diff --git a/crates/dtmm/assets/init.lua b/crates/dtmm/assets/init.lua deleted file mode 100644 index e2acdbd..0000000 --- a/crates/dtmm/assets/init.lua +++ /dev/null @@ -1,70 +0,0 @@ -local StateGame = require("scripts/game_states/state_game") -local StateSplash = require("scripts/game_states/game/state_splash") -local GameStateMachine = require("scripts/foundation/utilities/game_state_machine") - -local function hook(obj, fn_name, cb) - local orig = obj[fn_name] - - obj[fn_name] = function(...) - return cb(orig, ...) - end -end - -function init(mod_data, boot_gui) - local ModLoader = require("scripts/mods/mod_loader") - local mod_loader = ModLoader:new(mod_data, boot_gui) - - -- The mod loader needs to remain active during game play, to - -- enable reloads - hook(StateGame, "update", function(func, dt, ...) - mod_loader:update(dt) - return func(dt, ...) - end) - - -- Skip splash view - hook(StateSplash, "on_enter", function(func, self, ...) - local result = func(self, ...) - - self._should_skip = true - self._continue = true - - return result - end) - - -- Trigger state change events - hook(GameStateMachine, "_change_state", function(func, self, ...) - local old_state = self._state - local old_state_name = old_state and self:current_state_name() - - if old_state_name then - mod_loader:on_game_state_changed("exit", old_state_name, old_state) - end - - local result = func(self, ...) - - local new_state = self._state - local new_state_name = new_state and self:current_state_name() - - if new_state_name then - mod_loader:on_game_state_changed("enter", new_state_name, new_state) - end - - return result - end) - - -- Trigger ending state change event - hook(GameStateMachine, "destroy", function(func, self, ...) - local old_state = self._state - local old_state_name = old_state and self:current_state_name() - - if old_state_name then - mod_loader:on_game_state_changed("exit", old_state_name) - end - - return func(self, ...) - end) - - return mod_loader -end - -return init diff --git a/crates/dtmm/assets/mod_loader.lua b/crates/dtmm/assets/mod_loader.lua deleted file mode 100644 index 4da08a4..0000000 --- a/crates/dtmm/assets/mod_loader.lua +++ /dev/null @@ -1,405 +0,0 @@ --- Copyright on this file is owned by Fatshark. --- It is extracted, used and modified with permission only for --- the purpose of loading mods within Warhammer 40,000: Darktide. -local ModLoader = class("ModLoader") - -local table_unpack = table.unpack or unpack -local table_pack = table.pack or pack - -local ScriptGui = require("scripts/foundation/utilities/script_gui") - -local FONT_MATERIAL = "content/ui/fonts/arial" - -local LOG_LEVELS = { - spew = 4, - info = 3, - warning = 2, - error = 1 -} -local DEFAULT_SETTINGS = { - log_level = LOG_LEVELS.error, - developer_mode = false -} - -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") - -ModLoader.init = function(self, mod_data, boot_gui) - table.dump(mod_data, nil, 5, function(...) Log.info("ModLoader", ...) end) - - self._mod_data = mod_data - self._gui = boot_gui - - self._settings = Application.user_setting("mod_settings") or DEFAULT_SETTINGS - - self._mods = {} - self._num_mods = nil - self._chat_print_buffer = {} - self._reload_data = {} - self._ui_time = 0 - - self._state = "scanning" -end - -ModLoader.developer_mode_enabled = function(self) - return self._settings.developer_mode -end - -ModLoader.set_developer_mode = function(self, enabled) - self._settings.developer_mode = enabled -end - -ModLoader._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" or state == "initializing" then - local mod = self._mods[self._mod_load_index] - status_str = string.format("Loading mod %q", mod.name) - end - - local msg = status_str .. string.rep(".", (2 * t) % 4) - ScriptGui.text(gui, msg, FONT_MATERIAL, 25, Vector3(20, 30, 1), Color.white()) -end - -ModLoader.remove_gui = function(self) - self._gui = nil -end - -ModLoader.mod_data = function(self, id) - -- Since this primarily exists for DMF, - -- we can optimize the search for its use case of looking for the - -- mod currently being loaded - local mod_data = self._mods[self._mod_load_index] - - if mod_data.id ~= id then - mod_data = nil - - for _, v in ipairs(self._mods) do - if v.id == id then - mod_data = v - end - end - end - - return mod_data -end - -ModLoader._check_reload = function() - return Keyboard.pressed(BUTTON_INDEX_R) and - Keyboard.button(BUTTON_INDEX_LEFT_SHIFT) + - Keyboard.button(BUTTON_INDEX_LEFT_CTRL) == 2 -end - -ModLoader.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 - -- TODO: Use new chat system - -- Managers.chat:add_local_system_message(1, chat_print_buffer[i], true) - - 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 old_state == "done" then - self:_reload_mods() - end - - if old_state == "done" then - self:_run_callbacks("update", dt) - elseif old_state == "scanning" then - Log.info("ModLoader", "Scanning for mods") - self:_build_mod_table() - - self._state = self:_load_mod(1) - self._ui_time = 0 - elseif old_state == "loading" then - local handle = self._loading_resource_handle - - if ResourcePackage.has_loaded(handle) then - ResourcePackage.flush(handle) - - local mod = self._mods[self._mod_load_index] - local next_index = mod.package_index + 1 - local mod_data = mod.data - - if next_index <= #mod_data.packages then - self:_load_package(mod, next_index) - else - self._state = "initializing" - end - end - elseif old_state == "initializing" then - local mod = self._mods[self._mod_load_index] - local mod_data = mod.data - - Log.info("ModLoader", "Initializing mod %q", mod.name) - - mod.state = "running" - local ok, object = xpcall(mod_data.run, function(err) - if type(err) == "string" then - return err .. "\n" .. Script.callstack() - else - return err - end - end) - - if not ok then - if object.error then - object = string.format( - "%s\n<>\n%s\n<>\n<>\n%s\n<>\n<>\n%s\n<>", - object.error, object.traceback, object.locals, object.self) - end - - Log.error("ModLoader", "Failed 'run' for %q: %s", mod.name, object) - end - - mod.object = object or {} - - self:_run_callback(mod, "init", self._reload_data[mod.id]) - - Log.info("ModLoader", "Finished loading %q", mod.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 - Log.info("ModLoader", "%s -> %s", old_state, self._state) - end -end - -ModLoader.all_mods_loaded = function(self) - return self._state == "done" -end - -ModLoader.destroy = function(self) - self:_run_callbacks("on_destroy") - self:unload_all_mods() -end - -ModLoader._run_callbacks = function(self, callback_name, ...) - for i = 1, self._num_mods, 1 do - local mod = self._mods[i] - - if mod and not mod.callbacks_disabled then - self:_run_callback(mod, callback_name, ...) - end - end -end - -ModLoader._run_callback = function(self, mod, callback_name, ...) - local object = mod.object - local cb = object[callback_name] - - if not cb then - return - end - - local args = table_pack(...) - - local success, val = xpcall( - function() return cb(object, table_unpack(args)) end, - function(err) - if type(err) == "string" then - return err .. "\n" .. Script.callstack() - else - return err - end - end - ) - - if success then - return val - else - Log.error("ModLoader", "Failed to run callback %q for mod %q with id %q. Disabling callbacks until reload.", - callback_name, mod.name, mod.id) - if val.error then - Log.error("ModLoader", - "Error: %s\n<>\n%s<>\n<>\n%s<>\n<>\n%s<>", - val.error, val.traceback, val.locals, val.self) - else - Log.error("ModLoader", "Error: %s", val or "[unknown error]") - end - - mod.callbacks_disabled = true - end -end - -ModLoader._start_scan = function(self) - Log.info("ModLoader", "Starting mod scan") - self._state = "scanning" -end - -ModLoader._build_mod_table = function(self) - fassert(table.is_empty(self._mods), "Trying to add mods to non-empty mod table") - - for i, mod_data in ipairs(self._mod_data) do - Log.info("ModLoader", "mods[%d] = id=%q | name=%q | bundled=%s", i, mod_data.id, mod_data.name, - tostring(mod_data.bundled)) - - self._mods[i] = { - id = mod_data.id, - state = "not_loaded", - callbacks_disabled = false, - name = mod_data.name, - loaded_packages = {}, - packages = mod_data.packages, - data = mod_data, - bundled = mod_data.bundled or false, - } - end - - self._num_mods = #self._mods - - Log.info("ModLoader", "Found %i mods", self._num_mods) -end - -ModLoader._load_mod = function(self, index) - self._ui_time = 0 - local mods = self._mods - local mod = mods[index] - - if not mod then - table.clear(self._reload_data) - - return "done" - end - - Log.info("ModLoader", "Loading mod %q", mod.id) - - mod.state = "loading" - - Crashify.print_property(string.format("Mod:%s:%s", mod.id, mod.name), true) - - self._mod_load_index = index - - if mod.bundled and mod.packages[1] then - self:_load_package(mod, 1) - return "loading" - else - return "initializing" - end -end - -ModLoader._load_package = function(self, mod, index) - mod.package_index = index - local package_name = mod.packages[index] - - if not package_name then - return - end - - Log.info("ModLoader", "Loading package %q", package_name) - - local resource_handle = Application.resource_package(package_name) - self._loading_resource_handle = resource_handle - - ResourcePackage.load(resource_handle) - - table.insert(mod.loaded_packages, resource_handle) -end - -ModLoader.unload_all_mods = function(self) - if self._state ~= "done" then - Log.error("ModLoader", "Mods can't be unloaded, mod state is not \"done\". current: %q", self._state) - - return - end - - Log.info("ModLoader", "Unload all mod packages") - - for i = self._num_mods, 1, -1 do - local mod = self._mods[i] - - if mod then - self:unload_mod(i) - end - - self._mods[i] = nil - end - - self._num_mods = nil - self._state = "unloaded" -end - -ModLoader.unload_mod = function(self, index) - local mod = self._mods[index] - - if mod then - Log.info("ModLoader", "Unloading %q.", mod.name) - - for _, handle in ipairs(mod.loaded_packages) do - ResourcePackage.unload(handle) - Application.release_resource_package(handle) - end - - mod.state = "not_loaded" - else - Log.error("ModLoader", "Mod index %i can't be unloaded, has not been loaded", index) - end -end - -ModLoader._reload_mods = function(self) - Log.info("ModLoader", "reloading mods") - - for i = 1, self._num_mods, 1 do - local mod = self._mods[i] - - if mod and mod.state == "running" then - Log.info("ModLoader", "reloading %s", mod.name) - - self._reload_data[mod.id] = self:_run_callback(mod, "on_reload") - else - Log.info("ModLoader", "not reloading mod, state: %s", mod.state) - end - end - - self:unload_all_mods() - self:_start_scan() - - self._reload_requested = false -end - -ModLoader.on_game_state_changed = function(self, status, state_name, state_object) - if self._state == "done" then - self:_run_callbacks("on_game_state_changed", status, state_name, state_object) - else - Log.warning("ModLoader", "Ignored on_game_state_changed call due to being in state %q", self._state) - end -end - -ModLoader.print = function(self, level, str, ...) - local f = Log[level] - if f then - f("ModLoader", str, ...) - else - local message = string.format("[ModLoader][" .. level .. "] " .. str, ...) - local log_level = LOG_LEVELS[level] or 99 - - if log_level <= 2 then - print(message) - end - end -end - -return ModLoader diff --git a/crates/dtmm/assets/mod_main.lua.j2 b/crates/dtmm/assets/mod_main.lua.j2 index 4dd2787..c1131be 100644 --- a/crates/dtmm/assets/mod_main.lua.j2 +++ b/crates/dtmm/assets/mod_main.lua.j2 @@ -105,16 +105,10 @@ end require("scripts/main") log("mod_main", "'scripts/main' loaded") --- We need to inject two states into two different state machines: --- First, we inject one into the `"Main"` state machine at a specific location, so that we're --- still early in the process, but right after `StateRequireScripts` where most game files --- are already available to `require` and hook. --- This is where the `ModLoader` is created initially. --- Then, we inject into the very first position of the `"Game"` state machine. This runs right --- after `StateGame._init_managers`, at which point all the parts needed for DMF and other mods --- have been initialized. --- This is where `ModLoader` will finally start loading mods. +-- Inject our state into the game. The state needs to run after `StateGame._init_managers`, +-- since some parts of DMF, and presumably other mods, depend on some of those managers to exist. local function patch_mod_loading_state() + local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base") local StateBootLoadDML = class("StateBootLoadDML", "StateBootSubStateBase") local StateGameLoadMods = class("StateGameLoadMods") @@ -127,21 +121,19 @@ local function patch_mod_loading_state() self._package_manager = package_manager self._package_handles = { - ["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadDML", nil), + ["packages/mods"] = package_manager:load("packages/mods", "StateBootDML", nil), + ["packages/dml"] = package_manager:load("packages/dml", "StateBootDML", nil), } end - StateBootLoadDML._state_update = function(self, _) + StateBootLoadDML._state_update = function(self, dt) local package_manager = self._package_manager if package_manager:update() then + local DML = require("scripts/mods/dml/init") local mod_data = require("scripts/mods/mod_data") - - local create_mod_loader = require("scripts/mods/init") - local mod_loader = create_mod_loader(mod_data) - + local mod_loader = DML.create_loader(mod_data) Managers.mod = mod_loader - log("StateBootLoadDML", "DML loaded, exiting") return true, false end @@ -156,7 +148,9 @@ local function patch_mod_loading_state() self._next_state_params = params end - function StateGameLoadMods:update(_) + function StateGameLoadMods:update(main_dt) + local state = self._loading_state + -- We're relying on the fact that DML internally makes sure -- that `Managers.mod:update()` is being called appropriately. -- The implementation as of this writing is to hook `StateGame.update`. @@ -194,6 +188,8 @@ local function patch_mod_loading_state() GameStateMachine_init(self, parent, StateGameLoadMods, params, creation_context, state_change_callbacks, name) -- And since we're done now, we can revert the function to its original GameStateMachine.init = GameStateMachine_init + + return else -- In all other cases, simply call the original GameStateMachine_init(self, parent, start_state, params, creation_context, state_change_callbacks, name) diff --git a/crates/dtmm/src/controller/app.rs b/crates/dtmm/src/controller/app.rs index d5b397c..7ac703f 100644 --- a/crates/dtmm/src/controller/app.rs +++ b/crates/dtmm/src/controller/app.rs @@ -161,21 +161,27 @@ where } pub(crate) fn check_mod_order(state: &ActionState) -> Result<()> { + { + let first = state.mods.get(0); + if first.is_none() || !(first.unwrap().id == "dml" && first.unwrap().enabled) { + // TODO: Add a suggestion where to get it, once that's published + eyre::bail!("'Darktide Mod Loader' needs to be installed, enabled and at the top of the load order"); + } + } + if tracing::enabled!(tracing::Level::DEBUG) { - let order = state - .mods - .iter() - .enumerate() - .filter(|(_, i)| i.enabled) - .fold(String::new(), |mut s, (i, info)| { + let order = state.mods.iter().filter(|i| i.enabled).enumerate().fold( + String::new(), + |mut s, (i, info)| { s.push_str(&format!("{}: {} - {}\n", i, info.id, info.name)); s - }); + }, + ); tracing::debug!("Mod order:\n{}", order); } - for (i, mod_info) in state.mods.iter().enumerate().filter(|(_, i)| i.enabled) { + for (i, mod_info) in state.mods.iter().filter(|i| i.enabled).enumerate() { for dep in &mod_info.depends { let dep_info = state.mods.iter().enumerate().find(|(_, m)| m.id == dep.id); diff --git a/crates/dtmm/src/controller/deploy.rs b/crates/dtmm/src/controller/deploy.rs index f0cfe96..a59a1fe 100644 --- a/crates/dtmm/src/controller/deploy.rs +++ b/crates/dtmm/src/controller/deploy.rs @@ -26,6 +26,7 @@ use crate::state::{ActionState, PackageInfo}; pub const MOD_BUNDLE_NAME: &str = "packages/mods"; pub const BOOT_BUNDLE_NAME: &str = "packages/boot"; +pub const DML_BUNDLE_NAME: &str = "packages/dml"; pub const BUNDLE_DATABASE_NAME: &str = "bundle_database.data"; pub const MOD_BOOT_SCRIPT: &str = "scripts/mod_main"; pub const MOD_DATA_SCRIPT: &str = "scripts/mods/mod_data"; @@ -224,7 +225,11 @@ async fn copy_mod_folders(state: Arc) -> Result> { let mut tasks = Vec::new(); - for mod_info in state.mods.iter().filter(|m| m.enabled && !m.bundled) { + for mod_info in state + .mods + .iter() + .filter(|m| m.id != "dml" && m.enabled && !m.bundled) + { let span = tracing::trace_span!("copying legacy mod", name = mod_info.name); let _enter = span.enter(); @@ -278,7 +283,7 @@ fn build_mod_data_lua(state: Arc) -> Result { .mods .iter() .filter_map(|m| { - if !m.enabled { + if m.id == "dml" || !m.enabled { return None; } @@ -320,29 +325,31 @@ async fn build_bundles(state: Arc) -> Result> { let mut bundles = Vec::new(); - let mut add_lua_asset = |name, data: &str| { - let span = tracing::info_span!("Compiling Lua", name, data_len = data.len()); + { + tracing::trace!("Building mod data script"); + + let span = tracing::debug_span!("Building mod data script"); let _enter = span.enter(); - let file = lua::compile(name, data).wrap_err("Failed to compile Lua")?; + let lua = build_mod_data_lua(state.clone()).wrap_err("Failed to build Lua mod data")?; + + tracing::trace!("Compiling mod data script"); + + let file = + lua::compile(MOD_DATA_SCRIPT, lua).wrap_err("Failed to compile mod data Lua file")?; + + tracing::trace!("Compile mod data script"); mod_bundle.add_file(file); - - Ok::<_, Report>(()) - }; - - build_mod_data_lua(state.clone()) - .wrap_err("Failed to build 'mod_data.lua'") - .and_then(|data| add_lua_asset(MOD_DATA_SCRIPT, &data))?; - add_lua_asset("scripts/mods/init", include_str!("../../assets/init.lua"))?; - add_lua_asset( - "scripts/mods/mod_loader", - include_str!("../../assets/mod_loader.lua"), - )?; + } tracing::trace!("Preparing tasks to deploy bundle files"); - for mod_info in state.mods.iter().filter(|m| m.enabled && m.bundled) { + for mod_info in state + .mods + .iter() + .filter(|m| m.id != "dml" && m.enabled && m.bundled) + { let span = tracing::trace_span!("building mod packages", name = mod_info.name); let _enter = span.enter(); @@ -490,6 +497,75 @@ async fn patch_boot_bundle(state: Arc) -> Result> { boot_bundle.add_file(f); } + { + tracing::trace!("Handling DML packages and bundle"); + let span = tracing::trace_span!("handle DML"); + let _enter = span.enter(); + + let mut variant = BundleFileVariant::new(); + + let mod_info = state + .mods + .iter() + .find(|m| m.id == "dml") + .ok_or_else(|| eyre::eyre!("DML not found in mod list"))?; + let pkg_info = mod_info + .packages + .get(0) + .ok_or_else(|| eyre::eyre!("invalid mod package for DML")) + .with_suggestion(|| "Re-download and import the newest version.".to_string())?; + let bundle_name = format!("{:016x}", Murmur64::hash(&pkg_info.name)); + let src = state.mod_dir.join(&mod_info.id).join(&bundle_name); + + { + let bin = fs::read(&src) + .await + .wrap_err_with(|| format!("Failed to read bundle file '{}'", src.display()))?; + let name = Bundle::get_name_from_path(&state.ctx, &src); + + let dml_bundle = Bundle::from_binary(&state.ctx, name, bin) + .wrap_err_with(|| format!("Failed to parse bundle '{}'", src.display()))?; + + bundles.push(dml_bundle); + }; + + { + let dest = bundle_dir.join(&bundle_name); + let pkg_name = pkg_info.name.clone(); + let mod_name = mod_info.name.clone(); + + tracing::debug!( + "Copying bundle {} for mod {}: {} -> {}", + pkg_name, + mod_name, + src.display(), + dest.display() + ); + // We attempt to remove any previous file, so that the hard link can be created. + // We can reasonably ignore errors here, as a 'NotFound' is actually fine, the copy + // may be possible despite an error here, or the error will be reported by it anyways. + // TODO: There is a chance that we delete an actual game bundle, but with 64bit + // hashes, it's low enough for now, and the setup required to detect + // "game bundle vs mod bundle" is non-trivial. + let _ = fs::remove_file(&dest).await; + fs::copy(&src, &dest).await.wrap_err_with(|| { + format!( + "Failed to copy bundle {pkg_name} for mod {mod_name}. Src: {}, dest: {}", + src.display(), + dest.display() + ) + })?; + } + + let pkg = make_package(pkg_info).wrap_err("Failed to create package file for dml")?; + variant.set_data(pkg.to_binary()?); + + let mut f = BundleFile::new(DML_BUNDLE_NAME.to_string(), BundleFileType::Package); + f.add_variant(variant); + + boot_bundle.add_file(f); + } + { let span = tracing::debug_span!("Importing mod main script"); let _enter = span.enter();