mirror of
https://github.com/ninjamuffin99/Funkin.git
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385 lines
12 KiB
Haxe
385 lines
12 KiB
Haxe
package funkin.modding;
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import polymod.fs.ZipFileSystem;
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import funkin.data.dialogue.conversation.ConversationRegistry;
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import funkin.data.dialogue.dialoguebox.DialogueBoxRegistry;
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import funkin.data.dialogue.speaker.SpeakerRegistry;
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import funkin.data.event.SongEventRegistry;
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import funkin.data.story.level.LevelRegistry;
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import funkin.data.notestyle.NoteStyleRegistry;
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import funkin.data.song.SongRegistry;
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import funkin.data.stage.StageRegistry;
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import funkin.data.freeplay.album.AlbumRegistry;
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import funkin.modding.module.ModuleHandler;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.save.Save;
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import funkin.util.FileUtil;
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import funkin.util.macro.ClassMacro;
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import polymod.backends.PolymodAssets.PolymodAssetType;
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import polymod.format.ParseRules.TextFileFormat;
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import polymod.Polymod;
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/**
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* A class for interacting with Polymod, the atomic modding framework for Haxe.
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*/
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class PolymodHandler
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{
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/**
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* The API version that mods should comply with.
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* Format this with Semantic Versioning; <MAJOR>.<MINOR>.<PATCH>.
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* Bug fixes increment the patch version, new features increment the minor version.
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* Changes that break old mods increment the major version.
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*/
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static final API_VERSION:String = '0.1.0';
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/**
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* Where relative to the executable that mods are located.
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*/
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static final MOD_FOLDER:String =
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#if (REDIRECT_ASSETS_FOLDER && macos)
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'../../../../../../../example_mods'
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#elseif REDIRECT_ASSETS_FOLDER
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'../../../../example_mods'
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#else
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'mods'
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#end;
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static final CORE_FOLDER:Null<String> =
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#if (REDIRECT_ASSETS_FOLDER && macos)
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'../../../../../../../assets'
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#elseif REDIRECT_ASSETS_FOLDER
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'../../../../assets'
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#else
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null
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#end;
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public static var loadedModIds:Array<String> = [];
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// Use SysZipFileSystem on desktop and MemoryZipFilesystem on web.
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static var modFileSystem:Null<ZipFileSystem> = null;
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/**
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* If the mods folder doesn't exist, create it.
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*/
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public static function createModRoot():Void
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{
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FileUtil.createDirIfNotExists(MOD_FOLDER);
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}
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/**
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* Loads the game with ALL mods enabled with Polymod.
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*/
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public static function loadAllMods():Void
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{
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// Create the mod root if it doesn't exist.
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createModRoot();
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trace('Initializing Polymod (using all mods)...');
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loadModsById(getAllModIds());
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}
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/**
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* Loads the game with configured mods enabled with Polymod.
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*/
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public static function loadEnabledMods():Void
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{
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// Create the mod root if it doesn't exist.
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createModRoot();
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trace('Initializing Polymod (using configured mods)...');
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loadModsById(Save.instance.enabledModIds);
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}
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/**
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* Loads the game without any mods enabled with Polymod.
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*/
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public static function loadNoMods():Void
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{
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// Create the mod root if it doesn't exist.
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createModRoot();
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// We still need to configure the debug print calls etc.
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trace('Initializing Polymod (using no mods)...');
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loadModsById([]);
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}
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/**
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* Load all the mods with the given ids.
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* @param ids The ORDERED list of mod ids to load.
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*/
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public static function loadModsById(ids:Array<String>):Void
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{
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if (ids.length == 0)
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{
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trace('You attempted to load zero mods.');
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}
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else
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{
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trace('Attempting to load ${ids.length} mods...');
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}
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buildImports();
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if (modFileSystem == null) modFileSystem = buildFileSystem();
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var loadedModList:Array<ModMetadata> = polymod.Polymod.init(
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{
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// Root directory for all mods.
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modRoot: MOD_FOLDER,
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// The directories for one or more mods to load.
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dirs: ids,
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// Framework being used to load assets.
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framework: OPENFL,
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// The current version of our API.
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apiVersionRule: API_VERSION,
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// Call this function any time an error occurs.
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errorCallback: PolymodErrorHandler.onPolymodError,
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// Enforce semantic version patterns for each mod.
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// modVersions: null,
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// A map telling Polymod what the asset type is for unfamiliar file extensions.
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// extensionMap: [],
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customFilesystem: modFileSystem,
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frameworkParams: buildFrameworkParams(),
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// List of filenames to ignore in mods. Use the default list to ignore the metadata file, etc.
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ignoredFiles: Polymod.getDefaultIgnoreList(),
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// Parsing rules for various data formats.
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parseRules: buildParseRules(),
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// Parse hxc files and register the scripted classes in them.
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useScriptedClasses: true,
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loadScriptsAsync: #if html5 true #else false #end,
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});
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if (loadedModList == null)
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{
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trace('An error occurred! Failed when loading mods!');
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}
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else
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{
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if (loadedModList.length == 0)
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{
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trace('Mod loading complete. We loaded no mods / ${ids.length} mods.');
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}
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else
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{
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trace('Mod loading complete. We loaded ${loadedModList.length} / ${ids.length} mods.');
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}
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}
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loadedModIds = [];
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for (mod in loadedModList)
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{
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trace(' * ${mod.title} v${mod.modVersion} [${mod.id}]');
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loadedModIds.push(mod.id);
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}
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#if debug
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var fileList:Array<String> = Polymod.listModFiles(PolymodAssetType.IMAGE);
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trace('Installed mods have replaced ${fileList.length} images.');
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for (item in fileList)
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{
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trace(' * $item');
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}
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fileList = Polymod.listModFiles(PolymodAssetType.TEXT);
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trace('Installed mods have added/replaced ${fileList.length} text files.');
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for (item in fileList)
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{
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trace(' * $item');
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}
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_MUSIC);
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trace('Installed mods have replaced ${fileList.length} music files.');
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for (item in fileList)
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{
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trace(' * $item');
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}
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_SOUND);
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trace('Installed mods have replaced ${fileList.length} sound files.');
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for (item in fileList)
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{
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trace(' * $item');
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}
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_GENERIC);
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trace('Installed mods have replaced ${fileList.length} generic audio files.');
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for (item in fileList)
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{
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trace(' * $item');
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}
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#end
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}
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static function buildFileSystem():polymod.fs.ZipFileSystem
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{
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polymod.Polymod.onError = PolymodErrorHandler.onPolymodError;
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return new ZipFileSystem(
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{
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modRoot: MOD_FOLDER,
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autoScan: true
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});
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}
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static function buildImports():Void
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{
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// Add default imports for common classes.
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// Add import aliases for certain classes.
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// NOTE: Scripted classes are automatically aliased to their parent class.
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Polymod.addImportAlias('flixel.math.FlxPoint', flixel.math.FlxPoint.FlxBasePoint);
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// Add blacklisting for prohibited classes and packages.
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// `Sys`
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// Sys.command() can run malicious processes
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Polymod.blacklistImport('Sys');
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// `Reflect`
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// Reflect.callMethod() can access blacklisted packages
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Polymod.blacklistImport('Reflect');
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// `Type`
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// Type.createInstance(Type.resolveClass()) can access blacklisted packages
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Polymod.blacklistImport('Type');
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// `cpp.Lib`
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// Lib.load() can load malicious DLLs
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Polymod.blacklistImport('cpp.Lib');
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// `polymod.*`
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// You can probably unblacklist a module
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for (cls in ClassMacro.listClassesInPackage('polymod'))
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{
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if (cls == null) continue;
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var className:String = Type.getClassName(cls);
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Polymod.blacklistImport(className);
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}
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// `sys.*`
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for (cls in ClassMacro.listClassesInPackage('sys'))
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{
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if (cls == null) continue;
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var className:String = Type.getClassName(cls);
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Polymod.blacklistImport(className);
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}
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}
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static function buildParseRules():polymod.format.ParseRules
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{
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var output:polymod.format.ParseRules = polymod.format.ParseRules.getDefault();
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// Ensure TXT files have merge support.
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output.addType('txt', TextFileFormat.LINES);
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// Ensure script files have merge support.
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output.addType('hscript', TextFileFormat.PLAINTEXT);
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output.addType('hxs', TextFileFormat.PLAINTEXT);
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output.addType('hxc', TextFileFormat.PLAINTEXT);
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output.addType('hx', TextFileFormat.PLAINTEXT);
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// You can specify the format of a specific file, with file extension.
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// output.addFile("data/introText.txt", TextFileFormat.LINES)
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return output;
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}
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static inline function buildFrameworkParams():polymod.Polymod.FrameworkParams
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{
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return {
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assetLibraryPaths: [
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'default' => 'preload', 'shared' => 'shared', 'songs' => 'songs', 'videos' => 'videos', 'tutorial' => 'tutorial', 'week1' => 'week1',
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'week2' => 'week2', 'week3' => 'week3', 'week4' => 'week4', 'week5' => 'week5', 'week6' => 'week6', 'week7' => 'week7', 'weekend1' => 'weekend1',
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],
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coreAssetRedirect: CORE_FOLDER,
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}
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}
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/**
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* Retrieve a list of metadata for ALL installed mods, including disabled mods.
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* @return An array of mod metadata
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*/
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public static function getAllMods():Array<ModMetadata>
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{
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trace('Scanning the mods folder...');
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if (modFileSystem == null) modFileSystem = buildFileSystem();
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var modMetadata:Array<ModMetadata> = Polymod.scan(
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{
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modRoot: MOD_FOLDER,
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apiVersionRule: API_VERSION,
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fileSystem: modFileSystem,
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errorCallback: PolymodErrorHandler.onPolymodError
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});
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trace('Found ${modMetadata.length} mods when scanning.');
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return modMetadata;
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}
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/**
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* Retrieve a list of ALL mod IDs, including disabled mods.
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* @return An array of mod IDs
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*/
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public static function getAllModIds():Array<String>
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{
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var modIds:Array<String> = [for (i in getAllMods()) i.id];
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return modIds;
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}
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/**
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* Retrieve a list of metadata for all enabled mods.
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* @return An array of mod metadata
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*/
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public static function getEnabledMods():Array<ModMetadata>
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{
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var modIds:Array<String> = Save.instance.enabledModIds;
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var modMetadata:Array<ModMetadata> = getAllMods();
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var enabledMods:Array<ModMetadata> = [];
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for (item in modMetadata)
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{
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if (modIds.indexOf(item.id) != -1)
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{
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enabledMods.push(item);
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}
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}
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return enabledMods;
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}
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/**
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* Clear and reload from disk all data assets.
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* Useful for "hot reloading" for fast iteration!
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*/
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public static function forceReloadAssets():Void
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{
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// Forcibly clear scripts so that scripts can be edited.
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ModuleHandler.clearModuleCache();
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Polymod.clearScripts();
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// Forcibly reload Polymod so it finds any new files.
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// TODO: Replace this with loadEnabledMods().
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funkin.modding.PolymodHandler.loadAllMods();
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// Reload scripted classes so stages and modules will update.
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Polymod.registerAllScriptClasses();
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// Reload everything that is cached.
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// Currently this freezes the game for a second but I guess that's tolerable?
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// TODO: Reload event callbacks
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// These MUST be imported at the top of the file and not referred to by fully qualified name,
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// to ensure build macros work properly.
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SongRegistry.instance.loadEntries();
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LevelRegistry.instance.loadEntries();
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NoteStyleRegistry.instance.loadEntries();
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SongEventRegistry.loadEventCache();
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ConversationRegistry.instance.loadEntries();
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DialogueBoxRegistry.instance.loadEntries();
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SpeakerRegistry.instance.loadEntries();
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AlbumRegistry.instance.loadEntries();
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StageRegistry.instance.loadEntries();
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CharacterDataParser.loadCharacterCache(); // TODO: Migrate characters to BaseRegistry.
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ModuleHandler.loadModuleCache();
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}
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}
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