Mod Support - 1.5.0 Update (#1361)

* initial modloader draft

* modloader features

* Refactor mods to use signals

* Add support for modifying and registering new transltions

* Minor adjustments

* Support for string building ids for mods

* Initial support for adding new buildings

* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading

* Lazy Load mods to make sure all dependencies are loaded

* Expose all exported members automatically to mods

* Fix duplicate exports

* Allow loading mods from standalone

* update changelog

* Fix mods folder incorrect path

* Fix modloading in standalone

* Fix sprites not getting replaced, update demo mod

* Load dev mod via raw loader

* Improve mod developing so mods are directly ready to be deployed, load mods from local file server

* Proper mods ui

* Allow mods to register game systems and draw stuff

* Change mods path

* Fix sprites not loading

* Minor adjustments, closes #1333

* Add support for loading atlases via mods

* Add support for loading mods from external sources in DEV

* Add confirmation when loading mods

* Fix circular dependency

* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods

* Add some mod signals

* refactor game loading states

* Make shapez exports global

* Start to make mods safer

* Refactor file system electron event handling

* Properly isolate electron renderer process

* Update to latest electron

* Show errors when loading mods

* Update confirm dialgo

* Minor restructure, start to add mod examples

* Allow adding custom themesw

* Add more examples and allow defining custom item processor operations

* Add interface to register new buildings

* Fixed typescript type errors (#1335)

* Refactor building registry, make it easier for mods to add new buildings

* Allow overriding existing methods

* Add more examples and more features

* More mod examples

* Make mod loading simpler

* Add example how to add custom drawings

* Remove unused code

* Minor modloader adjustments

* Support for rotation variants in mods (was broken previously)

* Allow mods to replace builtin sub shapes

* Add helper methods to extend classes

* Fix menu bar on mac os

* Remember window state

* Add support for paste signals

* Add example how to add custom components and systems

* Support for mod settings

* Add example for adding a new item type

* Update class extensions

* Minor adjustments

* Fix typo

* Add notification blocks mod example

* Add small tutorial

* Update readme

* Add better instructions

* Update JSDoc for Replacing Methods (#1336)

* upgraded types for overriding methods

* updated comments

Co-authored-by: Edward Badel <you@example.com>

* Direction lock now indicates when there is a building inbetween

* Fix mod examples

* Fix linter error

* Game state register (#1341)

* Added a gamestate register helper

Added a gamestate register helper

* Update mod_interface.js

* export build options

* Fix runBeforeMethod and runAfterMethod

* Minor game system code cleanup

* Belt path drawing optimization

* Fix belt path optimization

* Belt drawing improvements, again

* Do not render belts in statics disabled view

* Allow external URL to load more than one mod (#1337)

* Allow external URL to load more than one mod

Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.

* Update modloader.js

* Prettier fixes

* Added link to create-shapezio-mod npm page (#1339)

Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod

* allow command line switch to load more than one mod (#1342)

* Fixed class handle type (#1345)

* Fixed class handle type

* Fixed import game state

* Minor adjustments

* Refactor item acceptor to allow only single direction slots

* Allow specifying minimumGameVersion

* Add sandbox example

* Replaced concatenated strings with template literals (#1347)

* Mod improvements

* Make wired pins component optional on the storage

* Fix mod examples

* Bind `this` for method overriding JSDoc (#1352)

* fix entity debugger reaching HTML elements (#1353)

* Store mods in savegame and show warning when it differs

* Closes #1357

* Fix All Shapez Exports Being Const (#1358)

* Allowed setting of variables inside webpack modules

* remove console log

* Fix stringification of things inside of eval

Co-authored-by: Edward Badel <you@example.com>

* Fix building placer intersection warning

* Add example for storing data in the savegame

* Fix double painter bug (#1349)

* Add example on how to extend builtin buildings

* update readme

* Disable steam achievements when playing with mods

* Update translations

Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
This commit is contained in:
tobspr 2022-02-01 16:35:49 +01:00 committed by GitHub
parent a7a2aad2b6
commit c41aaa1fc5
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170 changed files with 5935 additions and 1551 deletions

View file

@ -49,9 +49,12 @@ function createWindow() {
// fullscreen: true,
autoHideMenuBar: true,
webPreferences: {
nodeIntegration: true,
webSecurity: false,
contextIsolation: false,
nodeIntegration: false,
webSecurity: true,
sandbox: true,
contextIsolation: true,
preload: path.join(__dirname, "preload.js"),
},
allowRunningInsecureContent: false,
});
@ -165,20 +168,20 @@ async function writeFileSafe(filename, contents) {
console.warn(prefix, "Concurrent write process on", filename);
}
await fileLock.acquire(filename, async () => {
fileLock.acquire(filename, async () => {
console.log(prefix, "Starting write on", niceFileName(filename), "in transaction", transactionId);
if (!fs.existsSync(filename)) {
// this one is easy
console.log(prefix, "Writing file instantly because it does not exist:", niceFileName(filename));
fs.writeFileSync(filename, contents, { encoding: "utf8" });
await fs.promises.writeFile(filename, contents, "utf8");
return;
}
// first, write a temporary file (.tmp-XXX)
const tempName = filename + ".tmp-" + transactionId;
console.log(prefix, "Writing temporary file", niceFileName(tempName));
fs.writeFileSync(tempName, contents, { encoding: "utf8" });
await fs.promises.writeFile(tempName, contents, "utf8");
// now, rename the original file to (.backup-XXX)
const oldTemporaryName = filename + ".backup-" + transactionId;
@ -189,7 +192,7 @@ async function writeFileSafe(filename, contents) {
"to",
niceFileName(oldTemporaryName)
);
fs.renameSync(filename, oldTemporaryName);
await fs.promises.rename(filename, oldTemporaryName);
// now, rename the temporary file (.tmp-XXX) to the target
console.log(
@ -199,7 +202,7 @@ async function writeFileSafe(filename, contents) {
"to the original",
niceFileName(filename)
);
fs.renameSync(tempName, filename);
await fs.promises.rename(tempName, filename);
// we are done now, try to create a backup, but don't fail if the backup fails
try {
@ -208,82 +211,43 @@ async function writeFileSafe(filename, contents) {
if (fs.existsSync(backupFileName)) {
console.log(prefix, "Deleting old backup file", niceFileName(backupFileName));
// delete the old backup
fs.unlinkSync(backupFileName);
await fs.promises.unlink(backupFileName);
}
// rename the old file to the new backup file
console.log(prefix, "Moving", niceFileName(oldTemporaryName), "to the backup file location");
fs.renameSync(oldTemporaryName, backupFileName);
await fs.promises.rename(oldTemporaryName, backupFileName);
} catch (ex) {
console.error(prefix, "Failed to switch backup files:", ex);
}
});
}
async function performFsJob(job) {
const fname = path.join(storePath, job.filename);
ipcMain.handle("fs-job", async (event, job) => {
const filenameSafe = job.filename.replace(/[^a-z\.\-_0-9]/i, "");
const fname = path.join(storePath, filenameSafe);
switch (job.type) {
case "read": {
if (!fs.existsSync(fname)) {
return {
// Special FILE_NOT_FOUND error code
error: "file_not_found",
};
}
try {
const data = fs.readFileSync(fname, { encoding: "utf8" });
return {
success: true,
data,
};
} catch (ex) {
console.error(ex);
return {
error: ex,
};
// Special FILE_NOT_FOUND error code
return { error: "file_not_found" };
}
return await fs.promises.readFile(fname, "utf8");
}
case "write": {
try {
writeFileSafe(fname, job.contents);
return {
success: true,
data: job.contents,
};
} catch (ex) {
console.error(ex);
return {
error: ex,
};
}
await writeFileSafe(fname, job.contents);
return job.contents;
}
case "delete": {
try {
fs.unlinkSync(fname);
} catch (ex) {
console.error(ex);
return {
error: ex,
};
}
return {
success: true,
data: null,
};
await fs.promises.unlink(fname);
return;
}
default:
throw new Error("Unkown fs job: " + job.type);
throw new Error("Unknown fs job: " + job.type);
}
}
ipcMain.on("fs-job", async (event, arg) => {
const result = await performFsJob(arg);
event.sender.send("fs-response", { id: arg.id, result });
});
wegame.init(isDev);
wegame.listen();