmf" && m.get_enabled())
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.filter(|m| m.get_id() != "dml" && m.get_enabled())
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{
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lua.push_str(" {\n name = \"");
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lua.push_str(mod_info.get_name());
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@ -419,8 +419,9 @@ pub(crate) async fn deploy_mods(state: State) -> Result<()> {
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{
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let mods = state.get_mods();
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let first = mods.get(0);
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if first.is_none() || !(first.unwrap().get_id() == "dmf" && first.unwrap().get_enabled()) {
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eyre::bail!("'Darktide Mod Framework' needs to be installed, enabled and at the top of the load order");
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if first.is_none() || !(first.unwrap().get_id() == "dml" && first.unwrap().get_enabled()) {
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// TODO: Add a suggestion where to get it, once that's published
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eyre::bail!("'Darktide Mod Loader' needs to be installed, enabled and at the top of the load order");
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}
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}
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Reference in a new issue