Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/LuaCs/LuaCsSetup.cs
2026-02-07 20:10:54 -05:00

378 lines
15 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.IO;
using System.Linq;
using System.Net.Mime;
using System.Threading;
using System.Threading.Tasks;
using Barotrauma.LuaCs;
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 Barotrauma.Steam;
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(_servicesProvider);
if (!ValidateLuaCsContent())
{
Logger.LogError($"{nameof(LuaCsSetup)}: ModConfigXml missing. Unable to continue.");
throw new ApplicationException($"{nameof(LuaCsSetup)}: Lua ModConfig.xml is missing. Unable to continue.");
}
SubscribeToLuaCsEvents();
_runStateMachine = SetupStateMachine();
//LoadLuaCsConfig();
return;
// == end
StateMachine<RunState> SetupStateMachine()
{
return new StateMachine<RunState>(false, RunState.Unloaded, RunStateUnloaded_OnEnter, null)
.AddState(RunState.LoadedNoExec, RunStateLoadedNoExec_OnEnter, RunStateLoadedNoExec_OnExit)
.AddState(RunState.Running, RunStateRunning_OnEnter, RunStateRunning_OnExit);
// ReSharper disable InconsistentNaming
void RunStateUnloaded_OnEnter(State<RunState> currentState)
{
}
void RunStateLoadedNoExec_OnEnter(State<RunState> currentState)
{
}
void RunStateLoadedNoExec_OnExit(State<RunState> currentState)
{
}
void RunStateRunning_OnEnter(State<RunState> currentState)
{
}
void RunStateRunning_OnExit(State<RunState> currentState)
{
}
// ReSharper restore InconsistentNaming
}
}
bool ValidateLuaCsContent()
{
#if DEBUG
// TODO: we just wanna boot for now
return true;
#endif
// check if /Content/Lua/ModConfig.xml exists
// if not, try to copy it from the Local Mods folder
// if not, try to copy it from the Workshop Mods folder
// if that fails, throw an error and exit.
throw new NotImplementedException();
}
void RegisterServices(IServicesProvider servicesProvider)
{
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();
}
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;
#else
public const bool IsServer = false;
#endif
public const bool IsClient = !IsServer;
#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>();
#region LuaCsInternal
/*
* === Config Vars
*/
/// <summary>
/// Whether C# plugin code is enabled.
/// </summary>
internal 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>
internal IConfigEntry<bool> TreatForcedModsAsNormal { get; private set; }
/// <summary>
/// Whether the lua script runner from Workshop package should be used over the in-built version.
/// </summary>
internal IConfigEntry<bool> PreferToUseWorkshopLuaSetup { get; private set; }
/// <summary>
/// Whether the popup error GUI should be hidden/suppressed.
/// </summary>
internal IConfigEntry<bool> DisableErrorGUIOverlay { get; private set; }
/// <summary>
/// Whether usernames are anonymized or show in logs.
/// </summary>
internal IConfigEntry<bool> HideUserNamesInLogs { get; private set; }
/// <summary>
/// The SteamId of the Workshop LuaCs CPackage in use, if available.
/// </summary>
internal IConfigEntry<ulong> LuaForBarotraumaSteamId { get; private set; }
/// <summary>
/// TODO: @evilfactory@users.noreply.github.com
/// </summary>
internal IConfigEntry<bool> RestrictMessageSize { get; private set; }
/// <summary>
/// The local save path for all local data storage for mods.
/// </summary>
internal IConfigEntry<string> LocalDataSavePath { get; private set; }
#endregion
/**
* == Ops Vars
*/
private RunState _runState;
/// <summary>
/// The current run state of all services managed by LuaCs.
/// </summary>
public RunState CurrentRunState
{
get => _runState;
private set => _runState = value;
}
private readonly StateMachine<RunState> _runStateMachine;
private readonly ConcurrentQueue<ContentPackage> _toLoad = new();
private readonly ConcurrentQueue<ContentPackage> _toUnload = new();
#endregion
#region LegacyRedirects
public ILuaCsHook Hook => this.EventService;
#endregion
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($"Rewrite the loading state system.");
var newPackSet = ContentPackageManager.AllPackages
.Union(ContentPackageManager.EnabledPackages.All)
.ToHashSet();
var currPackSet = PackageManagementService.GetAllLoadedPackages().ToHashSet();
var toAdd = newPackSet.Except(currPackSet);
var toRemove = currPackSet.Except(newPackSet);
foreach (var package in toAdd)
_toLoad.Enqueue(package);
foreach (var package in toRemove)
_toUnload.Enqueue(package);
//ProcessPackagesListDifferences();
}
void SetRunState(RunState newRunState)
{
if (CurrentRunState == newRunState)
return;
}
void LoadLuaCsConfig()
{
IsCsEnabled = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "IsCsEnabled", out var val1) ? val1
: throw new NullReferenceException($"{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.");
RestrictMessageSize = ConfigService.TryGetConfig<IConfigEntry<bool>>(ContentPackageManager.VanillaCorePackage, "RestrictMessageSize", out var val7) ? val7
: throw new NullReferenceException($"{nameof(RestrictMessageSize)} cannot be loaded.");
}
void DisposeLuaCsConfig()
{
IsCsEnabled = null;
TreatForcedModsAsNormal = null;
DisableErrorGUIOverlay = null;
HideUserNamesInLogs = null;
LuaForBarotraumaSteamId = null;
RestrictMessageSize = 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
{
/// <summary>
/// No assets are loaded, code execution suspended.
/// </summary>
Unloaded = 0,
/// <summary>
/// Loaded mod configs, settings and assets. No code execution.
/// </summary>
LoadedNoExec = 1,
/// <summary>
/// All assets loaded, code execution is active.
/// </summary>
Running = 2
}
}