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GDScript

## ModLoader - A mod loader for GDScript
#
# Written in 2021 by harrygiel <harrygiel@gmail.com>,
# in 2021 by Mariusz Chwalba <mariusz@chwalba.net>,
# in 2022 by Vladimir Panteleev <git@cy.md>,
# in 2023 by KANA <kai@kana.jetzt>,
# in 2023 by Darkly77,
# in 2023 by otDan <otdanofficial@gmail.com>,
# in 2023 by Qubus0/Ste
#
# To the extent possible under law, the author(s) have
# dedicated all copyright and related and neighboring
# rights to this software to the public domain worldwide.
# This software is distributed without any warranty.
#
# You should have received a copy of the CC0 Public
# Domain Dedication along with this software. If not, see
# <http://creativecommons.org/publicdomain/zero/1.0/>.
extends Node
## Emitted if something is logged with [ModLoaderLog]
signal logged(entry: ModLoaderLog.ModLoaderLogEntry)
## Emitted if the [member ModData.current_config] of any mod changed.
## Use the [member ModConfig.mod_id] of the [ModConfig] to check if the config of your mod has changed.
signal current_config_changed(config: ModConfig)
## Emitted when new mod hooks are created. A game restart is required to load them.
signal new_hooks_created
const LOG_NAME := "ModLoader"
func _init() -> void:
# if mods are not enabled - don't load mods
if ModLoaderStore.REQUIRE_CMD_LINE and not _ModLoaderCLI.is_running_with_command_line_arg("--enable-mods"):
return
# Only load the hook pack if not in the editor
# We can't use it in the editor - see https://github.com/godotengine/godot/issues/19815
# Mod devs can use the Dev Tool to generate hooks in the editor.
if not ModLoaderStore.has_feature.editor and _ModLoaderFile.file_exists(_ModLoaderPath.get_path_to_hook_pack()):
_load_mod_hooks_pack()
# Rotate the log files once on startup.
ModLoaderLog._rotate_log_file()
if not ModLoaderStore.ml_options.enable_mods:
ModLoaderLog.info("Mods are currently disabled", LOG_NAME)
return
# Ensure the ModLoaderStore and ModLoader autoloads are in the correct position.
_ModLoaderGodot.check_autoload_positions()
# Log the autoloads order.
ModLoaderLog.debug_json_print("Autoload order", _ModLoaderGodot.get_autoload_array(), LOG_NAME)
# Log game install dir
ModLoaderLog.info("game_install_directory: %s" % _ModLoaderPath.get_local_folder_dir(), LOG_NAME)
# Load user profiles into ModLoaderStore
if ModLoaderUserProfile.is_initialized():
var _success_user_profile_load := ModLoaderUserProfile._load()
# Create the default user profile if it does not already exist.
# This should only occur on the first run or if the JSON file was manually edited.
if not ModLoaderStore.user_profiles.has("default"):
var _success_user_profile_create := ModLoaderUserProfile.create_profile("default")
# --- Start loading mods ---
var loaded_count := 0
# mod_path can be a directory in mods-unpacked or a mod.zip
var mod_paths := _ModLoaderPath.get_mod_paths_from_all_sources()
ModLoaderLog.debug("Found %s mods at the following paths:\n\t - %s" % [mod_paths.size(), "\n\t - ".join(mod_paths)], LOG_NAME)
for mod_path in mod_paths:
var is_zip := _ModLoaderPath.is_zip(mod_path)
# Load manifest file
var manifest_data: Dictionary = _ModLoaderFile.load_manifest_file(mod_path)
var manifest := ModManifest.new(manifest_data, mod_path)
if not manifest.validation_messages_error.is_empty():
ModLoaderLog.error(
"The mod from path \"%s\" cannot be loaded. Manifest validation failed with the following errors:\n\t - %s" %
[mod_path, "\n\t - ".join(manifest.validation_messages_error)], LOG_NAME
)
# Init ModData
var mod := ModData.new(manifest, mod_path)
if not mod.load_errors.is_empty():
ModLoaderStore.ml_options.disabled_mods.append(mod.manifest.get_mod_id())
ModLoaderLog.error(
"The mod from path \"%s\" cannot be loaded. ModData initialization has failed with the following errors:\n\t - %s" %
[mod_path, "\n\t - ".join(mod.load_errors)], LOG_NAME
)
# Using mod.dir_name here allows us to store the ModData even if manifest validation fails.
ModLoaderStore.mod_data[mod.dir_name] = mod
if mod.is_loadable:
if is_zip:
var is_mod_loaded_successfully := ProjectSettings.load_resource_pack(mod_path, false)
if not is_mod_loaded_successfully:
ModLoaderLog.error("Failed to load mod zip from path \"%s\" into the virtual filesystem." % mod_path, LOG_NAME)
continue
# Notifies developer of an issue with Godot, where using `load_resource_pack`
# in the editor WIPES the entire virtual res:// directory the first time you
# use it. This means that unpacked mods are no longer accessible, because they
# no longer exist in the file system. So this warning basically says
# "don't use ZIPs with unpacked mods!"
# https://github.com/godotengine/godot/issues/19815
# https://github.com/godotengine/godot/issues/16798
if ModLoaderStore.has_feature.editor:
ModLoaderLog.hint(
"Loading any resource packs (.zip/.pck) with `load_resource_pack` will WIPE the entire virtual res:// directory. " +
"If you have any unpacked mods in %s, they will not be loaded.Please unpack your mod ZIPs instead, and add them to %s" %
[_ModLoaderPath.get_unpacked_mods_dir_path(), _ModLoaderPath.get_unpacked_mods_dir_path()], LOG_NAME, true
)
ModLoaderLog.success("%s loaded." % mod_path, LOG_NAME)
loaded_count += 1
ModLoaderLog.success("DONE: Loaded %s mod files into the virtual filesystem" % loaded_count, LOG_NAME)
# Update the mod_list for each user profile
var _success_update_mod_lists := ModLoaderUserProfile._update_mod_lists()
# Update active state of mods based on the current user profile
ModLoaderUserProfile._update_disabled_mods()
# Load all Mod Configs
for dir_name in ModLoaderStore.mod_data:
var mod: ModData = ModLoaderStore.mod_data[dir_name]
if not mod.is_loadable:
continue
if mod.manifest.get("config_schema") and not mod.manifest.config_schema.is_empty():
mod.load_configs()
ModLoaderLog.success("DONE: Loaded all mod configs", LOG_NAME)
# Check for mods with load_before. If a mod is listed in load_before,
# add the current mod to the dependencies of the the mod specified
# in load_before.
for dir_name in ModLoaderStore.mod_data:
var mod: ModData = ModLoaderStore.mod_data[dir_name]
if not mod.is_loadable:
continue
_ModLoaderDependency.check_load_before(mod)
# Run optional dependency checks.
# If a mod depends on another mod that hasn't been loaded,
# the dependent mod will be loaded regardless.
for dir_name in ModLoaderStore.mod_data:
var mod: ModData = ModLoaderStore.mod_data[dir_name]
if not mod.is_loadable:
continue
var _is_circular := _ModLoaderDependency.check_dependencies(mod, false)
# Run dependency checks. If a mod depends on another
# mod that hasn't been loaded, the dependent mod won't be loaded.
for dir_name in ModLoaderStore.mod_data:
var mod: ModData = ModLoaderStore.mod_data[dir_name]
if not mod.is_loadable:
continue
var _is_circular := _ModLoaderDependency.check_dependencies(mod)
# Sort mod_load_order by the importance score of the mod
ModLoaderStore.mod_load_order = _ModLoaderDependency.get_load_order(ModLoaderStore.mod_data.values())
# Log mod order
for mod_index in ModLoaderStore.mod_load_order.size():
var mod: ModData = ModLoaderStore.mod_load_order[mod_index]
ModLoaderLog.info("mod_load_order -> %s) %s" % [mod_index + 1, mod.dir_name], LOG_NAME)
# Instance every mod and add it as a node to the Mod Loader
for mod in ModLoaderStore.mod_load_order:
mod = mod as ModData
# Continue if mod is disabled
if not mod.is_active or not mod.is_loadable:
continue
ModLoaderLog.info("Initializing -> %s" % mod.manifest.get_mod_id(), LOG_NAME)
_init_mod(mod)
ModLoaderLog.debug_json_print("mod data", ModLoaderStore.mod_data, LOG_NAME)
ModLoaderLog.success("DONE: Completely finished loading mods", LOG_NAME)
_ModLoaderScriptExtension.handle_script_extensions()
ModLoaderLog.success("DONE: Installed all script extensions", LOG_NAME)
_ModLoaderSceneExtension.refresh_scenes()
_ModLoaderSceneExtension.handle_scene_extensions()
ModLoaderLog.success("DONE: Applied all scene extensions", LOG_NAME)
ModLoaderStore.is_initializing = false
new_hooks_created.connect(_ModLoaderHooks.on_new_hooks_created)
func _ready():
# Hooks must be generated after all autoloads are available.
# Variables initialized with an autoload property cause errors otherwise.
if _ModLoaderHooks.any_mod_hooked:
if OS.has_feature("editor"):
ModLoaderLog.hint("No mod hooks .zip will be created when running from the editor.", LOG_NAME)
ModLoaderLog.hint("You can test mod hooks by running the preprocessor on the vanilla scripts once.", LOG_NAME)
ModLoaderLog.hint("We recommend using the Mod Loader Dev Tool to process scripts in the editor. You can find it here: %s" % ModLoaderStore.MOD_LOADER_DEV_TOOL_URL, LOG_NAME)
else:
# Generate mod hooks
_ModLoaderModHookPacker.start()
func _load_mod_hooks_pack() -> void:
# Load mod hooks
var load_hooks_pack_success := ProjectSettings.load_resource_pack(_ModLoaderPath.get_path_to_hook_pack())
if not load_hooks_pack_success:
ModLoaderLog.error("Failed loading hooks pack from: %s" % _ModLoaderPath.get_path_to_hook_pack(), LOG_NAME)
else:
ModLoaderLog.debug("Successfully loaded hooks pack from: %s" % _ModLoaderPath.get_path_to_hook_pack(), LOG_NAME)
# Instantiate every mod and add it as a node to the Mod Loader.
func _init_mod(mod: ModData) -> void:
var mod_main_path := mod.get_required_mod_file_path(ModData.RequiredModFiles.MOD_MAIN)
var mod_overwrites_path := mod.get_optional_mod_file_path(ModData.OptionalModFiles.OVERWRITES)
# If the mod contains overwrites initialize the overwrites script
if mod.is_overwrite:
ModLoaderLog.debug("Overwrite script detected -> %s" % mod_overwrites_path, LOG_NAME)
var mod_overwrites_script := load(mod_overwrites_path)
mod_overwrites_script.new()
ModLoaderLog.debug("Initialized overwrite script -> %s" % mod_overwrites_path, LOG_NAME)
ModLoaderLog.debug("Loading script from -> %s" % mod_main_path, LOG_NAME)
var mod_main_script: GDScript = ResourceLoader.load(mod_main_path)
ModLoaderLog.debug("Loaded script -> %s" % mod_main_script, LOG_NAME)
var mod_main_instance: Node = mod_main_script.new()
mod_main_instance.name = mod.manifest.get_mod_id()
ModLoaderStore.saved_mod_mains[mod_main_path] = mod_main_instance
ModLoaderLog.debug("Adding mod main instance to ModLoader -> %s" % mod_main_instance, LOG_NAME)
add_child(mod_main_instance, true)