mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-15 15:51:17 +02:00
Merge branch 'grandmas-kitchen' into dev
This commit is contained in:
+94
-23
@@ -12,12 +12,15 @@ local Manifest = require("src.mods.Manifest")
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local Merge = require("src.mods.Merge")
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local ModTargets = require("src.mods.ModTargets")
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local Registry = require("src.mods.Registry")
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local SafePath = require("src.mods.SafePath")
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local Sandbox = require("src.mods.Sandbox")
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local Schemas = require("src.mods.Schemas")
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local Semver = require("src.mods.Semver")
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local Events = require("src.mods.Events")
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local Gen2Compat = require("src.mods.Gen2Compat")
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local Hooks = require("src.mods.Hooks")
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local Runtime = require("src.mods.Runtime")
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local Steps = require("src.mods.Steps")
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local Loader = {}
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Loader.__index = Loader
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@@ -72,10 +75,12 @@ local function orderedIds(mods, filter)
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return ids
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end
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-- ------- dev-mode permissions tripwire
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-- Attribution only: the shim delegates unconditionally and blocks nothing.
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-- Installed once per process and only when the loader runs in dev mode, so a
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-- player build has zero interposition.
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-- ------- the require gate
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-- Two jobs in one interposition. The engine_internals/network scan is
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-- attribution only and stays dev-mode: it warns and delegates. The
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-- Sandbox.moduleDenial check is not -- require("io") would hand back
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-- package.loaded.io and undo the whole mod environment -- so it is installed
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-- in player builds too, for any boot that has mods on it.
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local devShim = { installed = false, permissions = {}, warned = {}, depth = 0 }
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@@ -135,7 +140,8 @@ end
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local function scanRequire(name)
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local modId = Runtime.currentMod
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if not modId or type(name) ~= "string" then return end
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if type(modId) ~= "string" then modId = Runtime.modRequire end
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if type(modId) ~= "string" or type(name) ~= "string" then return end
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local granted = devShim.permissions[modId] or {}
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local function warnOnce(permission)
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local key = modId .. "|" .. permission .. "|" .. name
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@@ -188,6 +194,7 @@ function Loader:_installDevShim()
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for id, mod in pairs(self.mods) do
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devShim.permissions[id] = mod.manifest.permissionSet
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end
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devShim.dev = self.dev
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if devShim.installed then return end
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devShim.installed = true
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local delegate = require
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@@ -195,12 +202,22 @@ function Loader:_installDevShim()
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-- only the mod's own call is the mod's doing; whatever that module
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-- requires in turn is the engine wiring itself up
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if devShim.depth == 0 then
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scanRequire(name)
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-- Backstop for the deny list Sandbox.envFor's require already applies:
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-- an engine module requiring io is the engine wiring itself up, a mod
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-- doing it is the hole this closes, and any future path that runs mod
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-- code without a sandbox env still lands here.
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local owner = Runtime.currentMod or Runtime.modRequire
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if owner or callerIsMod(3) then
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local id = type(owner) == "string" and owner or nil
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local denial = Sandbox.moduleDenial(name, devShim.permissions[id])
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if denial then error(("[%s] %s"):format(id or "mod", denial), 0) end
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end
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if devShim.dev or devShim.generation ~= 1 then scanRequire(name) end
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-- The Gen 1 name a mod asked for, answered by the Gen 2 arm behind it.
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-- Engine code keeps the real module: src/render/PaletteFX.lua:776
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-- requires src.core.Game on both generations and means it.
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if devShim.generation ~= 1 and Gen2Compat.serves(name)
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and callerIsMod(3) then
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and (owner or callerIsMod(3)) then
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local adapter = Gen2Compat.resolve(name, Runtime.currentMod)
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if adapter then
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local key = "adapter|" .. name
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@@ -235,7 +252,7 @@ function Loader.new(opts)
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events = Events.new(), hooks = Hooks.new(), content = {}, assets = {},
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exports = {}, migrations = {}, order = {},
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modSave = {}, modOptions = {}, optionSchemas = {}, imageCache = {},
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modInput = {},
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modInput = {}, modEnv = {}, stepsQueues = {},
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fs = (opts and opts.fs) or (love and love.filesystem),
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dev = dev,
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-- Which generation this boot is (1 or 2). Fixed at construction: the
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@@ -357,11 +374,13 @@ function Loader:_writeOptionSchemas()
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-- demand; using it here means older mods do not need to migrate to
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-- mod.options:define just to appear in a launcher settings screen.
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if schema == nil and mod.manifest.options_schema and self.fs.load then
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local chunk = self.fs.load(mod.path .. "/" .. mod.manifest.options_schema)
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if chunk then
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local ok, rows = pcall(chunk)
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if ok and type(rows) == "table" then schema = rows end
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end
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local ok, rows = pcall(function()
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local path = SafePath.join(mod.path, mod.manifest.options_schema,
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"options_schema")
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local chunk = Sandbox.loadFile(self.fs, path, self:_modEnv(mod))
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return chunk and chunk()
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end)
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if ok and type(rows) == "table" then schema = rows end
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end
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if schema ~= nil then
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mods[id] = schema
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@@ -998,6 +1017,40 @@ function Loader:_api(mod)
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return DateTime.dateTime(game, timestamp)
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end,
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},
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-- The read-only part of love.system that device UIs legitimately need.
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-- Do not expose the module: openURL and clipboard access stay sandboxed.
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device = {
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powerInfo = function()
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local getPowerInfo = love and love.system and love.system.getPowerInfo
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if not getPowerInfo then return "unknown", nil end
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local state, percent = getPowerInfo()
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return state, percent
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end,
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},
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-- The native step bridge (#1186), behind the "steps" permission the
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-- player sees in the mod manager: sync asks the platform to refresh
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-- its count, poll hands this mod its copy of what the bridge
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-- delivered. The engine owns the pending file -- a mod never names a
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-- path, it only receives { steps, from, to }. available() answers
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-- false without the permission (a probe stays quiet); the calls that
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-- would do something name the missing permission instead, the way the
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-- network gate does.
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steps = (function()
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if mod.manifest.permissionSet.steps then
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loader.stepsQueues[modId] = loader.stepsQueues[modId] or {}
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return {
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available = function() return Steps.available() end,
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sync = function() return Steps.sync() end,
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poll = function() return Steps.poll(loader, modId) end,
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}
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end
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local function refuse()
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error(('[%s] mod.steps needs the "steps" permission in '
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.. "manifest.json"):format(modId), 2)
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end
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return { available = function() return false end,
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sync = refuse, poll = refuse }
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end)(),
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-- namespaced per mod; M11 backs these with save.modData /
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-- options.modOptions, the shape mods compile against is already final
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save = {
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@@ -1108,9 +1161,11 @@ function Loader:_api(mod)
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-- assets keeps the v1 alias to the content accessors and adds the file
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-- helpers on top, so mod.assets.pokemon and mod.assets:image both resolve
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api.assets = setmetatable({
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path = function(_, relative) return mod.path .. "/" .. relative end,
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path = function(_, relative)
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return SafePath.join(mod.path, relative, "mod.assets:path")
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end,
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image = function(_, relative)
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local full = mod.path .. "/" .. relative
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local full = SafePath.join(mod.path, relative, "mod.assets:image")
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local cached = loader.imageCache[full]
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if cached then return cached end
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assert(love and love.graphics,
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@@ -1120,9 +1175,10 @@ function Loader:_api(mod)
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return image
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end,
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}, { __index = api.content })
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-- the mod's own directory and nothing above it: PhysFS already refuses a
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-- climb, but loader.fs is injectable and has no such floor
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function api:read(relative)
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local path = self.path .. "/" .. relative
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return loader.fs.read(path)
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return loader.fs.read(SafePath.join(self.path, relative, "mod:read"))
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end
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-- mod.world materializes on first touch, like the image helper above: a
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-- headless load must not drag the world stack in, and the Game the facade
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@@ -1166,9 +1222,21 @@ function Loader:_game()
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return engineRequire("src.core.Game")
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end
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-- The environment every chunk this mod authors runs in, built once per mod so
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-- its entry file and its options_schema share one globals table.
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function Loader:_modEnv(mod)
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local id = mod.manifest.id
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local env = self.modEnv[id]
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if not env then
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env = Sandbox.envFor({ modId = id, permissions = mod.manifest.permissionSet })
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self.modEnv[id] = env
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end
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return env
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end
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function Loader:_loadMod(mod)
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local path = mod.path .. "/" .. mod.manifest.entry
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local chunk, err = self.fs.load(path)
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local path = SafePath.join(mod.path, mod.manifest.entry, "manifest entry")
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local chunk, err = Sandbox.loadFile(self.fs, path, self:_modEnv(mod))
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if not chunk then error(err or ("unable to load " .. path)) end
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local api = self:_api(mod)
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local result = chunk(api)
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@@ -1200,6 +1268,7 @@ function Loader:_rollback(modId)
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self.optionSchemas[modId] = nil
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self.migrations[modId] = nil
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self.modSave[modId] = nil
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self.stepsQueues[modId] = nil
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end
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-- a mod that explicitly swears it stays link-compatible while writing into a
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@@ -1383,10 +1452,12 @@ function Loader:load(data)
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-- every touch: a mod captures the facade at file scope, before Game2 has a
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-- save or a world (src/mods/Gen2Compat.lua).
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Gen2Compat.bind(function() return self:_game() end)
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-- Dev mode wants the permissions tripwire; a Gold boot with mods on it wants
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-- the Gen 1-only require report, which is the difference between "the mod
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-- does nothing" and knowing why. A Gold boot with no mods pays nothing.
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if self.dev or (self.generation ~= 1 and next(self.mods) ~= nil) then
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-- Any boot with mods on it needs the gate, because require("io") is how a
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-- mod would walk out of Sandbox.envFor. Dev mode adds the permissions
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-- tripwire on top, and a Gold boot the Gen 1-only require report -- the
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-- difference between "the mod does nothing" and knowing why. A boot with no
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-- mods pays nothing.
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if self.dev or next(self.mods) ~= nil then
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self:_installDevShim()
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end
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for _, mod in ipairs(ordered) do
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