Files
Funkin/source/funkin/modding/PolymodHandler.hx
T
EliteMasterEricandCameron Taylor e974718947 Disallow scripts from messing with medals.
Some cleanup and readd support for fetching URLs on web builds.

Link the missing medals

base64 medal stuff, and some debug crap

remove trace crap

update assets stuff

assets stuff

newgrounds username on titlescreen and replace things with NG.core instead of our own client singleton
2024-11-04 15:05:33 -05:00

463 lines
14 KiB
Haxe

package funkin.modding;
import polymod.fs.ZipFileSystem;
import funkin.data.dialogue.conversation.ConversationRegistry;
import funkin.data.dialogue.dialoguebox.DialogueBoxRegistry;
import funkin.data.dialogue.speaker.SpeakerRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.story.level.LevelRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.data.song.SongRegistry;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.freeplay.album.AlbumRegistry;
import funkin.modding.module.ModuleHandler;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.save.Save;
import funkin.util.FileUtil;
import funkin.util.macro.ClassMacro;
import polymod.backends.PolymodAssets.PolymodAssetType;
import polymod.format.ParseRules.TextFileFormat;
import polymod.Polymod;
/**
* A class for interacting with Polymod, the atomic modding framework for Haxe.
*/
class PolymodHandler
{
/**
* The API version for the current version of the game. Since 0.5.0, we've just made this the game version!
* Minor updates rarely impact mods but major versions often do.
*/
// static final API_VERSION:String = Constants.VERSION;
/**
* The Semantic Versioning rule
* Indicates which mods are compatible with this version of the game.
* Using more complex rules allows mods from older compatible versions to stay functioning,
* while preventing mods made for future versions from being installed.
*/
static final API_VERSION_RULE:String = ">=0.5.0 <0.6.0";
/**
* Where relative to the executable that mods are located.
*/
static final MOD_FOLDER:String =
#if (REDIRECT_ASSETS_FOLDER && macos)
'../../../../../../../example_mods'
#elseif REDIRECT_ASSETS_FOLDER
'../../../../example_mods'
#else
'mods'
#end;
static final CORE_FOLDER:Null<String> =
#if (REDIRECT_ASSETS_FOLDER && macos)
'../../../../../../../assets'
#elseif REDIRECT_ASSETS_FOLDER
'../../../../assets'
#else
null
#end;
public static var loadedModIds:Array<String> = [];
// Use SysZipFileSystem on desktop and MemoryZipFilesystem on web.
static var modFileSystem:Null<ZipFileSystem> = null;
/**
* If the mods folder doesn't exist, create it.
*/
public static function createModRoot():Void
{
FileUtil.createDirIfNotExists(MOD_FOLDER);
}
/**
* Loads the game with ALL mods enabled with Polymod.
*/
public static function loadAllMods():Void
{
// Create the mod root if it doesn't exist.
createModRoot();
trace('Initializing Polymod (using all mods)...');
loadModsById(getAllModIds());
}
/**
* Loads the game with configured mods enabled with Polymod.
*/
public static function loadEnabledMods():Void
{
// Create the mod root if it doesn't exist.
createModRoot();
trace('Initializing Polymod (using configured mods)...');
loadModsById(Save.instance.enabledModIds);
}
/**
* Loads the game without any mods enabled with Polymod.
*/
public static function loadNoMods():Void
{
// Create the mod root if it doesn't exist.
createModRoot();
// We still need to configure the debug print calls etc.
trace('Initializing Polymod (using no mods)...');
loadModsById([]);
}
/**
* Load all the mods with the given ids.
* @param ids The ORDERED list of mod ids to load.
*/
public static function loadModsById(ids:Array<String>):Void
{
if (ids.length == 0)
{
trace('You attempted to load zero mods.');
}
else
{
trace('Attempting to load ${ids.length} mods...');
}
buildImports();
if (modFileSystem == null) modFileSystem = buildFileSystem();
var loadedModList:Array<ModMetadata> = polymod.Polymod.init(
{
// Root directory for all mods.
modRoot: MOD_FOLDER,
// The directories for one or more mods to load.
dirs: ids,
// Framework being used to load assets.
framework: OPENFL,
// The current version of our API.
apiVersionRule: API_VERSION_RULE,
// Call this function any time an error occurs.
errorCallback: PolymodErrorHandler.onPolymodError,
// Enforce semantic version patterns for each mod.
// modVersions: null,
// A map telling Polymod what the asset type is for unfamiliar file extensions.
// extensionMap: [],
customFilesystem: modFileSystem,
frameworkParams: buildFrameworkParams(),
// List of filenames to ignore in mods. Use the default list to ignore the metadata file, etc.
ignoredFiles: Polymod.getDefaultIgnoreList(),
// Parsing rules for various data formats.
parseRules: buildParseRules(),
// Parse hxc files and register the scripted classes in them.
useScriptedClasses: true,
loadScriptsAsync: #if html5 true #else false #end,
});
if (loadedModList == null)
{
trace('An error occurred! Failed when loading mods!');
}
else
{
if (loadedModList.length == 0)
{
trace('Mod loading complete. We loaded no mods / ${ids.length} mods.');
}
else
{
trace('Mod loading complete. We loaded ${loadedModList.length} / ${ids.length} mods.');
}
}
loadedModIds = [];
for (mod in loadedModList)
{
trace(' * ${mod.title} v${mod.modVersion} [${mod.id}]');
loadedModIds.push(mod.id);
}
#if FEATURE_DEBUG_FUNCTIONS
var fileList:Array<String> = Polymod.listModFiles(PolymodAssetType.IMAGE);
trace('Installed mods have replaced ${fileList.length} images.');
for (item in fileList)
{
trace(' * $item');
}
fileList = Polymod.listModFiles(PolymodAssetType.TEXT);
trace('Installed mods have added/replaced ${fileList.length} text files.');
for (item in fileList)
{
trace(' * $item');
}
fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_MUSIC);
trace('Installed mods have replaced ${fileList.length} music files.');
for (item in fileList)
{
trace(' * $item');
}
fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_SOUND);
trace('Installed mods have replaced ${fileList.length} sound files.');
for (item in fileList)
{
trace(' * $item');
}
fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_GENERIC);
trace('Installed mods have replaced ${fileList.length} generic audio files.');
for (item in fileList)
{
trace(' * $item');
}
#end
}
static function buildFileSystem():polymod.fs.ZipFileSystem
{
polymod.Polymod.onError = PolymodErrorHandler.onPolymodError;
return new ZipFileSystem(
{
modRoot: MOD_FOLDER,
autoScan: true
});
}
static function buildImports():Void
{
// Add default imports for common classes.
Polymod.addDefaultImport(funkin.Assets);
Polymod.addDefaultImport(funkin.Paths);
// Add import aliases for certain classes.
// NOTE: Scripted classes are automatically aliased to their parent class.
Polymod.addImportAlias('flixel.math.FlxPoint', flixel.math.FlxPoint.FlxBasePoint);
Polymod.addImportAlias('funkin.data.event.SongEventSchema', funkin.data.event.SongEventSchema.SongEventSchemaRaw);
// `lime.utils.Assets` literally just has a private `resolveClass` function for some reason? so we replace it with our own.
Polymod.addImportAlias('lime.utils.Assets', funkin.Assets);
Polymod.addImportAlias('openfl.utils.Assets', funkin.Assets);
// Add blacklisting for prohibited classes and packages.
// `Sys`
// Sys.command() can run malicious processes
Polymod.blacklistImport('Sys');
// `Reflect`
// Reflect.callMethod() can access blacklisted packages
Polymod.blacklistImport('Reflect');
// `Type`
// Type.createInstance(Type.resolveClass()) can access blacklisted packages
Polymod.blacklistImport('Type');
// `cpp.Lib`
// Lib.load() can load malicious DLLs
Polymod.blacklistImport('cpp.Lib');
// `Unserializer`
// Unserializer.DEFAULT_RESOLVER.resolveClass() can access blacklisted packages
Polymod.blacklistImport('Unserializer');
// `lime.system.CFFI`
// Can load and execute compiled binaries.
Polymod.blacklistImport('lime.system.CFFI');
// `lime.system.JNI`
// Can load and execute compiled binaries.
Polymod.blacklistImport('lime.system.JNI');
// `lime.system.System`
// System.load() can load malicious DLLs
Polymod.blacklistImport('lime.system.System');
// `lime.utils.Assets`
// Literally just has a private `resolveClass` function for some reason?
Polymod.blacklistImport('lime.utils.Assets');
Polymod.blacklistImport('openfl.utils.Assets');
Polymod.blacklistImport('openfl.Lib');
Polymod.blacklistImport('openfl.system.ApplicationDomain');
Polymod.blacklistImport('funkin.util.FunkinTypeResolver');
// `openfl.desktop.NativeProcess`
// Can load native processes on the host operating system.
Polymod.blacklistImport('openfl.desktop.NativeProcess');
// `funkin.api.*`
// Contains functions which may allow for cheating and such.
for (cls in ClassMacro.listClassesInPackage('funkin.api'))
{
if (cls == null) continue;
var className:String = Type.getClassName(cls);
Polymod.blacklistImport(className);
}
// `polymod.*`
// Contains functions which may allow for un-blacklisting other modules.
for (cls in ClassMacro.listClassesInPackage('polymod'))
{
if (cls == null) continue;
var className:String = Type.getClassName(cls);
Polymod.blacklistImport(className);
}
// `funkin.api.newgrounds.*`
// Contains functions which allow for cheating medals and leaderboards.
for (cls in ClassMacro.listClassesInPackage('funkin.api.newgrounds'))
{
if (cls == null) continue;
var className:String = Type.getClassName(cls);
Polymod.blacklistImport(className);
}
// `sys.*`
// Access to system utilities such as the file system.
for (cls in ClassMacro.listClassesInPackage('sys'))
{
if (cls == null) continue;
var className:String = Type.getClassName(cls);
Polymod.blacklistImport(className);
}
}
static function buildParseRules():polymod.format.ParseRules
{
var output:polymod.format.ParseRules = polymod.format.ParseRules.getDefault();
// Ensure TXT files have merge support.
output.addType('txt', TextFileFormat.LINES);
// Ensure script files have merge support.
output.addType('hscript', TextFileFormat.PLAINTEXT);
output.addType('hxs', TextFileFormat.PLAINTEXT);
output.addType('hxc', TextFileFormat.PLAINTEXT);
output.addType('hx', TextFileFormat.PLAINTEXT);
// You can specify the format of a specific file, with file extension.
// output.addFile("data/introText.txt", TextFileFormat.LINES)
return output;
}
static inline function buildFrameworkParams():polymod.Polymod.FrameworkParams
{
return {
assetLibraryPaths: [
'default' => 'preload',
'shared' => 'shared',
'songs' => 'songs',
'videos' => 'videos',
'tutorial' => 'tutorial',
'week1' => 'week1',
'week2' => 'week2',
'week3' => 'week3',
'week4' => 'week4',
'week5' => 'week5',
'week6' => 'week6',
'week7' => 'week7',
'weekend1' => 'weekend1',
],
coreAssetRedirect: CORE_FOLDER,
}
}
/**
* Retrieve a list of metadata for ALL installed mods, including disabled mods.
* @return An array of mod metadata
*/
public static function getAllMods():Array<ModMetadata>
{
trace('Scanning the mods folder...');
if (modFileSystem == null) modFileSystem = buildFileSystem();
var modMetadata:Array<ModMetadata> = Polymod.scan(
{
modRoot: MOD_FOLDER,
apiVersionRule: API_VERSION_RULE,
fileSystem: modFileSystem,
errorCallback: PolymodErrorHandler.onPolymodError
});
trace('Found ${modMetadata.length} mods when scanning.');
return modMetadata;
}
/**
* Retrieve a list of ALL mod IDs, including disabled mods.
* @return An array of mod IDs
*/
public static function getAllModIds():Array<String>
{
var modIds:Array<String> = [for (i in getAllMods()) i.id];
return modIds;
}
/**
* Retrieve a list of metadata for all enabled mods.
* @return An array of mod metadata
*/
public static function getEnabledMods():Array<ModMetadata>
{
var modIds:Array<String> = Save.instance.enabledModIds;
var modMetadata:Array<ModMetadata> = getAllMods();
var enabledMods:Array<ModMetadata> = [];
for (item in modMetadata)
{
if (modIds.indexOf(item.id) != -1)
{
enabledMods.push(item);
}
}
return enabledMods;
}
/**
* Clear and reload from disk all data assets.
* Useful for "hot reloading" for fast iteration!
*/
public static function forceReloadAssets():Void
{
// Forcibly clear scripts so that scripts can be edited.
ModuleHandler.clearModuleCache();
Polymod.clearScripts();
// Forcibly reload Polymod so it finds any new files.
// TODO: Replace this with loadEnabledMods().
funkin.modding.PolymodHandler.loadAllMods();
// Reload scripted classes so stages and modules will update.
Polymod.registerAllScriptClasses();
// Reload everything that is cached.
// Currently this freezes the game for a second but I guess that's tolerable?
// TODO: Reload event callbacks
// These MUST be imported at the top of the file and not referred to by fully qualified name,
// to ensure build macros work properly.
SongEventRegistry.loadEventCache();
SongRegistry.instance.loadEntries();
LevelRegistry.instance.loadEntries();
NoteStyleRegistry.instance.loadEntries();
PlayerRegistry.instance.loadEntries();
ConversationRegistry.instance.loadEntries();
DialogueBoxRegistry.instance.loadEntries();
SpeakerRegistry.instance.loadEntries();
AlbumRegistry.instance.loadEntries();
StageRegistry.instance.loadEntries();
CharacterDataParser.loadCharacterCache(); // TODO: Migrate characters to BaseRegistry.
NoteKindManager.loadScripts();
ModuleHandler.loadModuleCache();
}
}