local hotpatch_tools = require 'hotpatch.mod-tools' hotpatch_tools.static_mod('hotpatch-remote-interface', '1.0.2', [===[ --[[ Copyright 2018 Chrisgbk Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] -- MIT License, https://opensource.org/licenses/MIT local hotpatch_tools = require 'hotpatch.mod-tools' --load private API -- mod installation/uninstallation support functions -- These take a mod NAME as a first argument local install_mod = hotpatch_tools.install_mod local find_installed_mod = hotpatch_tools.find_installed_mod local install_mod_file = hotpatch_tools.install_mod_file local uninstall_mod = hotpatch_tools.uninstall_mod -- mod interaction functions -- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX local load_mod = hotpatch_tools.load_mod local find_loaded_mod = hotpatch_tools.find_loaded_mod local run_mod = hotpatch_tools.run_mod local reset_mod = hotpatch_tools.reset_mod local reset_mod_events = hotpatch_tools.reset_mod_events local register_mod_events = hotpatch_tools.register_mod_events local unload_mod = hotpatch_tools.unload_mod -- internal callbacks when a mod registers events local register_event = hotpatch_tools.register_event local register_nth_tick = hotpatch_tools.register_nth_tick local register_on_tick = hotpatch_tools.register_on_tick -- mod bootstrap functions -- These take a LOADED INDEX as a first argument local mod_on_init = hotpatch_tools.mod_on_init local mod_on_load = hotpatch_tools.mod_on_load local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed local static_mods = hotpatch_tools.static_mods local console = hotpatch_tools.console local debug_log = hotpatch_tools.debug_log local loaded_mods = hotpatch_tools.loaded_mods local installed_mods = hotpatch_tools.installed_mods local remote_interface = {} --IMPORTANT: WHEN COPY PASTING CODE TO CONSOLE THE CODE MUST HAVE SINGLE LINE COMMENTS REMOVED -- FACTORIO CONSOLE STRIPS LINEFEEDS WHICH MAKES ALL THE CODE BECOME COMMENTED OUT --TODO: gate these behind admin permissions; if (game.player and game.player.admin) should work for console commands? debug_log({'hotpatch-info.remote-installing'}) remote_interface['install'] = function(mod_name, mod_version, mod_code, mod_files, only_install) -- this installs a new mod and runs on_init, then registers events -- Note that mods may expect that certain events haven't been called yet when their on_init is ran -- This may prevent them from functioning properly, without manually calling the events they expect -- examples: on_player_created local caller = game.player or console if caller.admin then if mod_files then for k,v in pairs(mod_files) do if k == 'control' then caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name) return end end end local installed_index = find_installed_mod(mod_name) local loaded_index = find_loaded_mod(mod_name) if installed_index then local old_version = installed_mods[installed_index].version if old_version then debug_log('WARNING: mod already exists: ' .. mod_name .. ' ' .. old_version) debug_log('WARNING: reinstalling mod in-place: ' .. mod_name .. ' ' .. mod_version) end if loaded_index then unload_mod(loaded_index) end end install_mod(mod_name, mod_version, mod_code, mod_files) if not only_install then installed_index = find_installed_mod(mod_name) if installed_index then if not load_mod(installed_index) then caller.print('compilation failed for mod ' .. mod_name) return end loaded_index = find_loaded_mod(mod_name) if loaded_index then if not run_mod(loaded_index) then caller.print('execution failed for mod ' .. mod_name) unload_mod(loaded_index) return end if not mod_on_init(loaded_index) then caller.print('on_init failed for mod ' .. mod_name) unload_mod(loaded_index) return end -- TODO: notify all mods -- TODO: determine vanilla behaviour and replicate it if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then caller.print('on_configuration_changed failed for mod ' .. mod_name) unload_mod(loaded_index) return end else end else end end else caller.print('You must be an admin to run this command.') end end remote_interface['run'] = function(mod_name) -- this runs on_init, then registers events -- Note that mods may expect that certain events haven't been called yet when their on_init is ran -- This may prevent them from functioning properly, without manually calling the events they expect -- examples: on_player_created local caller = game.player or console if caller.admin then local installed_index = find_installed_mod(mod_name) local loaded_index = find_loaded_mod(mod_name) if installed_index and not loaded_index then if not load_mod(installed_index) then caller.print('compilation failed for mod ' .. mod_name) return end loaded_index = find_loaded_mod(mod_name) else if loaded_index then local mod = loaded_mods[loaded_index] local version = mod.version debug_log('WARNING: mod already loaded: ' .. mod_name .. ' ' .. version) debug_log('WARNING: reinitializing: ' .. mod_name .. ' ' .. version) end end if loaded_index then if not run_mod(loaded_index) then caller.print('execution failed for mod ' .. mod_name) unload_mod(loaded_index) return end if not mod_on_init(loaded_index) then caller.print('on_init failed for mod ' .. mod_name) unload_mod(loaded_index) return end -- TODO: notify all mods -- TODO: determine vanilla behaviour and replicate it if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}}) then caller.print('on_configuration_changed failed for mod ' .. mod_name) unload_mod(loaded_index) return end end else caller.print('You must be an admin to run this command.') end end remote_interface['update'] = function(mod_name, mod_version, mod_code, mod_files) -- this updates an existing mod -- the current mods events are de-registered, the new code is installed, on_load is triggered, and then events are registered -- finally, the mod is informed of the update, so it can run migrations from the previous version -- TODO: validation local caller = game.player or console if caller.admin then if mod_files then for k,v in pairs(mod_files) do if k == 'control' then caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name) return end end end local installed_index = find_installed_mod(mod_name) local loaded_index = find_loaded_mod(mod_name) local old_version if loaded_index then old_version = loaded_mods[loaded_index].version unload_mod(loaded_index) end install_mod(mod_name, mod_version, mod_code, mod_files) installed_index = find_installed_mod(mod_name) if not load_mod(installed_index) then caller.print('compilation failed for mod ' .. mod_name) return end loaded_index = find_loaded_mod(mod_name) if not run_mod(loaded_index) then caller.print('execution failed for mod ' .. mod_name) unload_mod(loaded_index) return end if old_version then if not mod_on_load(loaded_index) then caller.print('on_load failed for mod ' .. mod_name) unload_mod(loaded_index) return end -- The mod must do any migrations here -- TODO: notify all mods if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={old_version=old_version, new_version=mod_version}}}) then caller.print('on_configuration_changed failed for mod ' .. mod_name) unload_mod(loaded_index) return end else -- first time install if not mod_on_init(loaded_index) then caller.print('on_init failed for mod ' .. mod_name) unload_mod(loaded_index) return end -- TODO: notify all mods if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then caller.print('on_configuration_changed failed for mod ' .. mod_name) unload_mod(loaded_index) return end end else caller.print('You must be an admin to run this command.') end end remote_interface['install_mod_file'] = function(mod_name, mod_file, mod_file_code) local caller = game.player or console if caller.admin then install_mod_file(mod_name, mod_file, mod_file_code) else caller.print('You must be an admin to run this command.') end end --TODO: most of this function remote_interface['clean'] = function(mod_name) -- Removes ALL mod data and reinitializes -- doesn't remove things a mod may add like surfaces, etc local caller = game.player or console if caller.admin then mod_reset(mod_name) run_mod(mod_name) mod_on_init(mod_name) mod_on_configuration_changed(mod_name, {mod_changes = {mod_name={new_version=mod_version}}}) else caller.print('You must be an admin to run this command.') end end remote_interface['uninstall'] = function(mod_name) -- Uninstalls a mod local caller = game.player or console if caller.admin then uninstall_mod(mod_name) else caller.print('You must be an admin to run this command.') end end remote.add_interface('hotpatch', remote_interface) debug_log({'hotpatch-info.complete', {'hotpatch-info.remote-installing'}}) ]===]) --[[ remote.call('hotpatch, 'install', 'test', '1.0.0', [===[ script.on_event(defines.events.on_player_changed_position, function(e) game.print('changed position') end ]===] local updated_code = .... remote.call('hotpatch', 'update', 'test', '1.0.1', updated_code) ]] return true