New modding system
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+35
-38
@@ -1,20 +1,20 @@
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// the part of a game server that has permissions: files and networking. the game itself runs in a worker with none.
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// server/main.ts runs it as a dedicated server, and the desktop app runs it for singleplayer
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import { serveDir } from "@std/http/file-server";
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import { isAbsolute, join } from "@std/path";
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import { join } from "@std/path";
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import { GameToHost, HostToGame } from "./game/host_protocol.ts";
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import type { ServerModIndex } from "../build.ts";
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import { load_bmods } from "./load_bmods.ts";
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const MAX_MESSAGE_SIZE = 4096;
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// in build/, see build.ts
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export const ENGINE_TEXTURES_INDEX = "assets/textures/index.json";
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const SHUTDOWN_TIMEOUT_MS = 5000;
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export interface HostOptions {
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// what deno task build made: the client, assets and mods players download
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// what deno task build made: the client and the engine's assets
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build_dir: string;
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// the server scripts, with index.json
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// the .bmod files to load
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server_mods_dir: string;
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// what the paths in server_mods/index.json are relative to, the folder the build ran in
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root: string;
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world_file: string;
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seed?: string;
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// the game can't go on, like the worker crashing
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@@ -27,9 +27,12 @@ export interface Host {
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shutdown(): Promise<void>;
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}
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export function start_host(options: HostOptions): Host {
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const mods = read_mods(options);
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console.log(`Mods: ${mods.mods.map((mod) => `${mod.listing.id} ${mod.listing.version}`).join(", ") || "none"}`);
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// throws when the mods have problems, saying what they are
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export async function start_host(options: HostOptions): Promise<Host> {
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const mods = await load_bmods(options.server_mods_dir, engine_texture_ids(options.build_dir));
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console.log(`Mods: ${mods.map((mod) => `${mod.listing.id} ${mod.listing.version}`).join(", ") || "none"}`);
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// what players download, by path
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const downloads = new Map(mods.map((mod) => [`/${mod.listing.file}`, mod.client_bytes]));
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const game = new Worker(new URL("./game/worker.ts", import.meta.url), {
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type: "module",
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@@ -78,7 +81,12 @@ export function start_host(options: HostOptions): Host {
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type: "init",
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save: read_world(options.world_file),
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default_seed: options.seed ?? crypto.randomUUID(),
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...mods,
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mods: mods.map(({ listing, bmod }) => ({
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listing,
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data: bmod.data,
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server_code: bmod.scripts.server,
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worldgen_code: bmod.scripts.worldgen,
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})),
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});
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function handle_socket(socket: WebSocket) {
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@@ -117,6 +125,17 @@ export function start_host(options: HostOptions): Host {
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if (url.pathname === "/") {
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return Response.redirect(new URL("/client/", url), 302);
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}
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const download = downloads.get(url.pathname);
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if (download) {
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// named by its hash, so it never changes and pages on other origins can cache it forever
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return new Response(download, {
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headers: {
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"content-type": "application/zip",
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"access-control-allow-origin": "*",
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"cache-control": "public, max-age=31536000, immutable",
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},
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});
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}
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return serve_static(options.build_dir, req, url);
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},
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@@ -155,40 +174,18 @@ function write_world(file: string, data: string) {
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Deno.renameSync(`${file}.tmp`, file);
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}
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// what deno task build made. no index means the build failed or never ran, and the game never runs without its mods
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function read_mods(options: HostOptions): Pick<Extract<HostToGame, { type: "init" }>, "mods" | "atlas"> {
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let index: ServerModIndex;
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try {
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index = JSON.parse(Deno.readTextFileSync(join(options.server_mods_dir, "index.json")));
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} catch {
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throw new Error(
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`No ${options.server_mods_dir}/index.json, run deno task build first (it also reports mod errors)`,
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);
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}
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const from_root = (path: string) => isAbsolute(path) ? path : join(options.root, path);
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return {
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atlas: index.atlas,
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mods: index.mods.map(({ listing, server }) => ({
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listing,
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data: JSON.parse(Deno.readTextFileSync(join(options.build_dir, listing.data))),
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server_code: server ? Deno.readTextFileSync(from_root(server)) : undefined,
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worldgen_code: listing.worldgen
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? Deno.readTextFileSync(join(options.build_dir, listing.worldgen))
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: undefined,
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})),
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};
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// the engine's textures, listed by the build next to the client's assets. engine:missing is drawn by code
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export function engine_texture_ids(build_dir: string): string[] {
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const names: string[] = JSON.parse(Deno.readTextFileSync(join(build_dir, ENGINE_TEXTURES_INDEX)));
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return ["engine:missing", ...names.map((name) => `engine:${name}`)];
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}
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// mod files and the atlas are named by their hash, so they never change and pages on other origins can load them
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// the client and the engine's assets. pages on other origins load the engine's textures from here too
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export async function serve_static(build_dir: string, req: Request, url: URL) {
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const response = await serveDir(req, { fsRoot: build_dir, quiet: true });
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const shared = url.pathname.startsWith("/mods/") || url.pathname.startsWith("/assets/");
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if (shared && response.ok) {
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if (url.pathname.startsWith("/assets/") && response.ok) {
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const headers = new Headers(response.headers);
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headers.set("Access-Control-Allow-Origin", "*");
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if (url.pathname.startsWith("/mods/") || /^\/assets\/sprites\/textures\.[0-9a-f]+\./.test(url.pathname)) {
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headers.set("Cache-Control", "public, max-age=31536000, immutable");
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}
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return new Response(response.body, { status: response.status, statusText: response.statusText, headers });
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}
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return response;
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