Pull ModLoader in #156

Merged
lucas merged 3 commits from feat/builtin-dml into master 2024-07-10 23:23:39 +02:00
5 changed files with 518 additions and 121 deletions

View file

@ -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

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@ -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<<Lua Stack>>\n%s\n<</Lua Stack>>\n<<Lua Locals>>\n%s\n<</Lua Locals>>\n<<Lua Self>>\n%s\n<</Lua Self>>",
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<<Lua Stack>>\n%s<</Lua Stack>>\n<<Lua Locals>>\n%s<</Lua Locals>>\n<<Lua Self>>\n%s<</Lua Self>>",
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

View file

@ -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)

View file

@ -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);

View file

@ -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();