333 lines
14 KiB
GDScript
333 lines
14 KiB
GDScript
# CORE FRAMEWORK SOURCE FILE
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# Copyright (c) 2024 The StarOpenSource Project & Contributors
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# Licensed under the GNU Affero General Public License v3
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as
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# published by the Free Software Foundation, either version 3 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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## Initializes and manages the framework.
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##
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## The [b]CORE Object[/b] is responsible for initializing, managing and
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## serving the CORE Framework to the developer.
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extends Node
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class_name Core
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# Constants
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## The version number
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const version_version: int = 1
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## The version type
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const version_type: CoreTypes.VersionType = CoreTypes.VersionType.BETA
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## The version type number. Resets on every new version and version type.
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const version_typerelease: int = 4
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# Modules
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## Use this to access CORE's logging implementation.
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var logger: CoreBaseModule
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## Use this to access various useful functions.
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var misc: CoreBaseModule
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## Use this to access the scene management system.
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var sms: CoreBaseModule
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## Use this to access the graphical log. Serves no importance to you (probably).
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var logui: CoreBaseModule
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## Use this to access CORE's builtin HTTP request maker.
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var edl: CoreBaseModule
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## Use this to access configuration and settings files easily.
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var storage: CoreBaseModule
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# Variables
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## Contains CORE's load path
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var basepath: String
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## Holds the configuration[br]
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## [br]
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## [b]NEVER access this yourself. To change the configuration file, use [method Core.reload_configuration] instead.[/b]
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var config: CoreConfiguration
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## Contains all loaded custom modules.
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var custom_modules: Dictionary = {}
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## Contains the custom modules node.
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var custom_modules_node: Node
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# Preinitialization
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func _init(new_config: CoreConfiguration = CoreConfiguration.new()) -> void:
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name = "CORE"
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if !check_godot_version(): return
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if !determine_basepath(): queue_free()
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custom_modules_node = Node.new()
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reload_configuration(new_config)
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initialize_modules()
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apply_configuration()
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# Initialization
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func _ready() -> void:
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inject_modules()
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custom_modules_node.name = "Custom Modules"
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add_child(custom_modules_node)
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# Initialize modules
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## Initializes all modules during the first initialization phase.[br]
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## [br]
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## [b]NEVER call this yourself! You will break everything and risk a crash![/b]
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func initialize_modules() -> void:
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# Create Nodes
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logger = CoreBaseModule.new()
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misc = CoreBaseModule.new()
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sms = CoreBaseModule.new()
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logui = CoreBaseModule.new()
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edl = CoreBaseModule.new()
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storage = CoreBaseModule.new()
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# Set names
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logger.name = "Logger"
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misc.name = "Misc"
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sms.name = "SceneManagementSystem"
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logui.name = "LogUI"
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edl.name = "EasyDownLoader"
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storage.name = "Storage"
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# Set scripts
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logger.set_script(ResourceLoader.load(basepath + "src/logger.gd"))
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misc.set_script(ResourceLoader.load(basepath + "src/misc.gd"))
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sms.set_script(ResourceLoader.load(basepath + "src/sms.gd"))
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logui.set_script(ResourceLoader.load(basepath + "src/logui.gd"))
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edl.set_script(ResourceLoader.load(basepath + "src/edl.gd"))
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storage.set_script(ResourceLoader.load(basepath + "src/storage.gd"))
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# Set reference to self
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logger.core = self
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misc.core = self
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sms.core = self
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logui.core = self
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edl.core = self
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storage.core = self
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# Call _initialize() (workaround as modules cannot access "core" during _init())
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logger._initialize()
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misc._initialize()
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sms._initialize()
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logui._initialize()
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edl._initialize()
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storage._initialize()
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# Inject modules into the SceneTree
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## Injects CORE's builtin modules into the SceneTree.[br]
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## [br]
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## [b]NEVER call this yourself! You will break everything and risk a crash![/b]
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func inject_modules() -> void:
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add_child(logger)
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add_child(misc)
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add_child(sms)
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add_child(logui)
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add_child(edl)
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add_child(storage)
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# Wait for all modules to be fully initialized
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## Wait for all builtin modules to be fully initialized.[br]
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## [br]
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## This ensures that all of CORE's builtin modules are fully initialized and ready.
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## [b]Not calling this function during startup may lead to runtime issues.[/b]
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func complete_init(no_success: bool = false) -> void:
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var modsinit_builtin: Array[String] = ["workaround"]
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var modsinit_custom: Array[String] = ["workaround"]
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while modsinit_builtin.size() != 0 and modsinit_custom.size() != 0:
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# Clear arrays
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modsinit_builtin = []
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modsinit_custom = []
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# Check builtin modules
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if !logger.initialized: modsinit_builtin.append("logger")
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if !misc.initialized: modsinit_builtin.append("misc")
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if !sms.initialized: modsinit_builtin.append("sms")
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if !logui.initialized: modsinit_builtin.append("logui")
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if !edl.initialized: modsinit_builtin.append("edl")
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if !storage.initialized: modsinit_builtin.append("storage")
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# Check custom modules
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for module_name in custom_modules:
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if !custom_modules[module_name].initialized: modsinit_custom.append(module_name)
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# Print and sleep
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if modsinit_builtin.size() != 0 or modsinit_custom.size() != 0:
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print("Waiting for modules to finish initialization:")
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if modsinit_builtin.size() != 0:
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print(" Builtin: " + str(modsinit_builtin))
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if modsinit_custom.size() != 0:
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print(" Custom: " + str(modsinit_custom))
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await get_tree().create_timer(1).timeout
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# Initialization complete
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await get_tree().process_frame
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if !no_success: logger.infof("Core", "Initialized CORE successfully")
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# Registers a custom module
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## Registers a new custom module.
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func register_custom_module(module_name: String, module_class: CoreBaseModule) -> bool:
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logger.verbf("Core", "Registering new custom module \"" + module_name + "\"")
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if !config.custom_modules:
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logger.errorf("Core", "Registering module failed: Custom module support is disabled.")
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return false
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if custom_modules.has(module_name):
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logger.errorf("Core", "Registering module failed: A custom module with the name \"" + module_name + "\" already exists.")
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return false
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module_class.name = module_name
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logger.diagf("Core", "Updating variables")
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module_class.core = self
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logger.diagf("Core", "Adding module to SceneTree")
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custom_modules_node.add_child(module_class)
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logger.diagf("Core", "Merging module with custom_modules")
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custom_modules.merge({ module_name: module_class })
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logger.diagf("Core", "Initializing custom module")
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module_class._initialize()
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logger.diagf("Core", "Updating custom module configuration")
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module_class._pull_config()
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return true
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# Unregisters a custom module
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## Unregisters a custom module, making it no longer function.
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func unregister_custom_module(module_name: String) -> void:
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logger.verbf("Core", "Unregistering custom module \"" + module_name + "\"")
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if !custom_modules.has(module_name):
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logger.errorf("Core", "Unregistering module failed: A custom module with the name \"" + module_name + "\" does not exist.")
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return
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custom_modules_node.remove_child(get_custom_module(module_name))
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custom_modules.erase(module_name)
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# Returns a custom module
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## Returns a loaded custom module for access.
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func get_custom_module(module_name: String) -> CoreBaseModule:
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logger.diagf("Core", "Getting custom module \"" + module_name + "\"")
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if !custom_modules.has(module_name):
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logger.errorf("Core", "Getting module failed: A custom module with the name \"" + module_name + "\" does not exist.")
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return null
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return custom_modules[module_name]
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# (Re-)Load configuration
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## Loads a (new) configuration file and applies it to all modules.
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func reload_configuration(new_config: CoreConfiguration = CoreConfiguration.new()) -> void:
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var initialized = config != null
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if initialized: logger.verbf("Core", "Reloading CORE's configuration")
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config = new_config
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if is_devmode(): # Override configuration in development mode
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config.logger_level = CoreTypes.LoggerLevel.VERB
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if initialized: logger.verbf("Core", "Overrode configuration (development mode)")
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if initialized: apply_configuration()
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# Call _pull_config() functions
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## Applies the newly applied configuration.[br]
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## [br]
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## [b]NEVER call this yourself unless you know what you are doing![/b]
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func apply_configuration() -> void:
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logger.verbf("Core", "Applying configuration")
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if is_devmode(): logger.warnf("Core", "The CORE Framework is in development mode. Here be dragons!")
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if config.headless: logger.warnf("Core", "CORE is in headless mode. Certain modules will not work as expected.")
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edl._pull_config()
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if !config.custom_modules:
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logger.verbf("Core", "Removing all custom modules (custom modules support is disabled)")
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for module in custom_modules: unregister_custom_module(module)
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logger._pull_config()
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misc._pull_config()
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sms._pull_config()
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logui._pull_config()
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if config.custom_modules:
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for module in custom_modules:
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logger.diagf("Core", "Updating configuration for custom module \"" + module.name + "\"")
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module._pull_config()
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# Return development mode status
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## Returns if the CORE Framework is in development mode.
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func is_devmode() -> bool:
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return config.debugging and basepath == "res://" and OS.is_debug_build()
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# Replaces variables with human-friendly strings
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## Replaces placeholders with human-friendly strings You can use the following placeholders:[br]
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## - [code]%release%[/code]: Returns the release number.[br]
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## - [code]%release_type%[/code]: Returns the typerelease number[br]
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## - [code]%release_semantic%[/code]: Returns the result of [method Core.get_version_semantic], example [i]5.2.3[/i][br]
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## - [code]%type%[/code]: Returns the release type as a word, for example [i]Release Candidate[/i][br]
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## - [code]%type_technical%[/code]: Returns the release type as one or two lowercase letters, for example [i]rc[/i][br]
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## - [code]%devmode%[/code]: Returns the development mode status[br]
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## - [code]%headless%[/code]: Returns the headless mode status
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func get_formatted_string(string: String) -> String:
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# Version strings
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string = string.replace("%version%", str(version_version))
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string = string.replace("%version_type%", str(version_typerelease))
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var semantic_version: Array[int] = get_version_semantic()
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string = string.replace("%version_semantic%", str(semantic_version[0]) + "." + str(semantic_version[1]) + "." + str(semantic_version[2]))
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match(version_type):
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CoreTypes.VersionType.RELEASE:
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string = string.replace("%type%", "Release")
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string = string.replace("%type_technical%", "r")
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CoreTypes.VersionType.RELEASECANDIDATE:
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string = string.replace("%type%", "Release Candidate")
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string = string.replace("%type_technical%", "rc")
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CoreTypes.VersionType.BETA:
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string = string.replace("%type%", "Beta")
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string = string.replace("%type_technical%", "b")
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CoreTypes.VersionType.ALPHA:
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string = string.replace("%type%", "Alpha")
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string = string.replace("%type_technical%", "a")
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_: await logger.crashf("Core", "Invalid version type " + str(version_type), true)
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# Development mode
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if is_devmode(): string = string.replace("%devmode%", "Enabled")
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else: string = string.replace("%devmode%", "Disabled")
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# Headless mode
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if config.headless: string = string.replace("%headless%", "Enabled")
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else: string = string.replace("%headless%", "Disabled")
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# Custom module support
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if config.custom_modules: string = string.replace("%custommodules%", "Enabled")
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else: string = string.replace("%custommodules%", "Disabled")
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return string
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# Return CORE's version in the semantic versioning scheme
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## Returns CORE's versioning scheme into the semantic versioning scheme.[br]
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## The first integer contains the release number, the second integer contains the release type ([code]0[/code] for alpha, [code]1[/code] for beta, [code]2[/code] for rc and [code]3[/code] for release and the last integer contains the typerelease number.
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func get_version_semantic() -> Array[int]:
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var version_type_int: int
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match(version_type):
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CoreTypes.VersionType.RELEASE: version_type_int = 3
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CoreTypes.VersionType.RELEASECANDIDATE: version_type_int = 2
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CoreTypes.VersionType.BETA: version_type_int = 1
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CoreTypes.VersionType.ALPHA: version_type_int = 0
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return [version_version, version_type_int, version_typerelease]
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# Determines CORE's installation/base path
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## Determines CORE's installation/base path[br]
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## [br]
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## [b]Calling this function is likely to be safe, but shouldn't be done nonetheless![/b]
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func determine_basepath() -> bool:
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if FileAccess.file_exists("res://.corebasepath"):
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basepath = "res://"
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elif FileAccess.file_exists("res://CORE/.corebasepath"):
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basepath = "res://CORE/"
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elif FileAccess.file_exists("res://addons/CORE/.corebasepath"):
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basepath = "res://addons/CORE/"
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else:
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assert(false, "CORE is not located at 'res://CORE/', aborting initialization")
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return false
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return true
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# Checks Godot's version
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## Checks compatibility with the running version.
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func check_godot_version() -> bool:
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var version: Dictionary = Engine.get_version_info()
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match(version["major"]):
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4: pass
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_:
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printerr("The CORE Framework does not support Godot versions older or newer than 4.x.x")
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return false
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match(version["minor"]):
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0: printerr("The CORE Framework does not support Godot versions older than 4.2.x. Please update to Godot 4.2.x to ensure full compatibility.")
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1: printerr("The CORE Framework does not support Godot versions older than 4.2.x. Please update to Godot 4.2.x to ensure full compatibility.")
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2: pass
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_:
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printerr("The CORE Framework does not support Godot versions newer than 4.2.x. Please downgrade to Godot 4.2.x.")
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return false
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if version["status"] != "stable":
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printerr("The CORE Framework does not support unstable Godot versions. Please switch to Godot stable 4.2.x.")
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return false
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return true
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