Files
2026-09-25 00:08:01 -03:00

289 lines
10 KiB
TypeScript

import { copy } from "@std/fs";
import { createCanvas, loadImage } from "@gfx/canvas-wasm";
import { ENGINE_TEXTURE_DIR, load_and_check, load_order, LoadedMod } from "./tools/check_mods.ts";
import type { AtlasListing, ModData, ModListing } from "./common/mod_loader.ts";
// all overridable so tests can build somewhere else
const BUILD_FOLDER = Deno.env.get("BUILD_DIR") ?? "build";
const MODS_FOLDER = Deno.env.get("MODS_DIR") ?? "mods";
// server scripts go here instead of the served build folder, players never get them
const SERVER_MODS_FOLDER = Deno.env.get("SERVER_MODS_DIR") ?? "server_mods";
// what the server reads at startup, see server/main.ts
export interface ServerModIndex {
atlas: AtlasListing;
mods: { listing: ModListing; server?: string }[];
}
function clear_folder(folder: string) {
try {
Deno.removeSync(folder, { recursive: true });
} catch (e) {
if (!(e instanceof Deno.errors.NotFound)) throw e;
}
Deno.mkdirSync(folder, { recursive: true });
}
async function build_fonts() {
// i used https://fonts.varg.dev/ to build the font, its confusing
const canvas_size = 256;
const font = await loadImage("assets/fonts/m6x11.png");
const canvas = createCanvas(canvas_size, canvas_size);
const ctx = canvas.getContext("2d");
ctx.drawImage(font, 0, 0);
const image_data = ctx.getImageData(0, 0, canvas_size, canvas_size);
const data = image_data.data;
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
if (r === 0 && g === 0 && b === 0) {
// black pixel, alpha = 0
data[i + 3] = 0;
} else {
// force white white
data[i] = 255;
data[i + 1] = 255;
data[i + 2] = 255;
data[i + 3] = 255;
}
}
ctx.putImageData(image_data, 0, 0);
Deno.mkdirSync(`${BUILD_FOLDER}/assets/fonts`);
Deno.writeFileSync(`${BUILD_FOLDER}/assets/fonts/m6x11.png`, canvas.toBuffer());
await copy("assets/fonts/m6x11.fnt", `${BUILD_FOLDER}/assets/fonts/m6x11.fnt`);
}
function next_power_of_two(value: number): number {
return Math.pow(2, Math.ceil(Math.log2(value)));
}
const SPRITE_SIZE = 16;
function calculate_atlas_size(count: number) {
const raw_sprites_per_side = Math.ceil(Math.sqrt(count));
const raw_size = raw_sprites_per_side * SPRITE_SIZE;
const size = next_power_of_two(raw_size);
return {
sprites_per_side: size / SPRITE_SIZE,
size,
};
}
// one atlas with the engine's textures (engine:<file>) and every mod's (<mod>:<file>).
// named by its hash, so clients can cache it forever and download it from other origins
async function build_atlas(mods: LoadedMod[]): Promise<AtlasListing> {
const textures = new Map<string, string>();
for (const entry of Deno.readDirSync(ENGINE_TEXTURE_DIR)) {
if (entry.isFile && entry.name.endsWith(".png")) {
textures.set(`engine:${entry.name.replace(".png", "")}`, `${ENGINE_TEXTURE_DIR}/${entry.name}`);
}
}
for (const mod of mods) {
for (const [id, path] of mod.texture_files) {
textures.set(id, path);
}
}
// + 1 for the missing texture
const atlas = calculate_atlas_size(textures.size + 1);
const canvas = createCanvas(atlas.size, atlas.size);
const ctx = canvas.getContext("2d");
const atlas_info: Record<string, { x: number; y: number }> = {};
// purple and black missing texture at x:0 y:0 wow !
ctx.fillStyle = "magenta";
ctx.fillRect(0, 0, 8, 8);
ctx.fillRect(8, 8, 8, 8);
ctx.fillStyle = "black";
ctx.fillRect(8, 0, 8, 8);
ctx.fillRect(0, 8, 8, 8);
atlas_info["engine:missing"] = { x: 0, y: 0 };
let index = 1;
for (const [id, path] of [...textures].sort(([a], [b]) => a.localeCompare(b))) {
const sprite = await loadImage(path);
const row = Math.floor(index / atlas.sprites_per_side);
const column = index % atlas.sprites_per_side;
ctx.drawImage(sprite, column * SPRITE_SIZE, row * SPRITE_SIZE);
index += 1;
atlas_info[id] = { x: column, y: row };
}
const png = new Uint8Array(canvas.toBuffer());
const json = new TextEncoder().encode(JSON.stringify(atlas_info));
const hashes = { png: await sha256(png), json: await sha256(json) };
const name = `assets/sprites/textures.${(hashes.png + hashes.json).slice(0, 12)}`;
Deno.writeFileSync(`${BUILD_FOLDER}/${name}.png`, png);
Deno.writeFileSync(`${BUILD_FOLDER}/${name}.json`, json);
return { png: `${name}.png`, json: `${name}.json`, sha256: hashes };
}
async function build_sprites(mods: LoadedMod[]) {
for (const entry of Deno.readDirSync("assets/sprites")) {
if (entry.name.endsWith(".png")) {
await copy(`assets/sprites/${entry.name}`, `${BUILD_FOLDER}/assets/sprites/${entry.name}`);
}
}
return await build_atlas(mods);
}
async function build_assets(mods: LoadedMod[]): Promise<AtlasListing> {
Deno.mkdirSync(`${BUILD_FOLDER}/assets`, { recursive: true });
await copy("assets/ASSETS.md", `${BUILD_FOLDER}/assets/ASSETS.md`);
await build_fonts();
Deno.mkdirSync(`${BUILD_FOLDER}/assets/sprites`, { recursive: true });
return await build_sprites(mods);
}
// every mod in mods/, checked and sorted so dependencies load first. a broken mod fails the whole build,
// the game never runs with some mods missing
function load_mods(): LoadedMod[] {
const mods = load_and_check(MODS_FOLDER);
const problems = mods.flatMap((mod) => mod.report.errors.map((error) => ` ${mod.id}: ${error}`));
if (problems.length > 0) {
throw new Error(`Mods have errors (deno task check-mods for details):\n${problems.join("\n")}`);
}
return load_order(mods);
}
async function bundle_script(path: string, platform: "browser" | "deno"): Promise<string> {
const result = await Deno.bundle({ entrypoints: [path], platform, write: false, minify: false });
if (!result.success || !result.outputFiles?.length) {
throw new Error(`Couldn't bundle ${path}:\n${result.errors.map((e) => e.text).join("\n")}`);
}
return result.outputFiles[0].text();
}
async function sha256(bytes: Uint8Array<ArrayBuffer> | string) {
const data = typeof bytes === "string" ? new TextEncoder().encode(bytes) : bytes;
const digest = await crypto.subtle.digest("SHA-256", data);
return [...new Uint8Array(digest)].map((b) => b.toString(16).padStart(2, "0")).join("");
}
async function short_hash(parts: string[]) {
const digest = await crypto.subtle.digest("SHA-256", new TextEncoder().encode(parts.join("\0")));
return [...new Uint8Array(digest)].slice(0, 6).map((b) => b.toString(16).padStart(2, "0")).join("");
}
// build/mods/<id>/<hash>/ gets what players download, server_mods/ the server scripts
async function build_mods(mods: LoadedMod[], atlas: AtlasListing) {
clear_folder(SERVER_MODS_FOLDER);
const index: ServerModIndex = { atlas, mods: [] };
for (const mod of mods) {
const manifest = mod.manifest as { name: string; version: string; scripts?: Record<string, string> };
const scripts = manifest.scripts ?? {};
const data: ModData = {
blocks: mod.blocks.map((b) => b.json),
items: mod.items.map((i) => i.json),
recipes: mod.recipes.map((r) => r.json),
ores: mod.ores.map((o) => o.json),
};
const data_json = JSON.stringify(data);
const client = scripts.client ? await bundle_script(`${mod.dir}/${scripts.client}`, "browser") : undefined;
const worldgen = scripts.worldgen
? await bundle_script(`${mod.dir}/${scripts.worldgen}`, "browser")
: undefined;
const server = scripts.server ? await bundle_script(`${mod.dir}/${scripts.server}`, "deno") : undefined;
const hash = await short_hash([data_json, client ?? "", worldgen ?? ""]);
const public_dir = `mods/${mod.id}/${hash}`;
Deno.mkdirSync(`${BUILD_FOLDER}/${public_dir}`, { recursive: true });
const listing: ModListing = {
id: mod.id,
name: manifest.name,
version: manifest.version,
hash,
data: `${public_dir}/data.json`,
sha256: { data: await sha256(data_json) },
};
Deno.writeTextFileSync(`${BUILD_FOLDER}/${listing.data}`, data_json);
if (client) {
listing.client = `${public_dir}/client.js`;
listing.sha256.client = await sha256(client);
Deno.writeTextFileSync(`${BUILD_FOLDER}/${listing.client}`, client);
}
if (worldgen) {
listing.worldgen = `${public_dir}/worldgen.js`;
listing.sha256.worldgen = await sha256(worldgen);
Deno.writeTextFileSync(`${BUILD_FOLDER}/${listing.worldgen}`, worldgen);
}
const entry: ServerModIndex["mods"][number] = { listing };
if (server) {
const server_dir = `${SERVER_MODS_FOLDER}/${mod.id}/${await short_hash([server])}`;
Deno.mkdirSync(server_dir, { recursive: true });
entry.server = `${server_dir}/server.js`;
Deno.writeTextFileSync(entry.server, server);
}
index.mods.push(entry);
}
Deno.writeTextFileSync(`${SERVER_MODS_FOLDER}/index.json`, JSON.stringify(index, null, "\t"));
console.log(`Mods: ${mods.map((m) => m.id).join(", ") || "none"}`);
}
async function build_client() {
const _result = await Deno.bundle({
entrypoints: ["./client/main.ts", "./client/workers/chunk_worker.ts"],
outputDir: `${BUILD_FOLDER}/client`,
platform: "browser",
minify: false,
keepNames: true,
});
await copy("./client/index.html", `${BUILD_FOLDER}/client/index.html`);
}
async function build() {
try {
const now = performance.now();
clear_folder(BUILD_FOLDER);
const mods = load_mods();
const atlas = await build_assets(mods);
await build_client();
await build_mods(mods, atlas);
console.log(`Built in ${(performance.now() - now).toFixed(2)}ms`);
} catch (e) {
// no index means the server refuses to start, instead of running without some mods
try {
Deno.removeSync(`${SERVER_MODS_FOLDER}/index.json`);
} catch { /* wasn't there */ }
console.log(e instanceof Error ? e.message : e);
return false;
}
return true;
}
let last_build = 0;
if (import.meta.main) {
const ok = await build();
// deno task build --once, for scripts and ci
if (Deno.args.includes("--once")) {
Deno.exit(ok ? 0 : 1);
}
const watcher = Deno.watchFs(["assets", "client", "common", MODS_FOLDER], { recursive: true });
for await (const event of watcher) {
const now = performance.now();
if (now - last_build < 500) {
continue;
}
if (["create", "modify", "rename", "remove"].includes(event.kind)) {
last_build = now;
console.log("Rebuilding...");
await build();
}
}
}