diff --git a/crates/dtmm/assets/init.lua b/crates/dtmm/assets/init.lua
new file mode 100644
index 0000000..e2acdbd
--- /dev/null
+++ b/crates/dtmm/assets/init.lua
@@ -0,0 +1,70 @@
+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
new file mode 100644
index 0000000..4da08a4
--- /dev/null
+++ b/crates/dtmm/assets/mod_loader.lua
@@ -0,0 +1,405 @@
+-- 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 c1131be..4dd2787 100644
--- a/crates/dtmm/assets/mod_main.lua.j2
+++ b/crates/dtmm/assets/mod_main.lua.j2
@@ -105,10 +105,16 @@ end
require("scripts/main")
log("mod_main", "'scripts/main' loaded")
--- 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.
+-- 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.
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")
@@ -121,19 +127,21 @@ local function patch_mod_loading_state()
self._package_manager = package_manager
self._package_handles = {
- ["packages/mods"] = package_manager:load("packages/mods", "StateBootDML", nil),
- ["packages/dml"] = package_manager:load("packages/dml", "StateBootDML", nil),
+ ["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadDML", nil),
}
end
- StateBootLoadDML._state_update = function(self, dt)
+ StateBootLoadDML._state_update = function(self, _)
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 mod_loader = DML.create_loader(mod_data)
+
+ local create_mod_loader = require("scripts/mods/init")
+ local mod_loader = create_mod_loader(mod_data)
+
Managers.mod = mod_loader
+
log("StateBootLoadDML", "DML loaded, exiting")
return true, false
end
@@ -148,9 +156,7 @@ local function patch_mod_loading_state()
self._next_state_params = params
end
- function StateGameLoadMods:update(main_dt)
- local state = self._loading_state
-
+ function StateGameLoadMods:update(_)
-- 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`.
@@ -188,8 +194,6 @@ 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 7ac703f..d5b397c 100644
--- a/crates/dtmm/src/controller/app.rs
+++ b/crates/dtmm/src/controller/app.rs
@@ -161,27 +161,21 @@ 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().filter(|i| i.enabled).enumerate().fold(
- String::new(),
- |mut s, (i, info)| {
+ let order = state
+ .mods
+ .iter()
+ .enumerate()
+ .filter(|(_, i)| i.enabled)
+ .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().filter(|i| i.enabled).enumerate() {
+ for (i, mod_info) in state.mods.iter().enumerate().filter(|(_, i)| i.enabled) {
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 a59a1fe..f0cfe96 100644
--- a/crates/dtmm/src/controller/deploy.rs
+++ b/crates/dtmm/src/controller/deploy.rs
@@ -26,7 +26,6 @@ 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";
@@ -225,11 +224,7 @@ async fn copy_mod_folders(state: Arc) -> Result> {
let mut tasks = Vec::new();
- for mod_info in state
- .mods
- .iter()
- .filter(|m| m.id != "dml" && m.enabled && !m.bundled)
- {
+ for mod_info in state.mods.iter().filter(|m| m.enabled && !m.bundled) {
let span = tracing::trace_span!("copying legacy mod", name = mod_info.name);
let _enter = span.enter();
@@ -283,7 +278,7 @@ fn build_mod_data_lua(state: Arc) -> Result {
.mods
.iter()
.filter_map(|m| {
- if m.id == "dml" || !m.enabled {
+ if !m.enabled {
return None;
}
@@ -325,31 +320,29 @@ async fn build_bundles(state: Arc) -> Result> {
let mut bundles = Vec::new();
- {
- tracing::trace!("Building mod data script");
-
- let span = tracing::debug_span!("Building mod data script");
+ let mut add_lua_asset = |name, data: &str| {
+ let span = tracing::info_span!("Compiling Lua", name, data_len = data.len());
let _enter = span.enter();
- 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");
+ let file = lua::compile(name, data).wrap_err("Failed to compile Lua")?;
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.id != "dml" && m.enabled && m.bundled)
- {
+ for mod_info in state.mods.iter().filter(|m| m.enabled && m.bundled) {
let span = tracing::trace_span!("building mod packages", name = mod_info.name);
let _enter = span.enter();
@@ -497,75 +490,6 @@ 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();