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187 lines
5.9 KiB
Haxe
187 lines
5.9 KiB
Haxe
package funkin.backend.system;
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#if MOD_SUPPORT
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import sys.FileSystem;
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#end
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import flixel.FlxState;
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import funkin.backend.assets.AssetsLibraryList;
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import funkin.backend.assets.ModsFolder;
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import funkin.backend.assets.ModsFolderLibrary;
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import funkin.backend.assets.ZipFolderLibrary;
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import funkin.backend.chart.EventsData;
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import funkin.backend.system.framerate.Framerate;
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import funkin.editors.ModConfigWarning;
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import funkin.menus.TitleState;
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import haxe.io.Path;
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@dox(hide)
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typedef AddonInfo = {
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var name:String;
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var path:String;
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}
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/**
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* Simple state used for loading the game
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*/
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class MainState extends FlxState {
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public static var initiated:Bool = false;
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public override function create() {
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super.create();
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if (!initiated) {
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Main.loadGameSettings();
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}
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initiated = true;
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#if sys
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CoolUtil.deleteFolder('./.temp/'); // delete temp folder
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#end
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Options.save();
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ControlsUtil.resetCustomControls();
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FlxG.bitmap.reset();
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FlxG.sound.destroy(true);
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Paths.assetsTree.reset();
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#if MOD_SUPPORT
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inline function isDirectory(path:String):Bool
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return FileSystem.exists(path) && FileSystem.isDirectory(path);
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inline function ltrim(str:String, prefix:String):String
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return str.substr(prefix.length).ltrim();
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inline function loadLib(path:String, name:String)
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Paths.assetsTree.addLibrary(ModsFolder.loadModLib(path, name));
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var _lowPriorityAddons:Array<AddonInfo> = [];
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var _highPriorityAddons:Array<AddonInfo> = [];
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var _noPriorityAddons:Array<AddonInfo> = [];
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var quick_modsPath = ModsFolder.modsPath + ModsFolder.currentModFolder;
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// handing if the loading mod (before it's properly loaded) is a compressed mod
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// we just need to use `Paths.assetsTree.hasCompressedLibrary` to complete valid checks for actual loaded compressed mods
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var isZipMod = false;
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// If we know it's a compressed mod, then we can check if it's using the `cnemod` folder path.
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// All it is really is a folder with the mod's name, then a compressed file called "cnemod.[zip|7z|rar|etc]"
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var isCneMod = false;
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// We are doing it like this because think about it: it's 1 for loop lol
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// We just need to know if any of these values is true, so if only one is true and we are not close to being done in the loop, that's fine.
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//
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for (ext in Flags.ALLOWED_ZIP_EXTENSIONS) {
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if (FileSystem.exists(quick_modsPath+"."+ext)) isZipMod = true;
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if (FileSystem.exists(quick_modsPath+"/cnemod."+ext)) isCneMod = true;
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if (isZipMod && isCneMod) break;
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}
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// We get the addons folder from relative space (`./`) and then our mod's addons.
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var addonPaths = [
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ModsFolder.addonsPath,
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// So to check the mod's addons folder, we need to decompress it. Which is impossible* in this stage of the loading library process.
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// TODO: Write a function when the library is loaded to decompress the contents and then load the libraries :)
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( (ModsFolder.currentModFolder != null && !isZipMod) ?
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quick_modsPath + "/addons/" : null
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)
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];
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for (path in addonPaths) {
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if (path == null) continue;
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if (!isDirectory(path)) continue;
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for (addon in FileSystem.readDirectory(path)) {
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if (!FileSystem.isDirectory(path + addon)) {
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if (Flags.ALLOWED_ZIP_EXTENSIONS.contains(Path.extension(addon))) addon = Path.withoutExtension(addon);
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else continue;
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}
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var data:AddonInfo = {
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name: addon,
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path: path + addon
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};
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if (addon.startsWith("[LOW]")) _lowPriorityAddons.insert(0, data);
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else if (addon.startsWith("[HIGH]")) _highPriorityAddons.insert(0, data);
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else _noPriorityAddons.insert(0, data);
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}
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}
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#end
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#if GLOBAL_SCRIPT
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funkin.backend.scripting.GlobalScript.destroy();
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#end
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funkin.backend.scripting.Script.staticVariables.clear();
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#if MOD_SUPPORT
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for (addon in _lowPriorityAddons)
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loadLib(addon.path, ltrim(addon.name, "[LOW]"));
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if (ModsFolder.currentModFolder != null) {
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// isCneMod is a guarentee to be a zip mod because we just checked for it, so this will always load as a CompressedLibrary
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if (isCneMod)
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loadLib(quick_modsPath + "/cnemod", ModsFolder.currentModFolder);
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else
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loadLib(quick_modsPath, ModsFolder.currentModFolder);
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}
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for (addon in _noPriorityAddons)
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loadLib(addon.path, addon.name);
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for (addon in _highPriorityAddons)
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loadLib(addon.path, ltrim(addon.name, "[HIGH]"));
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#end
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Flags.reset();
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Flags.load();
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funkin.savedata.FunkinSave.init();
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TranslationUtil.findAllLanguages();
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TranslationUtil.setLanguage(Flags.DISABLE_LANGUAGES ? Flags.DEFAULT_LANGUAGE : null);
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ModsFolder.onModSwitch.dispatch(ModsFolder.currentModFolder); // Loads global.hx
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MusicBeatTransition.script = Flags.DEFAULT_TRANSITION_SCRIPT;
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WindowUtils.resetAffixes(false);
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WindowUtils.setWindow();
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Main.refreshAssets();
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DiscordUtil.init();
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EventsData.reloadEvents();
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ControlsUtil.loadCustomControls();
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TitleState.initialized = false;
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if (Framerate.isLoaded)
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Framerate.instance.reload();
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#if sys
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CoolUtil.safeAddAttributes('./.temp/', NativeAPI.FileAttribute.HIDDEN);
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#end
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#if MOD_SUPPORT
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for (lib in ModsFolder.getLoadedModsLibs()) {
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if (!(lib is ZipFolderLibrary)) continue;
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if (cast(lib, ZipFolderLibrary).PRELOAD_VIDEOS) cast(lib, ZipFolderLibrary).precacheVideos();
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}
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#end
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var startState:Class<FlxState> = Flags.DISABLE_WARNING_SCREEN ? TitleState : funkin.menus.WarningState;
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#if MOD_SUPPORT
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// In this case if the mod we just loaded a compressed modpack, we can't edit or modify files without decompressing it.
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if (Options.devMode && Options.allowConfigWarning && !isZipMod) {
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var lib:ModsFolderLibrary;
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for (e in Paths.assetsTree.libraries) if ((lib = cast AssetsLibraryList.getCleanLibrary(e)) is ModsFolderLibrary
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&& lib.modName == ModsFolder.currentModFolder)
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{
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if (lib.exists(Paths.ini("config/modpack"), lime.utils.AssetType.TEXT)) break;
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FlxG.switchState(new ModConfigWarning(lib, startState));
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return;
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}
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}
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#end
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FlxG.switchState(cast Type.createInstance(startState, []));
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}
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}
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