mirror of
https://github.com/bryanthaboi/gen1recomp.git
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Merge pull request #1037 from dlloa/upstream-pr/platform-lifecycle-hooks
Add core.update / core.quit_to_launcher platform lifecycle hooks
This commit is contained in:
@@ -352,3 +352,36 @@ or text-box state.
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Developer mode also arms the mod loader's dev tripwire, which flags mods
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that reach outside their permission set.
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## Process-lifecycle hooks
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These exist so a platform-specific launcher integration (a native shell
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that embeds this engine and wraps its window in platform UI) can live
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entirely in a mod instead of hand-patching `main.lua`, which every other
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engine change also touches.
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`core.update` receives `(next, game, dt)` once per frame from
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`love.update`. Vanilla behavior is `game:update(dt)`, unconditionally. A
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mod may skip calling `next(game, dt)` to pause the simulation for that
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frame (e.g. while a native settings sheet is on top), and may run
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additional per-frame polling before or after that call regardless of
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whether it calls `next` -- useful for one-shot flags that must be observed
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every frame even while paused.
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`core.quit_to_launcher` receives `(next)` once from `love.quit()`. `next()`
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returns the engine's own decision for whether closing the window should
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return to the Lua launcher instead of exiting; a mod may return `false`
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outright, without ever calling `next`, to veto that and let the process
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really quit -- for a platform host that owns its own "return to launcher"
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UI and would otherwise get looped straight back into the game it just
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quit.
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A manifest may also declare `force_enable_env`, an environment variable
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name that re-enables the mod regardless of a saved disable in
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`options.mods` when that variable is set to `"1"`. This is for a mod that
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cannot function disabled on the one build where its env var is set (a
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platform-bridge mod bundled only with that build's launcher, for example).
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Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
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already falls straight through to the vanilla function when no mod has
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wrapped the name, at negligible cost.
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@@ -0,0 +1,107 @@
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# RFC 0006 — Generic process-lifecycle hooks for platform launcher integrations
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## Status
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Proposed. Engine: `PlatformHooks.lua` (new), `main.lua`, `Manifest.lua`,
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`Loader.lua`. Tests: `tests/modkit/cases/platform_lifecycle_hooks.lua`,
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`tests/mod_loader_tests.lua`, `tests/mod_manifest_tests.lua`.
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## Motivation
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A platform-specific launcher wrapper -- a native shell that embeds this
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engine and owns its own UI around the game window (a mobile app shell,
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say, presenting its own settings/import/save screens and only handing
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control to the LÖVE window once play starts) needs three things no
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current hook covers:
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1. Pause the simulation while its own UI is on top of the game window.
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2. Live-reload options it wrote from outside any Lua UI.
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3. Veto `main.lua`'s "closing the window returns to the Lua launcher"
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behavior when the platform shell owns that job itself -- without this,
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a shell that re-fronts its own launcher UI on quit gets looped straight
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back into `HostShell.restart()`'s in-process reboot instead.
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Implementing this by hand-patching `main.lua`'s `love.update`/`love.quit`
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directly ties every such integration to editing the one file every other
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engine change also touches, guaranteeing merge conflicts for any second
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platform integration (or any unrelated engine PR landing around the same
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time). No existing hook covers "should the per-frame simulation step run"
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or "should closing the window return to the Lua launcher."
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## The decision it extends
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No prior D-number. Extends the hook-contract section of `docs/modding.md`
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alongside `input.step`, `render.hud`, `screen.render_visible`, etc.
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## The exact API delta
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Backward-compatible, additive-only.
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### `core.update`
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New hook, `(game, dt) -> nil` through the public wrapper signature
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`(next, game, dt)`, called once per frame from `love.update` via
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`src/core/PlatformHooks.lua`'s `PlatformHooks.update(game, dt)`. Vanilla
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behavior (used when no mod claims the hook) is `game:update(dt)`,
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unconditionally -- identical to `love.update`'s behavior before this hook
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existed. A subscriber may skip calling `next(game, dt)` to pause the
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simulation for that frame, or do additional per-frame work before/after
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calling it regardless of whether it calls `next`.
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### `core.quit_to_launcher`
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New hook, `() -> boolean` through the public wrapper signature `(next)`,
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called once from `love.quit()` via
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`PlatformHooks.quitToLauncher(vanilla)`. `vanilla` is the pre-existing
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non-platform-specific decision (`Game and not Importer and not
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quitToLauncher and not scripted and not launchedIntoGame`). A subscriber
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may return `false` outright to veto returning to the Lua launcher (without
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ever calling `next`, so the vanilla condition is never evaluated), or call
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`next()` and return its result to pass the vanilla decision through
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unchanged.
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Neither hook is guarded by `Runtime.wantsHook` -- both fire unconditionally
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every call, matching the existing `input.step` precedent
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(`src/core/Game.lua`), since `Hooks:call` already fast-paths to a bare
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`vanilla(...)` call when no mod has wrapped the name.
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### `Manifest.force_enable_env`
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New optional manifest field, a bare env-var name. `Loader:load` re-enables
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a mod carrying this field whenever that variable is set to `"1"`,
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regardless of a saved disable in `options.mods`. This exists for exactly
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the mod class this RFC is for: a platform-bridge mod that ships only with
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one build and cannot function disabled there, but must still behave like
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every other mod (a manifest opt-in, not an engine special case) on every
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build that doesn't set its variable.
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## Migration note for existing mods
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**Nothing.** With no subscriber, `love.update` still calls `Game:update(dt)`
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unconditionally every frame and `love.quit()`'s restart-to-launcher
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decision is exactly the pre-existing condition -- bit-identical to today's
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behavior on every platform where no mod wraps either hook. A manifest with
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no `force_enable_env` field behaves exactly as before.
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## Parity tests
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- **No-mod:** `core.update`'s vanilla runs exactly once per call with the
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hook chain empty; `core.quit_to_launcher`'s vanilla return value passes
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through unchanged. Both hooks are picked up automatically by the
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catalog-driven no-mod gate (`tests/engine/gate_hooks.lua`, which scans
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for `Runtime.call("...")` call sites), so neither needs a dedicated
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no-mod test file.
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- **Mod-API:** `tests/modkit/cases/platform_lifecycle_hooks.lua` proves,
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through a fixture mod loaded via the public loader (not the engine's
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internals), that a subscriber can skip the vanilla update call (pause),
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run extra per-frame polling regardless of pause state, and veto the
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quit-to-launcher decision without the vanilla condition ever running.
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- `tests/mod_loader_tests.lua` and `tests/mod_manifest_tests.lua` cover
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`force_enable_env`: a matching env var re-enables a mod saved as
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disabled, and an unset one leaves the saved disable alone.
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## Deprecation etiquette
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Nothing deprecated. These are two additive hooks and one additive manifest
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field; `main.lua`'s only footprint is one `require` and two call sites
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into `src/core/PlatformHooks.lua`.
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@@ -13,6 +13,7 @@ local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE =
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local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
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local LaunchOptions = require("src.core.LaunchOptions")
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local NxDisplay = require("src.core.NxDisplay")
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local PlatformHooks = require("src.core.PlatformHooks")
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-- Lua errors: persist a redacted trace in the save dir and surface a hint.
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do
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@@ -426,7 +427,11 @@ function love.update(dt)
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end
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return
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end
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Game:update(dt)
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-- Mods may wrap or veto the per-frame simulation step (pause it, react
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-- to external platform state, etc.) -- see docs/modding.md's core.update
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-- entry. Vanilla behavior (used when no mod claims the hook) is just
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-- Game:update(dt), unconditionally, exactly as before this hook existed.
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PlatformHooks.update(Game, dt)
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end
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function love.draw()
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@@ -819,8 +824,16 @@ function love.quit()
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or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or os.getenv("POKEPORT_IMPORT_ROM")
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-- #887: a shortcut session (--game / POKEPORT_GAME) has no launcher to go
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-- back to and the restart would re-read the shortcut, so it exits instead.
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if Game and not Importer and not quitToLauncher and not scripted
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and not launchedIntoGame then
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--
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-- A platform launcher that owns "return to launcher" itself (see
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-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
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-- this Lua launcher via that hook. Vanilla behavior (used when no mod
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-- claims the hook) is exactly the condition below.
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local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
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return Game and not Importer and not quitToLauncher and not scripted
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and not launchedIntoGame
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end)
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if wouldReturnToLauncher then
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quitToLauncher = true
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-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
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-- once, so the restart really does land in the launcher (#887). A failed
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@@ -0,0 +1,18 @@
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-- Generic process-lifecycle mod hooks so a platform-specific launcher
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-- integration (a native shell embedding this engine, e.g. wrapping the
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-- window in a platform UI) can live entirely in a mod instead of
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-- hand-patching main.lua, which every other engine change also touches.
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-- See docs/modding.md's "Process-lifecycle hooks" section.
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local ModRuntime = require("src.mods.Runtime")
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local PlatformHooks = {}
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function PlatformHooks.update(game, dt)
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return ModRuntime.call("core.update", function(g, d) g:update(d) end, game, dt)
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end
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function PlatformHooks.quitToLauncher(vanilla)
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return ModRuntime.call("core.quit_to_launcher", vanilla)
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end
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return PlatformHooks
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@@ -951,6 +951,16 @@ function Loader:load(data)
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end
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end
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end
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-- A manifest may name an env var that force-enables it regardless of a
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-- saved disable in options.mods -- generic, not tied to any mod id, for
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-- a mod (e.g. a native-launcher bridge) that cannot function disabled on
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-- the one build where its env var is set.
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for id, mod in pairs(self.mods) do
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local envName = mod.manifest.force_enable_env
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if envName and os.getenv(envName) == "1" then
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self.disabled[id] = nil
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end
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end
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for id, mod in pairs(self.mods) do
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mod.enabled = not self.disabled[id]
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mod.state = mod.enabled and "pending" or "disabled"
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@@ -229,6 +229,7 @@ function Manifest.validate(raw, path)
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permissionSet = permissionSet,
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options_schema = optionalFile(raw.options_schema, "options_schema"),
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assets_transforms = optionalFile(raw.assets_transforms, "assets_transforms"),
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force_enable_env = optionalFile(raw.force_enable_env, "force_enable_env"),
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path = path,
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raw = raw,
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}
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@@ -271,6 +271,38 @@ do
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"and nothing is disabled off a failed migration")
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end
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-- ------- force_enable_env: an env var can override a saved disable
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-- (src/mods/Loader.lua's enable-resolution block, added for a mod that
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-- cannot function disabled on the one build where its env var is set --
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-- e.g. a platform-launcher bridge mod).
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do
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local forceFiles = {
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["options.lua"] = "return { mods = { forced = false } }",
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["mods/forced/manifest.json"] =
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[[{"id":"forced","name":"forced","version":"1.0.0","entry":"main.lua",]]
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.. [["force_enable_env":"SOME_TEST_ENV"}]],
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["mods/forced/main.lua"] = "return function(mod) end",
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}
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local realGetenv = os.getenv
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os.getenv = function(name)
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if name == "SOME_TEST_ENV" then return "1" end
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return realGetenv(name)
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end
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local onLoader = Loader.new({ fs = memfs(forceFiles) })
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check(onLoader:load({ pokemon = {} }) == true,
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"force_enable_env: load succeeds with the env var set")
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check(onLoader.mods.forced.enabled == true,
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"a matching force_enable_env re-enables a mod saved as disabled")
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os.getenv = realGetenv
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local offLoader = Loader.new({ fs = memfs(forceFiles) })
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check(offLoader:load({ pokemon = {} }) == true,
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"force_enable_env: load succeeds with the env var unset")
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check(offLoader.mods.forced.enabled == false,
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"with the env var unset, the saved disable is left alone")
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end
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-- leave shared singletons the way we found them for later chained tests
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local StateStack = require("src.core.StateStack")
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while StateStack:top() do StateStack:pop() end
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@@ -105,6 +105,7 @@ local full = Manifest.validate({
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api = 2, profile = "overhaul", permissions = { "network" },
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dependencies = { "colorlib@^1.2" }, conflicts = { "always_noon" },
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options_schema = "options.lua", assets_transforms = "transforms.lua",
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force_enable_env = "SOME_ENV",
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}, "mods/full")
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check(full.api == 2 and full.profile == "overhaul", "api and profile parse")
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check(full.affects_link == true, "overhaul defaults to affecting link play")
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@@ -115,6 +116,7 @@ check(full.conflictSpecs[1].id == "always_noon" and full.conflictSpecs[1].range
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"a bare conflict entry has no range")
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check(full.options_schema == "options.lua"
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and full.assets_transforms == "transforms.lua", "declared files are kept")
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check(full.force_enable_env == "SOME_ENV", "force_enable_env is kept")
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-- ------- github / experimental / incompatible
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local gh = Manifest.validate({
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@@ -0,0 +1,93 @@
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-- core.update / core.quit_to_launcher through the public mod API: a
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-- platform-launcher integration can pause the simulation and veto the
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-- return-to-launcher decision from a mod, with no main.lua patch.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.modkit")
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local PlatformHooks = require("src.core.PlatformHooks")
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local FIXTURE = {
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["mods/fix_platform_bridge/manifest.json"] = [[{
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"id": "fix_platform_bridge",
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"name": "Fixture Platform Bridge",
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"version": "1.0.0",
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"entry": "main.lua",
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"api": 2
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}]],
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["mods/fix_platform_bridge/main.lua"] = [[
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local mod = ...
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local paused = false
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local extraPolls = 0
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mod.hooks:wrap("core.update", function(nextFn, game, dt)
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extraPolls = extraPolls + 1
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if not paused then nextFn(game, dt) end
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end)
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mod.hooks:wrap("core.quit_to_launcher", function(nextFn)
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if os.getenv("FIXTURE_VETO_QUIT") == "1" then return false end
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return nextFn()
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end)
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-- test-only knobs, read back through mod.storage-free globals since
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-- this fixture never leaves the process
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_G.__fixturePlatformBridge = {
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setPaused = function(v) paused = v end,
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extraPolls = function() return extraPolls end,
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}
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]],
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}
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-- core.update: a subscriber can pause (skip vanilla) and still run every frame
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do
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local run = T.sdk.loadMods({ "mods/fix_platform_bridge" },
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{ fs = T.sdk.memfs(FIXTURE) })
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T.eq(#run.errors, 0,
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"the fixture mod loads clean (" .. tostring(run.errors[1]) .. ")")
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local calls = 0
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local fakeGame = { update = function(self, dt) calls = calls + 1 end }
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_G.__fixturePlatformBridge.setPaused(false)
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PlatformHooks.update(fakeGame, 1 / 60)
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T.eq(calls, 1, "unpaused: vanilla Game:update runs")
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T.eq(_G.__fixturePlatformBridge.extraPolls(), 1,
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"the subscriber's wrapper runs every frame")
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_G.__fixturePlatformBridge.setPaused(true)
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PlatformHooks.update(fakeGame, 1 / 60)
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T.eq(calls, 1, "paused: vanilla Game:update is skipped")
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T.eq(_G.__fixturePlatformBridge.extraPolls(), 2,
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"the subscriber keeps polling every frame while paused")
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run.release()
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_G.__fixturePlatformBridge = nil
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end
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-- core.quit_to_launcher: a subscriber can veto without the vanilla
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-- condition ever running, or pass it through unchanged
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do
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local run = T.sdk.loadMods({ "mods/fix_platform_bridge" },
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{ fs = T.sdk.memfs(FIXTURE) })
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T.eq(#run.errors, 0,
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"the fixture mod loads clean (" .. tostring(run.errors[1]) .. ")")
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local realGetenv = os.getenv
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os.getenv = function(name)
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if name == "FIXTURE_VETO_QUIT" then return "1" end
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return realGetenv(name)
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end
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local vanillaCalls = 0
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local vetoed = PlatformHooks.quitToLauncher(function()
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vanillaCalls = vanillaCalls + 1
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return true
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end)
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T.eq(vetoed, false, "a subscriber can veto the return-to-launcher decision")
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T.eq(vanillaCalls, 0, "a veto never evaluates the vanilla condition")
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os.getenv = realGetenv
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local passed = PlatformHooks.quitToLauncher(function() return true end)
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T.eq(passed, true, "with no veto, the vanilla decision passes through unchanged")
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run.release()
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end
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T.finish("platform_lifecycle_hooks")
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Reference in New Issue
Block a user