Pull ModLoader in #156
5 changed files with 518 additions and 121 deletions
70
crates/dtmm/assets/init.lua
Normal file
70
crates/dtmm/assets/init.lua
Normal file
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@ -0,0 +1,70 @@
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local StateGame = require("scripts/game_states/state_game")
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local StateSplash = require("scripts/game_states/game/state_splash")
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local GameStateMachine = require("scripts/foundation/utilities/game_state_machine")
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local function hook(obj, fn_name, cb)
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local orig = obj[fn_name]
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obj[fn_name] = function(...)
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return cb(orig, ...)
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end
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end
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function init(mod_data, boot_gui)
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local ModLoader = require("scripts/mods/mod_loader")
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local mod_loader = ModLoader:new(mod_data, boot_gui)
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-- The mod loader needs to remain active during game play, to
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-- enable reloads
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hook(StateGame, "update", function(func, dt, ...)
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mod_loader:update(dt)
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return func(dt, ...)
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end)
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-- Skip splash view
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hook(StateSplash, "on_enter", function(func, self, ...)
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local result = func(self, ...)
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self._should_skip = true
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self._continue = true
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return result
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end)
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-- Trigger state change events
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hook(GameStateMachine, "_change_state", function(func, self, ...)
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local old_state = self._state
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local old_state_name = old_state and self:current_state_name()
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if old_state_name then
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mod_loader:on_game_state_changed("exit", old_state_name, old_state)
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end
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local result = func(self, ...)
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local new_state = self._state
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local new_state_name = new_state and self:current_state_name()
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if new_state_name then
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mod_loader:on_game_state_changed("enter", new_state_name, new_state)
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end
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return result
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end)
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-- Trigger ending state change event
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hook(GameStateMachine, "destroy", function(func, self, ...)
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local old_state = self._state
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local old_state_name = old_state and self:current_state_name()
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if old_state_name then
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mod_loader:on_game_state_changed("exit", old_state_name)
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end
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return func(self, ...)
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end)
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return mod_loader
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end
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return init
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405
crates/dtmm/assets/mod_loader.lua
Normal file
405
crates/dtmm/assets/mod_loader.lua
Normal file
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@ -0,0 +1,405 @@
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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 ModLoader = class("ModLoader")
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local table_unpack = table.unpack or unpack
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local table_pack = table.pack or pack
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local ScriptGui = require("scripts/foundation/utilities/script_gui")
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local FONT_MATERIAL = "content/ui/fonts/arial"
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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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ModLoader.init = function(self, mod_data, boot_gui)
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table.dump(mod_data, nil, 5, function(...) Log.info("ModLoader", ...) end)
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self._mod_data = mod_data
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self._gui = boot_gui
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self._settings = Application.user_setting("mod_settings") or DEFAULT_SETTINGS
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self._mods = {}
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self._num_mods = nil
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self._chat_print_buffer = {}
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self._reload_data = {}
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self._ui_time = 0
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self._state = "scanning"
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end
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ModLoader.developer_mode_enabled = function(self)
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return self._settings.developer_mode
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end
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ModLoader.set_developer_mode = function(self, enabled)
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self._settings.developer_mode = enabled
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end
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ModLoader._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" or state == "initializing" 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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local msg = status_str .. string.rep(".", (2 * t) % 4)
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ScriptGui.text(gui, msg, FONT_MATERIAL, 25, Vector3(20, 30, 1), Color.white())
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end
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ModLoader.remove_gui = function(self)
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self._gui = nil
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end
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ModLoader.mod_data = function(self, id)
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-- Since this primarily exists for DMF,
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-- we can optimize the search for its use case of looking for the
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-- mod currently being loaded
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local mod_data = self._mods[self._mod_load_index]
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if mod_data.id ~= id then
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mod_data = nil
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for _, v in ipairs(self._mods) do
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if v.id == id then
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mod_data = v
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end
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end
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end
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return mod_data
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end
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ModLoader._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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ModLoader.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 old_state == "done" then
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self:_reload_mods()
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end
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if old_state == "done" then
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self:_run_callbacks("update", dt)
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elseif old_state == "scanning" then
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Log.info("ModLoader", "Scanning for mods")
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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 old_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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self:_load_package(mod, next_index)
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else
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self._state = "initializing"
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end
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end
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elseif old_state == "initializing" then
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local mod = self._mods[self._mod_load_index]
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local mod_data = mod.data
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Log.info("ModLoader", "Initializing mod %q", mod.name)
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mod.state = "running"
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local ok, object = xpcall(mod_data.run, function(err)
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if type(err) == "string" then
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return err .. "\n" .. Script.callstack()
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else
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return err
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end
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end)
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if not ok then
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if object.error then
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object = string.format(
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"%s\n<<Lua Stack>>\n%s\n<</Lua Stack>>\n<<Lua Locals>>\n%s\n<</Lua Locals>>\n<<Lua Self>>\n%s\n<</Lua Self>>",
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object.error, object.traceback, object.locals, object.self)
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end
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Log.error("ModLoader", "Failed 'run' for %q: %s", mod.name, object)
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end
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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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Log.info("ModLoader", "Finished loading %q", mod.name)
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self._state = self:_load_mod(self._mod_load_index + 1)
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end
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local gui = self._gui
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if gui then
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self:_draw_state_to_gui(gui, dt)
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end
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if old_state ~= self._state then
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Log.info("ModLoader", "%s -> %s", old_state, self._state)
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end
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end
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ModLoader.all_mods_loaded = function(self)
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return self._state == "done"
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end
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ModLoader.destroy = function(self)
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self:_run_callbacks("on_destroy")
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self:unload_all_mods()
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end
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ModLoader._run_callbacks = function(self, callback_name, ...)
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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, callback_name, ...)
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end
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end
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end
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ModLoader._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 args = table_pack(...)
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local success, val = xpcall(
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function() return cb(object, table_unpack(args)) end,
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function(err)
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if type(err) == "string" then
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return err .. "\n" .. Script.callstack()
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else
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return err
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end
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end
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)
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if success then
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return val
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else
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Log.error("ModLoader", "Failed to run callback %q for mod %q with id %q. Disabling callbacks until reload.",
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callback_name, mod.name, mod.id)
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if val.error then
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Log.error("ModLoader",
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"Error: %s\n<<Lua Stack>>\n%s<</Lua Stack>>\n<<Lua Locals>>\n%s<</Lua Locals>>\n<<Lua Self>>\n%s<</Lua Self>>",
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val.error, val.traceback, val.locals, val.self)
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else
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Log.error("ModLoader", "Error: %s", val or "[unknown error]")
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end
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mod.callbacks_disabled = true
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end
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end
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ModLoader._start_scan = function(self)
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Log.info("ModLoader", "Starting mod scan")
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self._state = "scanning"
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end
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ModLoader._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(self._mod_data) do
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Log.info("ModLoader", "mods[%d] = id=%q | name=%q | bundled=%s", i, mod_data.id, mod_data.name,
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tostring(mod_data.bundled))
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self._mods[i] = {
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id = mod_data.id,
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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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data = mod_data,
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bundled = mod_data.bundled or false,
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}
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end
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self._num_mods = #self._mods
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Log.info("ModLoader", "Found %i mods", self._num_mods)
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end
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ModLoader._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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Log.info("ModLoader", "Loading mod %q", mod.id)
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mod.state = "loading"
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Crashify.print_property(string.format("Mod:%s:%s", mod.id, mod.name), true)
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self._mod_load_index = index
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if mod.bundled and mod.packages[1] then
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self:_load_package(mod, 1)
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return "loading"
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else
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return "initializing"
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end
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end
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ModLoader._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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Log.info("ModLoader", "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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table.insert(mod.loaded_packages, resource_handle)
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end
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ModLoader.unload_all_mods = function(self)
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if self._state ~= "done" then
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Log.error("ModLoader", "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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Log.info("ModLoader", "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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ModLoader.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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Log.info("ModLoader", "Unloading %q.", mod.name)
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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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Log.error("ModLoader", "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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ModLoader._reload_mods = function(self)
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Log.info("ModLoader", "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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Log.info("ModLoader", "reloading %s", mod.name)
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self._reload_data[mod.id] = self:_run_callback(mod, "on_reload")
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else
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Log.info("ModLoader", "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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ModLoader.on_game_state_changed = function(self, status, state_name, state_object)
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if self._state == "done" then
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self:_run_callbacks("on_game_state_changed", status, state_name, state_object)
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else
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Log.warning("ModLoader", "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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ModLoader.print = function(self, level, str, ...)
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local f = Log[level]
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if f then
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f("ModLoader", str, ...)
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else
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local message = string.format("[ModLoader][" .. 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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end
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end
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return ModLoader
|
|
@ -105,10 +105,16 @@ end
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|||
require("scripts/main")
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log("mod_main", "'scripts/main' loaded")
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|
||||
-- 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)
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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<ActionState>) -> Result<Vec<String>> {
|
|||
|
||||
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<ActionState>) -> Result<String> {
|
|||
.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<ActionState>) -> Result<Vec<Bundle>> {
|
|||
|
||||
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<ActionState>) -> Result<Vec<Bundle>> {
|
|||
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();
|
||||
|
|
Loading…
Add table
Reference in a new issue