Files
bworld/client/mods.ts
T
2026-09-25 16:05:25 -03:00

97 lines
3.7 KiB
TypeScript

// loads the mods the server lists: registers their data, then runs their client scripts.
// see "Delivery to clients" in MODS.md
import { AIR } from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import type { ClientContext } from "$/common/mod_api/client.ts";
import { ModData, ModListing, ModLoadError, register_mod_data } from "$/common/mod_loader.ts";
import type { OreJson } from "$/common/mod_data.ts";
import { AIR_ID } from "$/common/protocol.ts";
import type { Client } from "./client.ts";
import { code_url, fetch_verified } from "./handshake.ts";
// what the chunk workers need to generate the same world as the server
export const worldgen_mods: { scripts: { mod: string; url: string }[]; ores: OreJson[] } = { scripts: [], ores: [] };
// set once the game is running, mods can't look at it during setup
let client: Client | undefined;
export function set_mods_client(game_client: Client) {
client = game_client;
}
// downloads every mod's files and checks them against the hashes the server listed, then registers the data and
// runs the client scripts. everything a mod runs is imported from the checked bytes, never fetched twice
export async function load_client_mods(listings: ModListing[], base: URL) {
const downloads = await Promise.all(listings.map(async (listing) => {
const get = async (path: string | undefined, sha256: string | undefined, what: string) => {
if (!path) return undefined;
try {
return await fetch_verified(new URL(path, base), sha256 ?? "", what);
} catch (e) {
throw new ModLoadError(listing.id, (e as Error).message);
}
};
const [data, client, worldgen] = await Promise.all([
get(listing.data, listing.sha256.data, "its data"),
get(listing.client, listing.sha256.client, "its client script"),
get(listing.worldgen, listing.sha256.worldgen, "its worldgen script"),
]);
return { listing, data: JSON.parse(new TextDecoder().decode(data)) as ModData, client, worldgen };
}));
const recipes = register_mod_data(downloads.map(({ listing, data }) => ({ id: listing.id, data })));
worldgen_mods.ores = recipes.ores;
worldgen_mods.scripts = downloads.flatMap(({ listing, worldgen }) =>
worldgen ? [{ mod: listing.id, url: code_url(worldgen) }] : []
);
for (const { listing, client } of downloads) {
if (!client) continue;
const module = await import(code_url(client));
if (typeof module.setup !== "function") {
throw new ModLoadError(listing.id, "the client script doesn't export a setup function");
}
await module.setup(client_context(listing));
}
}
function client_context(listing: ModListing): ClientContext {
const mod = listing.id;
const not_yet = (name: string, where: string) =>
new Proxy({}, {
get: (_, prop) => () => {
throw new Error(`[${mod}] ctx.${name}.${String(prop)} isn't implemented yet (${where} in MODS.md)`);
},
});
const need_client = () => {
if (!client) throw new Error(`[${mod}] the world isn't there yet during setup`);
return client;
};
return {
mod: { id: mod, version: listing.version },
ui: not_yet("ui", "step 7") as ClientContext["ui"],
hud: not_yet("hud", "step 7") as ClientContext["hud"],
input: not_yet("input", "step 8") as ClientContext["input"],
net: not_yet("net", "step 8") as ClientContext["net"],
player: {
get name() {
return need_client().connection.name;
},
get position() {
const { x, y, z } = need_client().player;
return { x, y, z };
},
},
world: {
get_block(x, y, z) {
const nid = need_client().level.get_block(x, y, z);
if (nid === AIR) return AIR_ID;
return EverythingRegistry.get_by_id<BlockRegistry>("blocks", nid)?.id;
},
},
log: (...args) => console.log(`[${mod}]`, ...args),
};
}