Darktide Mod Manager #39

Merged
lucas merged 91 commits from feat/dtmm into master 2023-03-01 22:27:42 +01:00
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@ -1,3 +1,7 @@
local _G = _G
local rawget = rawget
local rawset = rawset
local log = function(category, format, ...) local log = function(category, format, ...)
local Log = rawget(_G, "Log") local Log = rawget(_G, "Log")
if Log then if Log then
@ -7,87 +11,69 @@ local log = function(category, format, ...)
end end
end end
log("mod_main", " Initializing mods...")
-- Keep a backup of certain system libraries before
-- Fatshark's code scrubs them.
-- The loader can then decide to pass them on to mods, or ignore them
local libs = {
io = io,
debug = debug,
ffi = ffi,
os = os,
load = load,
loadfile = loadfile,
loadstring = loadstring,
}
require("scripts/main")
log("mod_main", "'scripts/main' loaded")
local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base")
-- A necessary override.
-- The original does not proxy `dt` to `_state_update`, but we need that.
StateBootSubStateBase.update = function (self, dt)
local done, error = self:_state_update(dt)
local params = self._params
if error then
return StateError, { error }
elseif done then
local next_index = params.sub_state_index + 1
params.sub_state_index = next_index
local next_state_data = params.states[next_index]
if next_state_data then
return next_state_data[1], self._params
else
self._parent:sub_states_done()
end
end
end
local StateBootLoadMods = class("StateBootLoadMods", "StateBootSubStateBase")
StateBootLoadMods.on_enter = function (self, parent, params)
log("StateBootLoadMods", "Entered")
StateBootLoadMods.super.on_enter(self, parent, params)
local state_params = self:_state_params()
local package_manager = state_params.package_manager
self._state = "load_package"
self._package_manager = package_manager
self._package_handles = {
["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadMods", nil),
["packages/dml"] = package_manager:load("packages/dml", "StateBootLoadMods", nil),
}
end
StateBootLoadMods._state_update = function (self, dt)
local state = self._state
local package_manager = self._package_manager
if state == "load_package" and package_manager:update() then
log("StateBootLoadMods", "Packages loaded, loading mods")
self._state = "load_mods"
local mod_loader = require("scripts/mods/dml/init")
self._mod_loader = mod_loader
local mod_data = require("scripts/mods/mod_data")
mod_loader:init(mod_data, libs, self._parent:gui())
elseif state == "load_mods" and self._mod_loader:update(dt) then
log("StateBootLoadMods", "Mods loaded, exiting")
return true, false
end
return false, false
end
-- Patch `GameStateMachine.init` to add our own state for loading mods. -- Patch `GameStateMachine.init` to add our own state for loading mods.
-- In the future, Fatshark might provide us with a dedicated way to do this. -- In the future, Fatshark might provide us with a dedicated way to do this.
local function patch_mod_loading_state() local function patch_mod_loading_state()
log("mod_main", "Adding mod loading state") local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base")
-- A necessary override.
-- The original does not proxy `dt` to `_state_update`, but we need that.
StateBootSubStateBase.update = function (self, dt)
local done, error = self:_state_update(dt)
local params = self._params
if error then
return StateError, { error }
elseif done then
local next_index = params.sub_state_index + 1
params.sub_state_index = next_index
local next_state_data = params.states[next_index]
if next_state_data then
return next_state_data[1], self._params
else
self._parent:sub_states_done()
end
end
end
local StateBootLoadMods = class("StateBootLoadMods", "StateBootSubStateBase")
StateBootLoadMods.on_enter = function (self, parent, params)
log("StateBootLoadMods", "Entered")
StateBootLoadMods.super.on_enter(self, parent, params)
local state_params = self:_state_params()
local package_manager = state_params.package_manager
self._state = "load_package"
self._package_manager = package_manager
self._package_handles = {
["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadMods", nil),
["packages/dml"] = package_manager:load("packages/dml", "StateBootLoadMods", nil),
}
end
StateBootLoadMods._state_update = function (self, dt)
local state = self._state
local package_manager = self._package_manager
if state == "load_package" and package_manager:update() then
log("StateBootLoadMods", "Packages loaded, loading mods")
self._state = "load_mods"
local mod_loader = require("scripts/mods/dml/init")
self._mod_loader = mod_loader
local mod_data = require("scripts/mods/mod_data")
mod_loader:init(mod_data, self._parent:gui())
elseif state == "load_mods" and self._mod_loader:update(dt) then
log("StateBootLoadMods", "Mods loaded, exiting")
return true, false
end
return false, false
end
local GameStateMachine = require("scripts/foundation/utilities/game_state_machine") local GameStateMachine = require("scripts/foundation/utilities/game_state_machine")
local patched = false local patched = false
@ -95,6 +81,7 @@ local function patch_mod_loading_state()
local GameStateMachine_init = GameStateMachine.init local GameStateMachine_init = GameStateMachine.init
GameStateMachine.init = function(self, parent, start_state, params, ...) GameStateMachine.init = function(self, parent, start_state, params, ...)
if not patched then if not patched then
log("mod_main", "Injecting mod loading state")
patched = true patched = true
-- Hardcoded position after `StateRequireScripts`. -- Hardcoded position after `StateRequireScripts`.
@ -112,13 +99,94 @@ local function patch_mod_loading_state()
GameStateMachine_init(self, parent, start_state, params, ...) GameStateMachine_init(self, parent, start_state, params, ...)
end end
log("mod_main", "Mod patching complete") log("mod_main", "Mod patching complete")
end end
log("mod_main", "Initializing mods...")
local require_store = {}
Mods = {
-- Keep a backup of certain system libraries before
-- Fatshark's code scrubs them.
-- The loader can then decide to pass them on to mods, or ignore them
lua = setmetatable({}, {
io = io,
debug = debug,
ffi = ffi,
os = os,
load = load,
loadfile = loadfile,
loadstring = loadstring,
}),
require_store = require_store
}
local can_insert = function(filepath, new_result)
local store = require_store[filepath]
if not store or #store then
return true
end
if store[#store] ~= new_result then
return true
end
end
local original_require = require
require = function(filepath, ...)
local result = original_require(filepath, ...)
if result and type(result) == "table" then
if can_insert(filepath, result) then
require_store[filepath] = require_store[filepath] or {}
local store = require_store[filepath]
table.insert(store, result)
if Mods.hook then
Mods.hook.enable_by_file(filepath, #store)
end
end
end
return result
end
require("scripts/boot_init")
require("scripts/foundation/utilities/class")
-- The `__index` metamethod maps a proper identifier `CLASS.MyClassName` to the
-- stringified version of the key: `"MyClassName"`.
-- This allows using LuaCheck for the stringified class names in hook parameters.
_G.CLASS = setmetatable({}, {
__index = function(_, key)
return key
end
})
local original_class = class
class = function(class_name, super_name, ...)
local result = original_class(class_name, super_name, ...)
if not rawget(_G, class_name) then
rawset(_G, class_name, result)
end
if not rawget(_G.CLASS, class_name) then
rawset(_G.CLASS, class_name, result)
end
return result
end
require("scripts/main")
log("mod_main", "'scripts/main' loaded")
-- Override `init` to run our injection
function init() function init()
patch_mod_loading_state()
-- As requested by Fatshark
local StateRequireScripts = require("scripts/game_states/boot/state_require_scripts") local StateRequireScripts = require("scripts/game_states/boot/state_require_scripts")
StateRequireScripts._get_is_modded = function() return true end StateRequireScripts._get_is_modded = function() return true end
patch_mod_loading_state()
Main:init() Main:init()
end end