| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256 |
- ## 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)
|