These need to be executed as early as possible if they're supposed to capture all of their respective calls.
192 lines
5.9 KiB
Lua
192 lines
5.9 KiB
Lua
local _G = _G
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local rawget = rawget
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local rawset = rawset
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local log = function(category, format, ...)
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local Log = rawget(_G, "Log")
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if Log then
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Log.info(category, format, ...)
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else
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print(string.format("[%s] %s", category or "", string.format(format or "", ...)))
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end
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end
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-- Patch `GameStateMachine.init` to add our own state for loading mods.
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-- In the future, Fatshark might provide us with a dedicated way to do this.
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local function patch_mod_loading_state()
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local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base")
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-- A necessary override.
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-- The original does not proxy `dt` to `_state_update`, but we need that.
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StateBootSubStateBase.update = function (self, dt)
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local done, error = self:_state_update(dt)
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local params = self._params
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if error then
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return StateError, { error }
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elseif done then
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local next_index = params.sub_state_index + 1
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params.sub_state_index = next_index
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local next_state_data = params.states[next_index]
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if next_state_data then
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return next_state_data[1], self._params
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else
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self._parent:sub_states_done()
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end
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end
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end
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local StateBootLoadMods = class("StateBootLoadMods", "StateBootSubStateBase")
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StateBootLoadMods.on_enter = function (self, parent, params)
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log("StateBootLoadMods", "Entered")
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StateBootLoadMods.super.on_enter(self, parent, params)
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local state_params = self:_state_params()
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local package_manager = state_params.package_manager
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self._state = "load_package"
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self._package_manager = package_manager
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self._package_handles = {
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["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadMods", nil),
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["packages/dml"] = package_manager:load("packages/dml", "StateBootLoadMods", nil),
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}
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end
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StateBootLoadMods._state_update = function (self, dt)
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local state = self._state
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local package_manager = self._package_manager
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if state == "load_package" and package_manager:update() then
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log("StateBootLoadMods", "Packages loaded, loading mods")
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self._state = "load_mods"
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local mod_loader = require("scripts/mods/dml/init")
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self._mod_loader = mod_loader
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local mod_data = require("scripts/mods/mod_data")
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mod_loader:init(mod_data, self._parent:gui())
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elseif state == "load_mods" and self._mod_loader:update(dt) then
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log("StateBootLoadMods", "Mods loaded, exiting")
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return true, false
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end
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return false, false
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end
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local GameStateMachine = require("scripts/foundation/utilities/game_state_machine")
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local patched = false
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local GameStateMachine_init = GameStateMachine.init
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GameStateMachine.init = function(self, parent, start_state, params, ...)
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if not patched then
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log("mod_main", "Injecting mod loading state")
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patched = true
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-- Hardcoded position after `StateRequireScripts`.
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-- We do want to wait until then, so that most of the game's core
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-- systems are at least loaded and can be hooked, even if they aren't
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-- running, yet.
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local pos = 4
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table.insert(params.states, pos, {
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StateBootLoadMods,
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{
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package_manager = params.package_manager,
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},
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})
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end
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GameStateMachine_init(self, parent, start_state, params, ...)
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end
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log("mod_main", "Mod patching complete")
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end
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log("mod_main", "Initializing mods...")
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local require_store = {}
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Mods = {
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-- Keep a backup of certain system libraries before
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-- Fatshark's code scrubs them.
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-- The loader can then decide to pass them on to mods, or ignore them
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lua = setmetatable({}, {
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io = io,
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debug = debug,
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ffi = ffi,
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os = os,
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load = load,
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loadfile = loadfile,
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loadstring = loadstring,
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}),
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require_store = require_store
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}
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local can_insert = function(filepath, new_result)
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local store = require_store[filepath]
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if not store or #store then
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return true
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end
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if store[#store] ~= new_result then
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return true
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end
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end
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local original_require = require
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require = function(filepath, ...)
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local result = original_require(filepath, ...)
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if result and type(result) == "table" then
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if can_insert(filepath, result) then
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require_store[filepath] = require_store[filepath] or {}
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local store = require_store[filepath]
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table.insert(store, result)
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if Mods.hook then
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Mods.hook.enable_by_file(filepath, #store)
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end
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end
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end
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return result
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end
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require("scripts/boot_init")
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require("scripts/foundation/utilities/class")
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-- The `__index` metamethod maps a proper identifier `CLASS.MyClassName` to the
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-- stringified version of the key: `"MyClassName"`.
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-- This allows using LuaCheck for the stringified class names in hook parameters.
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_G.CLASS = setmetatable({}, {
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__index = function(_, key)
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return key
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end
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})
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local original_class = class
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class = function(class_name, super_name, ...)
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local result = original_class(class_name, super_name, ...)
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if not rawget(_G, class_name) then
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rawset(_G, class_name, result)
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end
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if not rawget(_G.CLASS, class_name) then
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rawset(_G.CLASS, class_name, result)
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end
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return result
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end
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require("scripts/main")
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log("mod_main", "'scripts/main' loaded")
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-- Override `init` to run our injection
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function init()
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patch_mod_loading_state()
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-- As requested by Fatshark
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local StateRequireScripts = require("scripts/game_states/boot/state_require_scripts")
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StateRequireScripts._get_is_modded = function() return true end
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Main:init()
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end
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