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- class_name _ModLoaderScriptExtension
- extends RefCounted
- # This Class provides methods for working with script extensions.
- # Currently all of the included methods are internal and should only be used by the mod loader itself.
- const LOG_NAME := "ModLoader:ScriptExtension"
- # Sort script extensions by inheritance and apply them in order
- static func handle_script_extensions() -> void:
- var extension_paths := []
- for extension_path in ModLoaderStore.script_extensions:
- if FileAccess.file_exists(extension_path):
- extension_paths.push_back(extension_path)
- else:
- ModLoaderLog.error(
- "The child script path '%s' does not exist" % [extension_path], LOG_NAME
- )
- # Sort by inheritance
- InheritanceSorting.new(extension_paths)
- # Load and install all extensions
- for extension in extension_paths:
- var script: Script = apply_extension(extension)
- _reload_vanilla_child_classes_for(script)
- # Sorts script paths by their ancestors. Scripts are organized by their common
- # ancestors then sorted such that scripts extending script A will be before
- # a script extending script B if A is an ancestor of B.
- class InheritanceSorting:
- var stack_cache := {}
- # This dictionary's keys are mod_ids and it stores the corresponding position in the load_order
- var load_order := {}
- func _init(inheritance_array_to_sort: Array) -> void:
- _populate_load_order_table()
- inheritance_array_to_sort.sort_custom(check_inheritances)
- # Comparator function. return true if a should go before b. This may
- # enforce conditions beyond the stated inheritance relationship.
- func check_inheritances(extension_a: String, extension_b: String) -> bool:
- var a_stack := cached_inheritances_stack(extension_a)
- var b_stack := cached_inheritances_stack(extension_b)
- var last_index: int
- for index in a_stack.size():
- if index >= b_stack.size():
- return false
- if a_stack[index] != b_stack[index]:
- return a_stack[index] < b_stack[index]
- last_index = index
- if last_index < b_stack.size() - 1:
- return true
- return compare_mods_order(extension_a, extension_b)
- # Returns a list of scripts representing all the ancestors of the extension
- # script with the most recent ancestor last.
- #
- # Results are stored in a cache keyed by extension path
- func cached_inheritances_stack(extension_path: String) -> Array:
- if stack_cache.has(extension_path):
- return stack_cache[extension_path]
- var stack := []
- var parent_script: Script = load(extension_path)
- while parent_script:
- stack.push_front(parent_script.resource_path)
- parent_script = parent_script.get_base_script()
- stack.pop_back()
- stack_cache[extension_path] = stack
- return stack
- # Secondary comparator function for resolving scripts extending the same vanilla script
- # Will return whether a comes before b in the load order
- func compare_mods_order(extension_a: String, extension_b: String) -> bool:
- var mod_a_id: String = _ModLoaderPath.get_mod_dir(extension_a)
- var mod_b_id: String = _ModLoaderPath.get_mod_dir(extension_b)
- return load_order[mod_a_id] < load_order[mod_b_id]
- # Populate a load order dictionary for faster access and comparison between mod ids
- func _populate_load_order_table() -> void:
- var mod_index := 0
- for mod in ModLoaderStore.mod_load_order:
- load_order[mod.dir_name] = mod_index
- mod_index += 1
- static func apply_extension(extension_path: String) -> Script:
- # Check path to file exists
- if not FileAccess.file_exists(extension_path):
- ModLoaderLog.error("The child script path '%s' does not exist" % [extension_path], LOG_NAME)
- return null
- var child_script: Script = load(extension_path)
- # Adding metadata that contains the extension script path
- # We cannot get that path in any other way
- # Passing the child_script as is would return the base script path
- # Passing the .duplicate() would return a '' path
- child_script.set_meta("extension_script_path", extension_path)
- # Force Godot to compile the script now.
- # We need to do this here to ensure that the inheritance chain is
- # properly set up, and multiple mods can chain-extend the same
- # class multiple times.
- # This is also needed to make Godot instantiate the extended class
- # when creating singletons.
- child_script.reload()
- var parent_script: Script = child_script.get_base_script()
- var parent_script_path: String = parent_script.resource_path
- # We want to save scripts for resetting later
- # All the scripts are saved in order already
- if not ModLoaderStore.saved_scripts.has(parent_script_path):
- ModLoaderStore.saved_scripts[parent_script_path] = []
- # The first entry in the saved script array that has the path
- # used as a key will be the duplicate of the not modified script
- ModLoaderStore.saved_scripts[parent_script_path].append(parent_script.duplicate())
- ModLoaderStore.saved_scripts[parent_script_path].append(child_script)
- ModLoaderLog.info(
- "Installing script extension: %s <- %s" % [parent_script_path, extension_path], LOG_NAME
- )
- child_script.take_over_path(parent_script_path)
- return child_script
- # Reload all children classes of the vanilla class we just extended
- # Calling reload() the children of an extended class seems to allow them to be extended
- # e.g if B is a child class of A, reloading B after apply an extender of A allows extenders of B to properly extend B, taking A's extender(s) into account
- static func _reload_vanilla_child_classes_for(script: Script) -> void:
- if script == null:
- return
- var current_child_classes := []
- var actual_path: String = script.get_base_script().resource_path
- var classes: Array = ProjectSettings.get_global_class_list()
- for _class in classes:
- if _class.path == actual_path:
- current_child_classes.push_back(_class)
- break
- for _class in current_child_classes:
- for child_class in classes:
- if child_class.base == _class.get_class():
- load(child_class.path).reload()
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