mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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257 lines
10 KiB
GDScript
257 lines
10 KiB
GDScript
## ModLoader - A mod loader for GDScript
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#
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# Written in 2021 by harrygiel <harrygiel@gmail.com>,
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# in 2021 by Mariusz Chwalba <mariusz@chwalba.net>,
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# in 2022 by Vladimir Panteleev <git@cy.md>,
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# in 2023 by KANA <kai@kana.jetzt>,
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# in 2023 by Darkly77,
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# in 2023 by otDan <otdanofficial@gmail.com>,
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# in 2023 by Qubus0/Ste
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#
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# To the extent possible under law, the author(s) have
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# dedicated all copyright and related and neighboring
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# rights to this software to the public domain worldwide.
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# This software is distributed without any warranty.
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#
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# You should have received a copy of the CC0 Public
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# Domain Dedication along with this software. If not, see
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# <http://creativecommons.org/publicdomain/zero/1.0/>.
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extends Node
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## Emitted if something is logged with [ModLoaderLog]
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signal logged(entry: ModLoaderLog.ModLoaderLogEntry)
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## Emitted if the [member ModData.current_config] of any mod changed.
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## Use the [member ModConfig.mod_id] of the [ModConfig] to check if the config of your mod has changed.
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signal current_config_changed(config: ModConfig)
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## Emitted when new mod hooks are created. A game restart is required to load them.
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signal new_hooks_created
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const LOG_NAME := "ModLoader"
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func _init() -> void:
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# if mods are not enabled - don't load mods
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if ModLoaderStore.REQUIRE_CMD_LINE and not _ModLoaderCLI.is_running_with_command_line_arg("--enable-mods"):
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return
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# Only load the hook pack if not in the editor
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# We can't use it in the editor - see https://github.com/godotengine/godot/issues/19815
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# Mod devs can use the Dev Tool to generate hooks in the editor.
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if not ModLoaderStore.has_feature.editor and _ModLoaderFile.file_exists(_ModLoaderPath.get_path_to_hook_pack()):
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_load_mod_hooks_pack()
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# Rotate the log files once on startup.
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ModLoaderLog._rotate_log_file()
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if not ModLoaderStore.ml_options.enable_mods:
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ModLoaderLog.info("Mods are currently disabled", LOG_NAME)
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return
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# Ensure the ModLoaderStore and ModLoader autoloads are in the correct position.
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_ModLoaderGodot.check_autoload_positions()
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# Log the autoloads order.
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ModLoaderLog.debug_json_print("Autoload order", _ModLoaderGodot.get_autoload_array(), LOG_NAME)
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# Log game install dir
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ModLoaderLog.info("game_install_directory: %s" % _ModLoaderPath.get_local_folder_dir(), LOG_NAME)
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# Load user profiles into ModLoaderStore
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if ModLoaderUserProfile.is_initialized():
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var _success_user_profile_load := ModLoaderUserProfile._load()
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# Create the default user profile if it does not already exist.
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# This should only occur on the first run or if the JSON file was manually edited.
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if not ModLoaderStore.user_profiles.has("default"):
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var _success_user_profile_create := ModLoaderUserProfile.create_profile("default")
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# --- Start loading mods ---
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var loaded_count := 0
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# mod_path can be a directory in mods-unpacked or a mod.zip
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var mod_paths := _ModLoaderPath.get_mod_paths_from_all_sources()
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ModLoaderLog.debug("Found %s mods at the following paths:\n\t - %s" % [mod_paths.size(), "\n\t - ".join(mod_paths)], LOG_NAME)
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for mod_path in mod_paths:
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var is_zip := _ModLoaderPath.is_zip(mod_path)
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# Load manifest file
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var manifest_data: Dictionary = _ModLoaderFile.load_manifest_file(mod_path)
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var manifest := ModManifest.new(manifest_data, mod_path)
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if not manifest.validation_messages_error.is_empty():
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ModLoaderLog.error(
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"The mod from path \"%s\" cannot be loaded. Manifest validation failed with the following errors:\n\t - %s" %
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[mod_path, "\n\t - ".join(manifest.validation_messages_error)], LOG_NAME
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)
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# Init ModData
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var mod := ModData.new(manifest, mod_path)
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if not mod.load_errors.is_empty():
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ModLoaderStore.ml_options.disabled_mods.append(mod.manifest.get_mod_id())
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ModLoaderLog.error(
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"The mod from path \"%s\" cannot be loaded. ModData initialization has failed with the following errors:\n\t - %s" %
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[mod_path, "\n\t - ".join(mod.load_errors)], LOG_NAME
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)
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# Using mod.dir_name here allows us to store the ModData even if manifest validation fails.
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ModLoaderStore.mod_data[mod.dir_name] = mod
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if mod.is_loadable:
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if is_zip:
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var is_mod_loaded_successfully := ProjectSettings.load_resource_pack(mod_path, false)
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if not is_mod_loaded_successfully:
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ModLoaderLog.error("Failed to load mod zip from path \"%s\" into the virtual filesystem." % mod_path, LOG_NAME)
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continue
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# Notifies developer of an issue with Godot, where using `load_resource_pack`
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# in the editor WIPES the entire virtual res:// directory the first time you
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# use it. This means that unpacked mods are no longer accessible, because they
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# no longer exist in the file system. So this warning basically says
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# "don't use ZIPs with unpacked mods!"
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# https://github.com/godotengine/godot/issues/19815
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# https://github.com/godotengine/godot/issues/16798
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if ModLoaderStore.has_feature.editor:
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ModLoaderLog.hint(
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"Loading any resource packs (.zip/.pck) with `load_resource_pack` will WIPE the entire virtual res:// directory. " +
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"If you have any unpacked mods in %s, they will not be loaded.Please unpack your mod ZIPs instead, and add them to %s" %
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[_ModLoaderPath.get_unpacked_mods_dir_path(), _ModLoaderPath.get_unpacked_mods_dir_path()], LOG_NAME, true
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)
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ModLoaderLog.success("%s loaded." % mod_path, LOG_NAME)
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loaded_count += 1
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ModLoaderLog.success("DONE: Loaded %s mod files into the virtual filesystem" % loaded_count, LOG_NAME)
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# Update the mod_list for each user profile
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var _success_update_mod_lists := ModLoaderUserProfile._update_mod_lists()
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# Update active state of mods based on the current user profile
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ModLoaderUserProfile._update_disabled_mods()
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# Load all Mod Configs
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for dir_name in ModLoaderStore.mod_data:
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var mod: ModData = ModLoaderStore.mod_data[dir_name]
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if not mod.is_loadable:
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continue
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if mod.manifest.get("config_schema") and not mod.manifest.config_schema.is_empty():
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mod.load_configs()
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ModLoaderLog.success("DONE: Loaded all mod configs", LOG_NAME)
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# Check for mods with load_before. If a mod is listed in load_before,
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# add the current mod to the dependencies of the the mod specified
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# in load_before.
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for dir_name in ModLoaderStore.mod_data:
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var mod: ModData = ModLoaderStore.mod_data[dir_name]
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if not mod.is_loadable:
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continue
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_ModLoaderDependency.check_load_before(mod)
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# Run optional dependency checks.
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# If a mod depends on another mod that hasn't been loaded,
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# the dependent mod will be loaded regardless.
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for dir_name in ModLoaderStore.mod_data:
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var mod: ModData = ModLoaderStore.mod_data[dir_name]
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if not mod.is_loadable:
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continue
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var _is_circular := _ModLoaderDependency.check_dependencies(mod, false)
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# Run dependency checks. If a mod depends on another
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# mod that hasn't been loaded, the dependent mod won't be loaded.
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for dir_name in ModLoaderStore.mod_data:
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var mod: ModData = ModLoaderStore.mod_data[dir_name]
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if not mod.is_loadable:
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continue
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var _is_circular := _ModLoaderDependency.check_dependencies(mod)
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# Sort mod_load_order by the importance score of the mod
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ModLoaderStore.mod_load_order = _ModLoaderDependency.get_load_order(ModLoaderStore.mod_data.values())
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# Log mod order
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for mod_index in ModLoaderStore.mod_load_order.size():
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var mod: ModData = ModLoaderStore.mod_load_order[mod_index]
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ModLoaderLog.info("mod_load_order -> %s) %s" % [mod_index + 1, mod.dir_name], LOG_NAME)
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# Instance every mod and add it as a node to the Mod Loader
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for mod in ModLoaderStore.mod_load_order:
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mod = mod as ModData
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# Continue if mod is disabled
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if not mod.is_active or not mod.is_loadable:
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continue
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ModLoaderLog.info("Initializing -> %s" % mod.manifest.get_mod_id(), LOG_NAME)
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_init_mod(mod)
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ModLoaderLog.debug_json_print("mod data", ModLoaderStore.mod_data, LOG_NAME)
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ModLoaderLog.success("DONE: Completely finished loading mods", LOG_NAME)
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_ModLoaderScriptExtension.handle_script_extensions()
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ModLoaderLog.success("DONE: Installed all script extensions", LOG_NAME)
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_ModLoaderSceneExtension.refresh_scenes()
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_ModLoaderSceneExtension.handle_scene_extensions()
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ModLoaderLog.success("DONE: Applied all scene extensions", LOG_NAME)
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ModLoaderStore.is_initializing = false
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new_hooks_created.connect(_ModLoaderHooks.on_new_hooks_created)
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func _ready():
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# Hooks must be generated after all autoloads are available.
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# Variables initialized with an autoload property cause errors otherwise.
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if _ModLoaderHooks.any_mod_hooked:
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if OS.has_feature("editor"):
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ModLoaderLog.hint("No mod hooks .zip will be created when running from the editor.", LOG_NAME)
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ModLoaderLog.hint("You can test mod hooks by running the preprocessor on the vanilla scripts once.", LOG_NAME)
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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)
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else:
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# Generate mod hooks
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_ModLoaderModHookPacker.start()
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func _load_mod_hooks_pack() -> void:
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# Load mod hooks
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var load_hooks_pack_success := ProjectSettings.load_resource_pack(_ModLoaderPath.get_path_to_hook_pack())
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if not load_hooks_pack_success:
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ModLoaderLog.error("Failed loading hooks pack from: %s" % _ModLoaderPath.get_path_to_hook_pack(), LOG_NAME)
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else:
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ModLoaderLog.debug("Successfully loaded hooks pack from: %s" % _ModLoaderPath.get_path_to_hook_pack(), LOG_NAME)
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# Instantiate every mod and add it as a node to the Mod Loader.
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func _init_mod(mod: ModData) -> void:
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var mod_main_path := mod.get_required_mod_file_path(ModData.RequiredModFiles.MOD_MAIN)
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var mod_overwrites_path := mod.get_optional_mod_file_path(ModData.OptionalModFiles.OVERWRITES)
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# If the mod contains overwrites initialize the overwrites script
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if mod.is_overwrite:
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ModLoaderLog.debug("Overwrite script detected -> %s" % mod_overwrites_path, LOG_NAME)
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var mod_overwrites_script := load(mod_overwrites_path)
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mod_overwrites_script.new()
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ModLoaderLog.debug("Initialized overwrite script -> %s" % mod_overwrites_path, LOG_NAME)
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ModLoaderLog.debug("Loading script from -> %s" % mod_main_path, LOG_NAME)
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var mod_main_script: GDScript = ResourceLoader.load(mod_main_path)
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ModLoaderLog.debug("Loaded script -> %s" % mod_main_script, LOG_NAME)
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var mod_main_instance: Node = mod_main_script.new()
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mod_main_instance.name = mod.manifest.get_mod_id()
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ModLoaderStore.saved_mod_mains[mod_main_path] = mod_main_instance
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ModLoaderLog.debug("Adding mod main instance to ModLoader -> %s" % mod_main_instance, LOG_NAME)
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add_child(mod_main_instance, true)
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