mirror of
https://github.com/tobspr-games/shapez.io.git
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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:
parent
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170 changed files with 5935 additions and 1551 deletions
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@ -49,9 +49,12 @@ function createWindow() {
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// fullscreen: true,
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autoHideMenuBar: true,
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webPreferences: {
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nodeIntegration: true,
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webSecurity: false,
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contextIsolation: false,
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nodeIntegration: false,
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webSecurity: true,
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sandbox: true,
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contextIsolation: true,
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preload: path.join(__dirname, "preload.js"),
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},
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allowRunningInsecureContent: false,
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});
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@ -165,20 +168,20 @@ async function writeFileSafe(filename, contents) {
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console.warn(prefix, "Concurrent write process on", filename);
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}
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await fileLock.acquire(filename, async () => {
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fileLock.acquire(filename, async () => {
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console.log(prefix, "Starting write on", niceFileName(filename), "in transaction", transactionId);
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if (!fs.existsSync(filename)) {
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// this one is easy
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console.log(prefix, "Writing file instantly because it does not exist:", niceFileName(filename));
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fs.writeFileSync(filename, contents, { encoding: "utf8" });
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await fs.promises.writeFile(filename, contents, "utf8");
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return;
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}
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// first, write a temporary file (.tmp-XXX)
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const tempName = filename + ".tmp-" + transactionId;
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console.log(prefix, "Writing temporary file", niceFileName(tempName));
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fs.writeFileSync(tempName, contents, { encoding: "utf8" });
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await fs.promises.writeFile(tempName, contents, "utf8");
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// now, rename the original file to (.backup-XXX)
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const oldTemporaryName = filename + ".backup-" + transactionId;
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@ -189,7 +192,7 @@ async function writeFileSafe(filename, contents) {
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"to",
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niceFileName(oldTemporaryName)
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);
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fs.renameSync(filename, oldTemporaryName);
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await fs.promises.rename(filename, oldTemporaryName);
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// now, rename the temporary file (.tmp-XXX) to the target
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console.log(
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@ -199,7 +202,7 @@ async function writeFileSafe(filename, contents) {
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"to the original",
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niceFileName(filename)
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);
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fs.renameSync(tempName, filename);
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await fs.promises.rename(tempName, filename);
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// we are done now, try to create a backup, but don't fail if the backup fails
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try {
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@ -208,82 +211,43 @@ async function writeFileSafe(filename, contents) {
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if (fs.existsSync(backupFileName)) {
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console.log(prefix, "Deleting old backup file", niceFileName(backupFileName));
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// delete the old backup
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fs.unlinkSync(backupFileName);
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await fs.promises.unlink(backupFileName);
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}
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// rename the old file to the new backup file
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console.log(prefix, "Moving", niceFileName(oldTemporaryName), "to the backup file location");
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fs.renameSync(oldTemporaryName, backupFileName);
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await fs.promises.rename(oldTemporaryName, backupFileName);
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} catch (ex) {
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console.error(prefix, "Failed to switch backup files:", ex);
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}
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});
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}
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async function performFsJob(job) {
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const fname = path.join(storePath, job.filename);
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ipcMain.handle("fs-job", async (event, job) => {
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const filenameSafe = job.filename.replace(/[^a-z\.\-_0-9]/i, "");
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const fname = path.join(storePath, filenameSafe);
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switch (job.type) {
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case "read": {
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if (!fs.existsSync(fname)) {
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return {
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// Special FILE_NOT_FOUND error code
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error: "file_not_found",
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};
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}
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try {
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const data = fs.readFileSync(fname, { encoding: "utf8" });
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return {
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success: true,
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data,
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};
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} catch (ex) {
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console.error(ex);
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return {
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error: ex,
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};
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// Special FILE_NOT_FOUND error code
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return { error: "file_not_found" };
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}
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return await fs.promises.readFile(fname, "utf8");
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}
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case "write": {
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try {
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writeFileSafe(fname, job.contents);
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return {
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success: true,
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data: job.contents,
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};
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} catch (ex) {
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console.error(ex);
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return {
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error: ex,
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};
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}
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await writeFileSafe(fname, job.contents);
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return job.contents;
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}
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case "delete": {
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try {
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fs.unlinkSync(fname);
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} catch (ex) {
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console.error(ex);
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return {
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error: ex,
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};
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}
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return {
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success: true,
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data: null,
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};
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await fs.promises.unlink(fname);
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return;
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}
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default:
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throw new Error("Unkown fs job: " + job.type);
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throw new Error("Unknown fs job: " + job.type);
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}
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}
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ipcMain.on("fs-job", async (event, arg) => {
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const result = await performFsJob(arg);
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event.sender.send("fs-response", { id: arg.id, result });
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});
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wegame.init(isDev);
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wegame.listen();
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