Vest/Services/Old/ModService.gd

123 lines
3.4 KiB
GDScript

extends Node
var ConsoleService
var data_path = "."
var mod_dict = {}
var mod_arr = []
var mod_instances = {}
func _ready():
ConsoleService = $"/root/ConsoleService"
# Locate all mods that can be loaded for the given game.
func find_local_mods():
var dir = Directory.new()
var mod_dir_exists = dir.open(data_path + "/mods")
if (mod_dir_exists != 0):
dir.change_dir(data_path)
dir.make_dir("mods")
dir.change_dir(data_path + "/mods")
dir.list_dir_begin()
while true:
var file = dir.get_next()
var basename = file.get_basename()
if file == "":
break
elif file.ends_with(".zip"):
var mod_desc = {
"name": basename,
"path": data_path + "/mods/" + file,
"md5": File.new().get_md5(data_path + "/mods/" + file),
"type": "zip"
}
mod_arr.append(mod_desc)
mod_dict[mod_desc.name] = mod_desc
elif dir.file_exists(basename+"/main.gd"):
var mod_desc = {
"name": basename,
"path": data_path + "/mods/" + file,
"md5": null,
"type": "folder"
}
mod_arr.append(mod_desc)
mod_dict[mod_desc.name] = mod_desc
dir.list_dir_end()
# Prepare initial instances of mods for preprocessing. Used to determine mod dependencies and configuration
# Prior to final loading and initialization.
func preload_instances():
if mod_arr.size() == 0:
ConsoleService.error("[ModService] No mods found (Run find_local_mods and download_server_mods first)")
return
for mod_desc in mod_arr:
mod_instances[mod_desc.name] = _get_mod_instance(mod_desc)
if !mod_instances[mod_desc.name]:
ConsoleService.error("[ModService] Failed to load mod '"+mod_desc.name+"'")
func compute_dependency_graph():
if mod_instances.size() == 0:
ConsoleService.error("[ModService] Mods have not been preloaded (Run preload_instances first)")
return
var resolved = []; # Properly ordered mod list.
for mod_desc in mod_arr:
_resolve_dependency(mod_desc, resolved, [])
return resolved
func _resolve_dependency(mod_desc: Dictionary, resolved: Array, unresolved: Array):
if mod_desc in resolved:
return
# Seen is used to prevent
unresolved.append(mod_desc)
if not "dependencies" in mod_instances[mod_desc.name]:
resolved.append(mod_desc)
unresolved.erase(mod_desc)
return
var deps = mod_instances[mod_desc.name].dependencies
for dep in deps:
var dep_desc = mod_dict[dep]
if not dep_desc in resolved:
if dep_desc in unresolved:
ConsoleService.error("[ModService] Circular dependency between '"+mod_desc.name+"' <-> '"+dep+"'")
assert(false)
if not dep in mod_instances:
ConsoleService.error("[ModService] Mod '"+mod_desc.name+"' requires mod '"+dep+"' to be installed, but it is not")
assert(false)
_resolve_dependency(dep_desc, resolved, unresolved)
resolved.append(mod_desc)
unresolved.erase(mod_desc)
func load_mods():
if mod_arr.size() == 0:
print("[ModService] No mods found (Run find_mods first)")
return
for mod_desc in mod_arr:
var mod_instance = _get_mod_instance(mod_desc)
mod_instances[mod_desc.name] = mod_instance
if !mod_instance:
ConsoleService.log("[ModService] Failed to load mod '"+mod_desc.name+"'")
continue
$"/root/Main/Mods".add_child(mod_instance)
if mod_instance.has_method('init'):
mod_instance.init()
func _get_mod_instance(mod_desc: Dictionary):
if mod_desc.type == 'zip':
ProjectSettings.load_resource_pack(mod_desc.path, true)
var mod_script = load("res://mods/"+mod_desc.name+"/main.gd");
if !mod_script:
return
var mod_instance = mod_script.new()
return mod_instance