# CORE FRAMEWORK SOURCE FILE # Copyright (c) 2024 The StarOpenSource Project & Contributors # Licensed under the GNU Affero General Public License v3 # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as # published by the Free Software Foundation, either version 3 of the # License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . ## Initializes and manages the framework. ## ## The [b]CORE Object[/b] is responsible for initializing, managing and ## serving the CORE Framework. extends Node class_name Core # Versioning ## The version number const version_version: int = 1 ## The version type. See [enum CoreTypes.VersionType] for more information. const version_type: CoreTypes.VersionType = CoreTypes.VersionType.RELEASECANDIDATE ## The version type number. Resets on every new version and version type. const version_typerelease: int = 1 # Modules ## Used internally for loading, managing and unloading modules. const modules: Array[String] = [ "logger", "misc", "sms", "logui", "erm", "storage" ] ## CORE's configuration object.[br] ## [b]NEVER access this yourself! To change the configuration use [method reload_configuration] instead.[/b] var config: CoreConfiguration ## The framework scheduler.[br] ## Performs various maintenance tasks every minute. ## [b]Danger: [i]Don't modify this.[/i][/b] var scheduler: Timer ## The 'Logger' module var logger: CoreBaseModule ## The 'Miscellaneous' module var misc: CoreBaseModule ## The 'Scene Management System' module var sms: CoreBaseModule ## The 'Log UI' module. Not important for you, it just displays the log graphically :3 var logui: CoreBaseModule ## The 'Easy Request Maker' module (formerly 'Easy DownLoader') var erm: CoreBaseModule ## The 'Storage' module var storage: CoreBaseModule # /etc/ ## Stores the path to CORE's installation directory.[br] ## [b]Danger: [i]Don't modify this.[/i][/b] var basepath: String ## Contains a list of all loaded custom modules.[br] ## [b]Danger: [i]Don't modify this.[/i][/b] var custom_modules: Dictionary = {} ## Contains the node holding all custom modules as children.[br] ## [b]Danger: [i]Don't modify this.[/i][/b] var custom_modules_node: Node ## The CORE Object's logger instance. ## [b]Danger: [i]Don't modify this.[/i][/b] var loggeri: CoreLoggerInstance # +++ initialization +++ ## Handles the preinitialization part. Does stuff like checking the engine version, loading the config and loading all modules into memory. func _init(new_config: CoreConfiguration = CoreConfiguration.new()) -> void: name = "CORE" if !check_godot_version(): return if !determine_basepath(): queue_free() custom_modules_node = Node.new() reload_configuration(new_config) initialize_modules() apply_configuration() initialize_scheduler() ## Handles the initialization part. Injects the builtin modules into the SceneTree and makes sure custom modules can be loaded properly.[br] ## [b]Danger: [i]Don't call this.[/i][/b] func _ready() -> void: inject_modules() custom_modules_node.name = "Custom Modules" add_child(custom_modules_node) loggeri = logger.get_instance(basepath.replace("res://", "") + "src/core.gd", self) add_child(scheduler) get_tree().auto_accept_quit = false ## Initializes all built-in modules during the preinitialization phase.[br] ## [b]Danger: [i]Don't call this.[/i][/b] func initialize_modules() -> void: for module in modules: set(module, CoreBaseModule.new()) get(module).name = module get(module).set_script(load(basepath + "src/" + module + ".gd")) get(module).core = self get(module).loggeri = logger.get_instance(basepath.replace("res://", "") + "src/" + module + ".gd", get(module)) get(module)._initialize() ## Injects CORE's builtin modules into the SceneTree.[br] ## [b]Danger: [i]Don't call this.[/i][/b] func inject_modules() -> void: for module in modules: add_child(get(module)) ## Initializes the framework scheduler. ## [b]Danger: [i]Don't call this.[/i][/b] func initialize_scheduler() -> void: scheduler = Timer.new() scheduler.name = "Scheduler" scheduler.autostart = true scheduler.one_shot = false scheduler.paused = false scheduler.wait_time = 60 scheduler.process_mode = Node.PROCESS_MODE_ALWAYS scheduler.connect("timeout", func() -> void: loggeri.verb("Running scheduler tasks") for module in modules: await get(module)._schedule() for module in custom_modules_node.get_children(): await module._schedule() ) ## Waits for all modules to fully initialize.[br] ## [br] ## This ensures that all modules are fully initialized and ready for usage.[br] ## [i][b]Not calling this function during startup may lead to runtime issues.[/b][/i] func complete_init(no_success_message: bool = false) -> void: var modsinit_builtin: Array[String] = ["workaround"] var modsinit_custom: Array[String] = ["workaround"] while modsinit_builtin.size() != 0 and modsinit_custom.size() != 0: # Clear arrays modsinit_builtin = [] modsinit_custom = [] # Check builtin modules for module in modules: if !get(module).initialized: modsinit_builtin.append(module) # Check custom modules for module_name in custom_modules: if !custom_modules[module_name].initialized: modsinit_custom.append(module_name) # Print and sleep if modsinit_builtin.size() != 0 or modsinit_custom.size() != 0: print("Waiting for modules to finish initialization:") if modsinit_builtin.size() != 0: print(" Built-in: " + str(modsinit_builtin)) if modsinit_custom.size() != 0: print(" Custom: " + str(modsinit_custom)) await get_tree().create_timer(1).timeout # Initialization complete await get_tree().process_frame if !no_success_message: loggeri.info("Initialized CORE successfully") # +++ configuration +++ ## Loads a (new) configuration object and applies it to all modules. func reload_configuration(new_config: CoreConfiguration = CoreConfiguration.new()) -> void: var initialized = config != null if initialized: loggeri.verb("Reloading CORE's configuration") if config != null: config.queue_free() config = new_config.duplicate() if is_devmode(): # Override configuration in development mode config.logger_level = CoreTypes.LoggerLevel.DIAG if initialized: loggeri.verb("Overrode configuration (development mode)") if initialized: apply_configuration() ## Applies the a configuration.[br] ## [b]Danger: [i]Don't call this.[/i][/b] func apply_configuration() -> void: if loggeri != null: loggeri.verb("Applying configuration") if is_devmode() and loggeri != null: loggeri.warn("The CORE Framework is in development mode. Here be dragons!") if !config.custom_modules: if loggeri != null: loggeri.diag("Removing all custom modules (custom modules support is disabled)") for module in custom_modules: unregister_custom_module(module) for module in modules: get(module)._pull_config() if config.custom_modules: for module in custom_modules: custom_modules[module]._pull_config() # +++ custom module support +++ ## Registers a new custom module. func register_custom_module(module_name: String, module_origin: String, module_class: CoreBaseModule) -> bool: loggeri.verb("Registering new custom module \"" + module_name + "\"") if !config.custom_modules: loggeri.error("Registering module failed: Custom module support is disabled.") return false if custom_modules.has(module_name): loggeri.error("Registering module failed: A custom module with the name \"" + module_name + "\" already exists.") return false loggeri.diag("Updating variables") module_class.name = module_name module_class.core = self module_class.loggeri = logger.get_instance(module_origin, module_class) module_class.loggeri.framework = true loggeri.diag("Adding module to SceneTree") custom_modules_node.add_child(module_class) loggeri.diag("Merging module with custom_modules") custom_modules.merge({ module_name: module_class }) loggeri.diag("Initializing custom module") module_class._initialize() loggeri.diag("Updating custom module configuration") module_class._pull_config() return true ## Unregisters a custom module, making it no longer available. func unregister_custom_module(module_name: String) -> void: loggeri.verb("Unregistering custom module \"" + module_name + "\"") if !custom_modules.has(module_name): loggeri.error("Unregistering module failed: A custom module with the name \"" + module_name + "\" does not exist.") return var module: Node = get_custom_module(module_name) await module._cleanup() module.loggeri.queue_free() custom_modules_node.remove_child(module) custom_modules.erase(module_name) module.queue_free() ## Returns a registered custom module.[br] ## Please note that you can't get CORE's built-in modules with this function. func get_custom_module(module_name: String) -> CoreBaseModule: loggeri.diag("Getting custom module \"" + module_name + "\"") if !custom_modules.has(module_name): loggeri.error("Getting module failed: A custom module with the name \"" + module_name + "\" does not exist.") return null return custom_modules[module_name] # +++ etc ++ ## Makes sure that CORE does not leak memory on shutdown/unload.[br] ## Unloads all custom modules, built-in modules, frees any of CORE's classes and lastly itself. func cleanup() -> void: loggeri.info("Cleaning up") for module in custom_modules_node.get_children(): unregister_custom_module(module.name) remove_child(custom_modules_node) custom_modules_node.queue_free() var modules_reverse: Array[String] = modules.duplicate() modules_reverse.reverse() for module in modules_reverse: await get(module)._cleanup() get(module).loggeri.queue_free() get(module).queue_free() config.queue_free() queue_free() ## Returns if the framework is in development mode. func is_devmode() -> bool: return config.development ## Replaces placeholders with human-friendly strings.[br] ## You can use the following placeholders:[br] ## - [code]%version%[/code]: Returns the version number.[br] ## - [code]%version_type%[/code]: Returns the version type number[br] ## - [code]%version_semantic%[/code]: Returns the result of [method Core.get_version_semantic], example [i]5.2.3[/i][br] ## - [code]%version_type%[/code]: Returns the version type as a word, for example [i]Release Candidate[/i][br] ## - [code]%version_type_technical%[/code]: Returns the version type as one or two lowercase letters, for example [i]rc[/i][br] ## - [code]%devmode%[/code]: Returns the development mode status[br] ## - [code]%headless%[/code]: Returns the headless mode status[br] ## - [code]%custommodules%[/code]: Returns if custom module support is enabled func get_formatted_string(string: String) -> String: # Version strings string = string.replace("%version%", str(version_version)) string = string.replace("%version_typerelease%", str(version_typerelease)) var semantic_version: Array[int] = get_version_semantic() string = string.replace("%version_semantic%", str(semantic_version[0]) + "." + str(semantic_version[1]) + "." + str(semantic_version[2])) match(version_type): CoreTypes.VersionType.RELEASE: string = string.replace("%version_type%", "Release") string = string.replace("%version_type_technical%", "r") CoreTypes.VersionType.RELEASECANDIDATE: string = string.replace("%version_type%", "Release Candidate") string = string.replace("%version_type_technical%", "rc") CoreTypes.VersionType.BETA: string = string.replace("%version_type%", "Beta") string = string.replace("%version_type_technical%", "b") CoreTypes.VersionType.ALPHA: string = string.replace("%version_type%", "Alpha") string = string.replace("%version_type_technical%", "a") _: await loggeri.crash("Invalid version type " + str(version_type)) # Development mode if is_devmode(): string = string.replace("%devmode%", "Enabled") else: string = string.replace("%devmode%", "Disabled") # Headless mode if config.headless: string = string.replace("%headless%", "Enabled") else: string = string.replace("%headless%", "Disabled") # Custom module support if config.custom_modules: string = string.replace("%custommodules%", "Enabled") else: string = string.replace("%custommodules%", "Disabled") return string ## Returns CORE's versioning scheme into the semantic versioning scheme.[br] ## The first integer contains the version number, the second integer contains the version 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 version type number. func get_version_semantic() -> Array[int]: var version_type_int: int match(version_type): CoreTypes.VersionType.RELEASE: version_type_int = 3 CoreTypes.VersionType.RELEASECANDIDATE: version_type_int = 2 CoreTypes.VersionType.BETA: version_type_int = 1 CoreTypes.VersionType.ALPHA: version_type_int = 0 return [version_version, version_type_int, version_typerelease] ## Determines CORE's installation/base path.[br] ## [b]Danger: [i]Don't call this.[/i][/b] func determine_basepath() -> bool: if FileAccess.file_exists("res://.corebasepath"): basepath = "res://" elif FileAccess.file_exists("res://CORE/.corebasepath"): basepath = "res://CORE/" elif FileAccess.file_exists("res://addons/CORE/.corebasepath"): basepath = "res://addons/CORE/" else: assert(false, "CORE is not located at 'res://CORE/', aborting initialization") return false return true # Checks Godot's version ## Checks compatibility with the running version. func check_godot_version() -> bool: var version: Dictionary = Engine.get_version_info() match(version["major"]): 4: pass _: printerr("The CORE Framework does not support Godot versions older or newer than 4.x.x") return false match(version["minor"]): 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.") 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.") 2: pass _: printerr("The CORE Framework does not support Godot versions newer than 4.2.x. Please downgrade to Godot 4.2.x.") return false if version["status"] != "stable": printerr("The CORE Framework does not support unstable Godot versions. Please switch to Godot stable 4.2.x.") return false return true ## Makes sure for all log messages to be flushed and that CORE is correctly cleaned up.[br] ## Using [method SceneTree.quit] directly may cause various issues.[br] ## [b]Note: [i]Using the [code]await[/code] keyword is required for this function.[/i][/b] func quit_safely(exitcode: int = 0) -> void: loggeri.info("Shutting down (code " + str(exitcode) + ")") await get_tree().create_timer(0.25).timeout await cleanup() get_tree().quit(exitcode) func _notification(what) -> void: match(what): NOTIFICATION_WM_CLOSE_REQUEST: if config.automatic_shutdown: await quit_safely(0)