use std::ffi::CString;
use std::io::{Cursor, ErrorKind};
use std::path::{Path, PathBuf};
use std::str::FromStr;
use std::sync::Arc;
use color_eyre::eyre::Context;
use color_eyre::{eyre, Help, Result};
use futures::stream;
use futures::StreamExt;
use sdk::filetype::lua;
use sdk::filetype::package::Package;
use sdk::murmur::Murmur64;
use sdk::{
Bundle, BundleDatabase, BundleFile, BundleFileType, BundleFileVariant, FromBinary, ToBinary,
};
use tokio::fs;
use tokio::io::AsyncWriteExt;
use tracing::Instrument;
use crate::state::{PackageInfo, State};
const MOD_BUNDLE_NAME: &str = "packages/mods";
const BOOT_BUNDLE_NAME: &str = "packages/boot";
const DML_BUNDLE_NAME: &str = "packages/dml";
const BUNDLE_DATABASE_NAME: &str = "bundle_database.data";
const MOD_BOOT_SCRIPT: &str = "scripts/mod_main";
const MOD_DATA_SCRIPT: &str = "scripts/mods/mod_data";
const SETTINGS_FILE_PATH: &str = "application_settings/settings_common.ini";
#[tracing::instrument]
async fn read_file_with_backup
(path: P) -> Result>
where
P: AsRef + std::fmt::Debug,
{
let path = path.as_ref();
let backup_path = {
let mut p = PathBuf::from(path);
let ext = if let Some(ext) = p.extension() {
ext.to_string_lossy().to_string() + ".bak"
} else {
String::from("bak")
};
p.set_extension(ext);
p
};
let file_name = path
.file_name()
.map(|s| s.to_string_lossy().to_string())
.unwrap_or_else(|| String::from("file"));
let bin = match fs::read(&backup_path).await {
Ok(bin) => bin,
Err(err) if err.kind() == ErrorKind::NotFound => {
// TODO: This doesn't need to be awaited here, yet.
// I only need to make sure it has finished before writing the changed bundle.
tracing::debug!(
"Backup does not exist. Backing up original {} to '{}'",
file_name,
backup_path.display()
);
fs::copy(path, &backup_path).await.wrap_err_with(|| {
format!(
"failed to back up {} '{}' to '{}'",
file_name,
path.display(),
backup_path.display()
)
})?;
tracing::debug!("Reading {} from original '{}'", file_name, path.display());
fs::read(path).await.wrap_err_with(|| {
format!("failed to read {} file: {}", file_name, path.display())
})?
}
Err(err) => {
return Err(err).wrap_err_with(|| {
format!(
"failed to read {} from backup '{}'",
file_name,
backup_path.display()
)
});
}
};
Ok(bin)
}
#[tracing::instrument(skip_all)]
async fn patch_game_settings(state: Arc) -> Result<()> {
let settings_path = state.game_dir.join("bundle").join(SETTINGS_FILE_PATH);
let settings = read_file_with_backup(&settings_path)
.await
.wrap_err("failed to read settings.ini")?;
let settings = String::from_utf8(settings).wrap_err("settings.ini is not valid UTF-8")?;
let mut f = fs::File::create(&settings_path)
.await
.wrap_err_with(|| format!("failed to open {}", settings_path.display()))?;
let Some(i) = settings.find("boot_script =") else {
eyre::bail!("couldn't find 'boot_script' field");
};
f.write_all(settings[0..i].as_bytes()).await?;
f.write_all(b"boot_script = \"scripts/mod_main\"").await?;
let Some(j) = settings[i..].find('\n') else {
eyre::bail!("couldn't find end of 'boot_script' field");
};
f.write_all(settings[(i + j)..].as_bytes()).await?;
Ok(())
}
#[tracing::instrument(skip_all, fields(package = info.name))]
fn make_package(info: &PackageInfo) -> Result {
let mut pkg = Package::new(info.name.clone(), PathBuf::new());
for f in &info.files {
let mut it = f.rsplit('.');
let file_type = it
.next()
.ok_or_else(|| eyre::eyre!("missing file extension"))
.and_then(BundleFileType::from_str)
.wrap_err("invalid file name in package info")?;
let name: String = it.collect();
pkg.add_file(file_type, name);
}
Ok(pkg)
}
fn build_mod_data_lua(state: Arc) -> String {
let mut lua = String::from("return {\n");
// DMF is handled explicitely by the loading procedures, as it actually drives most of that
// and should therefore not show up in the load order.
for mod_info in state.mods.iter().filter(|m| m.id != "dml" && m.enabled) {
lua.push_str(" {\n name = \"");
lua.push_str(&mod_info.name);
lua.push_str("\",\n id = \"");
lua.push_str(&mod_info.id);
lua.push_str("\",\n run = function()\n");
let resources = &mod_info.resources;
if resources.data.is_some() || resources.localization.is_some() {
lua.push_str(" new_mod(\"");
lua.push_str(&mod_info.id);
lua.push_str("\", {\n mod_script = \"");
lua.push_str(&resources.init.to_string_lossy());
if let Some(data) = resources.data.as_ref() {
lua.push_str("\",\n mod_data = \"");
lua.push_str(&data.to_string_lossy());
}
if let Some(localization) = &resources.localization {
lua.push_str("\",\n mod_localization = \"");
lua.push_str(&localization.to_string_lossy());
}
lua.push_str("\",\n })\n");
} else {
lua.push_str(" return dofile(\"");
lua.push_str(&resources.init.to_string_lossy());
lua.push_str("\")\n");
}
lua.push_str(" end,\n packages = {\n");
for pkg_info in &mod_info.packages {
lua.push_str(" \"");
lua.push_str(&pkg_info.name);
lua.push_str("\",\n");
}
lua.push_str(" },\n },\n");
}
lua.push('}');
tracing::debug!("mod_data_lua:\n{}", lua);
lua
}
#[tracing::instrument(skip_all)]
async fn build_bundles(state: Arc) -> Result> {
let mut mod_bundle = Bundle::new(MOD_BUNDLE_NAME.to_string());
let mut tasks = Vec::new();
let bundle_dir = Arc::new(state.game_dir.join("bundle"));
let mut bundles = Vec::new();
{
let span = tracing::debug_span!("Building mod data script");
let _enter = span.enter();
let lua = build_mod_data_lua(state.clone());
let lua = CString::new(lua).wrap_err("failed to build CString from mod data Lua string")?;
let file =
lua::compile(MOD_DATA_SCRIPT, &lua).wrap_err("failed to compile mod data Lua file")?;
mod_bundle.add_file(file);
}
for mod_info in state.mods.iter().filter(|m| m.id != "dml" && m.enabled) {
let span = tracing::trace_span!("building mod packages", name = mod_info.name);
let _enter = span.enter();
let mod_dir = state.get_mod_dir().join(&mod_info.id);
for pkg_info in &mod_info.packages {
let span = tracing::trace_span!("building package", name = pkg_info.name);
let _enter = span.enter();
let pkg = make_package(pkg_info).wrap_err("failed to make package")?;
let mut variant = BundleFileVariant::new();
let bin = pkg
.to_binary()
.wrap_err("failed to serialize package to binary")?;
variant.set_data(bin);
let mut file = BundleFile::new(pkg_info.name.clone(), BundleFileType::Package);
file.add_variant(variant);
mod_bundle.add_file(file);
let bundle_name = Murmur64::hash(&pkg_info.name)
.to_string()
.to_ascii_lowercase();
let src = mod_dir.join(&bundle_name);
let dest = bundle_dir.join(&bundle_name);
let pkg_name = pkg_info.name.clone();
let mod_name = mod_info.name.clone();
// Explicitely drop the guard, so that we can move the span
// into the async operation
drop(_enter);
let ctx = state.ctx.clone();
let task = async move {
let bundle = {
let bin = fs::read(&src).await.wrap_err_with(|| {
format!("failed to read bundle file '{}'", src.display())
})?;
let name = Bundle::get_name_from_path(&ctx, &src);
Bundle::from_binary(&ctx, name, bin)
.wrap_err_with(|| format!("failed to parse bundle '{}'", src.display()))?
};
tracing::debug!(
src = %src.display(),
dest = %dest.display(),
"Copying bundle '{}' for mod '{}'",
pkg_name,
mod_name,
);
// 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()
)
})?;
Ok::(bundle)
}
.instrument(span);
tasks.push(task);
}
}
tracing::debug!("Copying {} mod bundles", tasks.len());
let mut tasks = stream::iter(tasks).buffer_unordered(10);
while let Some(res) = tasks.next().await {
let bundle = res?;
bundles.push(bundle);
}
{
let path = bundle_dir.join(format!("{:x}", mod_bundle.name().to_murmur64()));
tracing::trace!("Writing mod bundle to '{}'", path.display());
fs::write(&path, mod_bundle.to_binary()?)
.await
.wrap_err_with(|| format!("failed to write bundle to '{}'", path.display()))?;
}
bundles.push(mod_bundle);
Ok(bundles)
}
#[tracing::instrument(skip_all)]
async fn patch_boot_bundle(state: Arc) -> Result> {
let bundle_dir = Arc::new(state.game_dir.join("bundle"));
let bundle_path = bundle_dir.join(format!("{:x}", Murmur64::hash(BOOT_BUNDLE_NAME.as_bytes())));
let mut bundles = Vec::with_capacity(2);
let mut boot_bundle = async {
let bin = read_file_with_backup(&bundle_path)
.await
.wrap_err("failed to read boot bundle")?;
Bundle::from_binary(&state.ctx, BOOT_BUNDLE_NAME.to_string(), bin)
.wrap_err("failed to parse boot bundle")
}
.instrument(tracing::trace_span!("read boot bundle"))
.await
.wrap_err_with(|| format!("failed to read bundle '{}'", BOOT_BUNDLE_NAME))?;
{
tracing::trace!("Adding mod package file to boot bundle");
let span = tracing::trace_span!("create mod package file");
let _enter = span.enter();
let mut pkg = Package::new(MOD_BUNDLE_NAME.to_string(), PathBuf::new());
for mod_info in &state.mods {
for pkg_info in &mod_info.packages {
pkg.add_file(BundleFileType::Package, &pkg_info.name);
}
}
pkg.add_file(BundleFileType::Lua, MOD_DATA_SCRIPT);
let mut variant = BundleFileVariant::new();
variant.set_data(pkg.to_binary()?);
let mut f = BundleFile::new(MOD_BUNDLE_NAME.to_string(), BundleFileType::Package);
f.add_variant(variant);
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 = Murmur64::hash(&pkg_info.name)
.to_string()
.to_ascii_lowercase();
let src = state.get_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();
let lua = include_str!("../../assets/mod_main.lua");
let lua = CString::new(lua).wrap_err("failed to build CString from mod main Lua string")?;
let file =
lua::compile(MOD_BOOT_SCRIPT, &lua).wrap_err("failed to compile mod main Lua file")?;
boot_bundle.add_file(file);
}
async {
let bin = boot_bundle
.to_binary()
.wrap_err("failed to serialize boot bundle")?;
fs::write(&bundle_path, bin)
.await
.wrap_err_with(|| format!("failed to write main bundle: {}", bundle_path.display()))
}
.instrument(tracing::trace_span!("write boot bundle"))
.await?;
bundles.push(boot_bundle);
Ok(bundles)
}
#[tracing::instrument(skip_all, fields(bundles = bundles.len()))]
async fn patch_bundle_database(state: Arc, bundles: Vec) -> Result<()> {
let bundle_dir = Arc::new(state.game_dir.join("bundle"));
let database_path = bundle_dir.join(BUNDLE_DATABASE_NAME);
let mut db = {
let bin = read_file_with_backup(&database_path)
.await
.wrap_err("failed to read bundle database")?;
let mut r = Cursor::new(bin);
let db = BundleDatabase::from_binary(&mut r).wrap_err("failed to parse bundle database")?;
tracing::trace!("Finished parsing bundle database");
db
};
for bundle in bundles {
tracing::trace!("Adding '{}' to bundle database", bundle.name().display());
db.add_bundle(&bundle);
}
{
let bin = db
.to_binary()
.wrap_err("failed to serialize bundle database")?;
fs::write(&database_path, bin).await.wrap_err_with(|| {
format!(
"failed to write bundle database to '{}'",
database_path.display()
)
})?;
}
Ok(())
}
#[tracing::instrument(skip_all, fields(
game_dir = %state.game_dir.display(),
mods = state.mods.len()
))]
pub(crate) async fn deploy_mods(state: State) -> Result<()> {
let state = Arc::new(state);
{
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");
}
}
tracing::info!(
"Deploying {} mods to {}",
state.mods.len(),
state.game_dir.join("bundle").display()
);
tracing::info!("Build mod bundles");
let mut bundles = build_bundles(state.clone())
.await
.wrap_err("failed to build mod bundles")?;
tracing::info!("Patch boot bundle");
let mut more_bundles = patch_boot_bundle(state.clone())
.await
.wrap_err("failed to patch boot bundle")?;
bundles.append(&mut more_bundles);
tracing::info!("Patch game settings");
patch_game_settings(state.clone())
.await
.wrap_err("failed to patch game settings")?;
tracing::info!("Patching bundle database");
patch_bundle_database(state.clone(), bundles)
.await
.wrap_err("failed to patch bundle database")?;
tracing::info!("Finished deploying mods");
Ok(())
}
#[tracing::instrument(skip(state))]
pub(crate) async fn reset_mod_deployment(state: State) -> Result<()> {
let boot_bundle_path = format!("{:016x}", Murmur64::hash(BOOT_BUNDLE_NAME.as_bytes()));
let paths = [BUNDLE_DATABASE_NAME, &boot_bundle_path, SETTINGS_FILE_PATH];
let bundle_dir = state.game_dir.join("bundle");
tracing::info!("Resetting mod deployment in {}", bundle_dir.display());
for p in paths {
let path = bundle_dir.join(p);
let backup = bundle_dir.join(&format!("{}.bak", p));
let res = async {
tracing::debug!(
"Copying from backup: {} -> {}",
backup.display(),
path.display()
);
fs::copy(&backup, &path)
.await
.wrap_err_with(|| format!("failed to copy from '{}'", backup.display()))?;
tracing::debug!("Deleting backup: {}", backup.display());
fs::remove_file(&backup)
.await
.wrap_err_with(|| format!("failed to remove '{}'", backup.display()))
}
.await;
if let Err(err) = res {
tracing::error!(
"Failed to restore '{}' from backup. You may need to verify game files. Error: {:?}",
&p,
err
);
}
}
tracing::info!("Reset finished");
Ok(())
}