Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/LuaCs/LuaCsSetup.cs
MapleWheels 055a508901 - Deleted unused service IPackageListRetrievalService.cs
- Added caching function to LuaScriptLoader.cs
- Added sample async code to LuaScriptManagementService.cs
- Removed most of the State functions in LuaCsSetup.cs (requires rewrite).
- Fixed CsEnabled check.
- Moved IsRunningWorkshop check to client-only project.
2026-02-07 20:10:54 -05:00

488 lines
19 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Barotrauma.LuaCs.Configuration;
using Barotrauma.LuaCs.Data;
using Barotrauma.LuaCs.Events;
using Barotrauma.LuaCs.Services;
using Barotrauma.LuaCs.Services.Compatibility;
using Barotrauma.LuaCs.Services.Processing;
using Barotrauma.LuaCs.Services.Safe;
using Barotrauma.Networking;
using FluentResults;
using ImpromptuInterface;
using Microsoft.Toolkit.Diagnostics;
namespace Barotrauma
{
internal delegate void LuaCsMessageLogger(string message);
internal delegate void LuaCsErrorHandler(Exception ex, LuaCsMessageOrigin origin);
internal delegate void LuaCsExceptionHandler(Exception ex, LuaCsMessageOrigin origin);
partial class LuaCsSetup : IDisposable, IEventScreenSelected, IEventAllPackageListChanged, IEventEnabledPackageListChanged, IEventReloadAllPackages
{
public LuaCsSetup()
{
// == startup
_servicesProvider = new ServicesProvider();
RegisterServices();
ValidateLuaCsContent();
SubscribeToLuaCsEvents();
return;
// == end
// == sub processes
void RegisterServices()
{
_servicesProvider.RegisterServiceType<ILoggerService, LoggerService>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<PerformanceCounterService, PerformanceCounterService>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<IStorageService, StorageService>(ServiceLifetime.Transient);
_servicesProvider.RegisterServiceType<IEventService, EventService>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<IPackageManagementService, PackageManagementService>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<IPluginManagementService, PluginManagementService>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<ILuaScriptManagementService, LuaScriptManagementService>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<ILuaScriptLoader, LuaScriptLoader>(ServiceLifetime.Transient);
_servicesProvider.RegisterServiceType<LuaGame, LuaGame>(ServiceLifetime.Singleton);
// TODO: IConfigService
// TODO: INetworkingService
// TODO: [Resource Converter/Parser Services]
_servicesProvider.RegisterServiceType<IModConfigService, ModConfigService>(ServiceLifetime.Transient);
// service config data
_servicesProvider.RegisterServiceType<IStorageServiceConfig, StorageServiceConfig>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<ILuaScriptServicesConfig, LuaScriptServicesConfig>(ServiceLifetime.Singleton);
_servicesProvider.RegisterServiceType<IConfigServiceConfig, ConfigServiceConfig>(ServiceLifetime.Singleton);
// gen IL
_servicesProvider.Compile();
}
// Validates LuaCs assets in /Content are valid and ready to use.
void ValidateLuaCsContent()
{
// check if /Content/Lua/ModConfig.xml exists
// if not, try to copy it from the Workshop Mod (ie. installation mode)
// if that fails, throw an error and exit.
}
}
void SubscribeToLuaCsEvents()
{
EventService.Subscribe<IEventScreenSelected>(this); // game state hook in
EventService.Subscribe<IEventAllPackageListChanged>(this);
EventService.Subscribe<IEventEnabledPackageListChanged>(this);
EventService.Subscribe<IEventReloadAllPackages>(this);
}
#region CONST_DEF
#if SERVER
public const bool IsServer = true;
public const bool IsClient = false;
#else
public const bool IsServer = false;
public const bool IsClient = true;
#endif
#endregion
#region Services_ConfigVars
/*
* === Singleton Services
*/
private readonly IServicesProvider _servicesProvider;
public PerformanceCounterService PerformanceCounter =>
_servicesProvider.GetService<PerformanceCounterService>();
public ILoggerService Logger => _servicesProvider.GetService<ILoggerService>();
public IConfigService ConfigService => _servicesProvider.GetService<IConfigService>();
public IPackageManagementService PackageManagementService =>
_servicesProvider.GetService<IPackageManagementService>();
public IPluginManagementService PluginManagementService =>
_servicesProvider.GetService<IPluginManagementService>();
public ILuaScriptManagementService LuaScriptManagementService =>
_servicesProvider.GetService<ILuaScriptManagementService>();
public INetworkingService NetworkingService => _servicesProvider.GetService<INetworkingService>();
public IEventService EventService => _servicesProvider.GetService<IEventService>();
public LuaGame Game => _servicesProvider.GetService<LuaGame>();
/*
* === Config Vars
*/
/// <summary>
/// Whether C# plugin code is enabled.
/// </summary>
public IConfigEntry<bool> IsCsEnabled { get; private set; }
/// <summary>
/// Whether mods marked as 'forced' or 'always load' should only be loaded if they're in the enabled mods list.
/// </summary>
public IConfigEntry<bool> TreatForcedModsAsNormal { get; private set; }
/// <summary>
/// Whether the lua script runner from Workshop package should be used over the in-built version.
/// </summary>
public IConfigEntry<bool> PreferToUseWorkshopLuaSetup { get; private set; }
/// <summary>
/// Whether the popup error GUI should be hidden/suppressed.
/// </summary>
public IConfigEntry<bool> DisableErrorGUIOverlay { get; private set; }
/// <summary>
/// Whether usernames are anonymized or show in logs.
/// </summary>
public IConfigEntry<bool> HideUserNamesInLogs { get; private set; }
/// <summary>
/// The SteamId of the Workshop LuaCs CPackage in use, if available.
/// </summary>
public IConfigEntry<ulong> LuaForBarotraumaSteamId { get; private set; }
/// <summary>
/// The SteamId of the Workshop LuaCs CsForBarotrauma add-on, if available.
/// </summary>
public IConfigEntry<ulong> CsForBarotraumaSteamId { get; private set; }
/// <summary>
/// Whether to (re)load all package assets when a lobby starts/code session begins.
/// Intended for development use, or when packages are expected to change outside of External Updates (ie. Steam Workshop).
/// </summary>
public IConfigEntry<bool> ReloadPackagesOnLobbyStart { get; private set; }
/// <summary>
/// TODO: @evilfactory@users.noreply.github.com
/// </summary>
public IConfigEntry<bool> RestrictMessageSize { get; private set; }
/// <summary>
/// The local save path for all local data storage for mods.
/// </summary>
public IConfigEntry<string> LocalDataSavePath { get; private set; }
/**
* == Ops Vars
*/
private RunState _runState;
/// <summary>
/// The current run state of all services managed by LuaCs.
/// </summary>
public RunState CurrentRunState => _runState;
private bool CPacksParsed => CurrentRunState >= RunState.Parsed;
private bool IsStaticAssetsLoaded => CurrentRunState >= RunState.Configuration;
private bool IsCodeRunning => CurrentRunState >= RunState.Running;
private readonly ConcurrentQueue<ContentPackage> _toLoad = new();
private readonly ConcurrentQueue<ContentPackage> _toUnload = new();
#endregion
#region LegacyRedirects
public ILuaCsHook Hook => this.EventService;
#endregion
private partial bool ShouldRunCs();
// TODO: Rework
[Obsolete("Use IPluginManagementService::GetTypesByName()")]
public static Type GetType(string typeName, bool throwOnError = false, bool ignoreCase = false)
{
throw new NotImplementedException();
//return AssemblyManager.GetTypesByName(typeName).FirstOrDefault((Type)null);
}
public static ContentPackage GetPackage(ContentPackageId id, bool fallbackToAll = true, bool useBackup = false)
{
foreach (ContentPackage package in ContentPackageManager.EnabledPackages.All)
{
if (package.UgcId.ValueEquals(id))
{
return package;
}
}
if (fallbackToAll)
{
foreach (ContentPackage package in ContentPackageManager.LocalPackages)
{
if (package.UgcId.ValueEquals(id))
{
return package;
}
}
foreach (ContentPackage package in ContentPackageManager.AllPackages)
{
if (package.UgcId.ValueEquals(id))
{
return package;
}
}
}
if (useBackup && ContentPackageManager.EnabledPackages.BackupPackages.Regular != null)
{
foreach (ContentPackage package in ContentPackageManager.EnabledPackages.BackupPackages.Regular.Value)
{
if (package.UgcId.ValueEquals(id))
{
return package;
}
}
}
return null;
}
public void Dispose()
{
try
{
SetRunState(RunState.Unloaded);
}
catch (Exception e)
{
Logger.LogError(e.Message);
}
try
{
DisposeLuaCsConfig();
PluginManagementService.Dispose();
LuaScriptManagementService.Dispose();
ConfigService.Dispose();
PackageManagementService.Dispose();
// TODO: Add all missing services.
//NetworkingService.Dispose();
EventService.Dispose();
_servicesProvider.DisposeAndReset();
}
catch (Exception e)
{
Console.WriteLine(e);
throw;
}
GC.SuppressFinalize(this);
}
/// <summary>
/// Handles changes in game states tracked by screen changes.
/// </summary>
/// <param name="screen">The new game screen.</param>
public partial void OnScreenSelected(Screen screen);
public void OnAllPackageListChanged(IEnumerable<CorePackage> corePackages, IEnumerable<RegularPackage> regularPackages)
{
UpdateLoadedPackagesList();
}
public void OnEnabledPackageListChanged(CorePackage corePackage, IEnumerable<RegularPackage> regularPackages)
{
UpdateLoadedPackagesList();
}
public void OnReloadAllPackages()
{
if (CurrentRunState <= RunState.Unloaded)
return;
var state = CurrentRunState;
SetRunState(RunState.Unloaded);
SetRunState(CurrentRunState);
}
public void ForceRunState(RunState newState)
{
if (CurrentRunState == newState)
return;
SetRunState(newState);
}
private void UpdateLoadedPackagesList()
{
throw new NotImplementedException($"Rewrite the loading state system.");
var newPackSet = ContentPackageManager.AllPackages
.Union(ContentPackageManager.EnabledPackages.All)
.ToHashSet();
var currPackSet = PackageManagementService.GetAllLoadedPackages().ToHashSet();
var toAdd = newPackSet.Except(currPackSet);
var toRemove = currPackSet.Except(newPackSet);
foreach (var package in toAdd)
_toLoad.Enqueue(package);
foreach (var package in toRemove)
_toUnload.Enqueue(package);
//ProcessPackagesListDifferences();
}
/*void ProcessPackagesListDifferences()
{
if (IsCodeRunning)
return;
// no reason to do anything if we're fully unloaded.
if (!CPacksParsed)
{
_toLoad.Clear();
_toUnload.Clear();
}
while (_toUnload.TryDequeue(out var cp))
{
}
var ls = new List<ContentPackage>();
while (_toLoad.TryDequeue(out var cp))
{
if (PackageManagementService.LoadPackageInfo(cp) is
{ IsFailed: true } failure)
{
Logger.LogError($"Failed to load package infos for {cp.Name}");
Logger.LogResults(failure);
continue;
}
ls.Add(cp);
}
if (ls.Any())
{
LoadStaticAssetsAsync(ls).GetAwaiter().GetResult();
}
}*/
void SetRunState(RunState runState)
{
if (CurrentRunState == runState)
return;
/*if (runState > CurrentRunState)
{
if (CurrentRunState <= RunState.Parsed)
{
LoadCurrentContentPackageInfos();
}
if (runState <= CurrentRunState)
{
return;
}
if (CurrentRunState <= RunState.Configuration)
{
LoadStaticAssets();
}
if (runState <= CurrentRunState)
{
return;
}
if (CurrentRunState <= RunState.Running)
{
RunScripts();
}
}
else if (runState < CurrentRunState)
{
if (CurrentRunState >= RunState.Running)
{
StopScripts();
ProcessPackagesListDifferences();
_runState = RunState.Configuration;
}
if (runState >= CurrentRunState)
{
return;
}
if (CurrentRunState == RunState.Configuration)
{
UnloadStaticAssets();
_runState = RunState.Parsed;
}
if (runState >= CurrentRunState)
{
return;
}
if (CurrentRunState == RunState.Parsed)
{
UnloadContentPackageInfos();
_runState = RunState.Unloaded;
}
// we should be unloaded completely now | RunState.Unloaded
}*/
}
void LoadLuaCsConfig()
{
IsCsEnabled = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "IsCsEnabled", out var val1) ? val1
: throw new NullReferenceException($"{nameof(IsCsEnabled)} cannot be loaded.");
TreatForcedModsAsNormal = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "TreatForcedModsAsNormal", out var val2) ? val2
: throw new NullReferenceException($"{nameof(TreatForcedModsAsNormal)} cannot be loaded.");
DisableErrorGUIOverlay = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "DisableErrorGUIOverlay", out var val3) ? val3
: throw new NullReferenceException($"{nameof(DisableErrorGUIOverlay)} cannot be loaded.");
HideUserNamesInLogs = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "HideUserNamesInLogs", out var val4) ? val4
: throw new NullReferenceException($"{nameof(HideUserNamesInLogs)} cannot be loaded.");
LuaForBarotraumaSteamId = ConfigService.TryGetConfig<IConfigEntry<ulong>>(ContentPackageManager.VanillaCorePackage, "LuaForBarotraumaSteamId", out var val5) ? val5
: throw new NullReferenceException($"{nameof(LuaForBarotraumaSteamId)} cannot be loaded.");
CsForBarotraumaSteamId = ConfigService.TryGetConfig<IConfigEntry<ulong>>(ContentPackageManager.VanillaCorePackage, "CsForBarotraumaSteamId", out var val6) ? val6
: throw new NullReferenceException($"{nameof(CsForBarotraumaSteamId)} cannot be loaded.");
RestrictMessageSize = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "RestrictMessageSize", out var val7) ? val7
: throw new NullReferenceException($"{nameof(RestrictMessageSize)} cannot be loaded.");
ReloadPackagesOnLobbyStart = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "ReloadPackagesOnLobbyStart", out var val8) ? val8
: throw new NullReferenceException($"{nameof(ReloadPackagesOnLobbyStart)} cannot be loaded.");
}
void DisposeLuaCsConfig()
{
IsCsEnabled = null;
TreatForcedModsAsNormal = null;
DisableErrorGUIOverlay = null;
HideUserNamesInLogs = null;
LuaForBarotraumaSteamId = null;
CsForBarotraumaSteamId = null;
RestrictMessageSize = null;
ReloadPackagesOnLobbyStart = null;
}
}
/// <summary>
/// Specifies the current run state of the LuaCs Modding System.
/// <b>[Important]Enum State values ordering must be in the form of (lower state) === (higher state)</b>
/// </summary>
public enum RunState : byte
{
Unloaded = 0, // No asset data loaded.
Parsed, // CPacks' ResourceInfos are parsed.
Configuration, // localization and configuration assets loaded.
Running // all assets loaded, code running.
}
}