Browse Source

Add custom block registration functionality and a test

tags/v1.8.0
NorbiPeti 4 years ago
parent
commit
712ece86db
4 changed files with 204 additions and 244 deletions
  1. +1
    -1
      GamecraftModdingAPI/Block.cs
  2. +89
    -239
      GamecraftModdingAPI/Blocks/CustomBlock.cs
  3. +85
    -0
      GamecraftModdingAPI/Blocks/CustomBlockAttribute.cs
  4. +29
    -4
      GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs

+ 1
- 1
GamecraftModdingAPI/Block.cs View File

@@ -213,7 +213,7 @@ namespace GamecraftModdingAPI
throw new BlockTypeException("The block has the wrong group! The type is " + GetType() +
" while the group is " + id.groupID);
}
else if (type != typeof(Block))
else if (type != typeof(Block) && !typeof(CustomBlock).IsAssignableFrom(type))
Logging.LogWarning($"Unknown block type! Add {type} to the dictionary.");
}



+ 89
- 239
GamecraftModdingAPI/Blocks/CustomBlock.cs View File

@@ -1,9 +1,11 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using DataLoader;
using GamecraftModdingAPI.App;
using GamecraftModdingAPI.Utility;
using GPUInstancer;
using HarmonyLib;
@@ -11,8 +13,8 @@ using RobocraftX.Blocks;
using RobocraftX.Common;
using RobocraftX.Rendering;
using Svelto.DataStructures;
using Svelto.ECS;
using Svelto.Tasks;
using Unity.Entities;
using Unity.Entities.Conversion;
using Unity.Physics;
using UnityEngine;
@@ -24,264 +26,113 @@ using ScalingPermission = DataLoader.ScalingPermission;

namespace GamecraftModdingAPI.Blocks
{
public class CustomBlock
public class CustomBlock : Block
{
private static ushort nextID = 500;
public static void RegisterCustomBlock(string path)
/// <summary>
/// Key: Prefab path
/// </summary>
private static Dictionary<string, Type> _customBlocks = new Dictionary<string, Type>();

private static bool _canRegister = true;
/// <summary>
/// Register a custom block type. Call it as soon as possible (in OnApplicationStart()).<br />
/// You need a Unity project with Addressables and Havok installed and need a prefab added as an addressable asset.
/// Build the addressables and the project and copy the catalog.json from StreamingAssets, you'll need to reference this file.
/// Also copy the asset files from the subfolder to the same path in the game.
/// </summary>
/// <typeparam name="T">The custom block type</typeparam>
public static void RegisterCustomBlock<T>() where T : CustomBlock
{
var prefabData = new List<PrefabData>();
//category ID:
//0 - regular
//1 - joint
//2 - controller
uint prefabId = PrefabsID.FetchNewPrefabID(PrefabsID.GenerateDBID(0, nextID++));
prefabData.Add(new PrefabData()
{
prefabName = path,
prefabId = prefabId
});
var loadTask = Addressables.LoadAssetAsync<GameObject>(path);
AccessTools.Method("RobocraftX.Common.ECSGPUIResourceManager:RegisterPrefab")
.Invoke(ECSGPUIResourceManager.Instance, new object[] {prefabId, loadTask.Result, 1});
if (!_canRegister)
throw new InvalidOperationException(
"It's too late to register custom blocks. Register it before the game starts loading.");
var type = typeof(T);
var attr = type.GetCustomAttribute<CustomBlockAttribute>();
if (attr == null)
throw new ArgumentException("The custom block type is missing the CustomBlock annotation");
string typeName = type.FullName ??
throw new ArgumentException("The given block type doesn't have a concrete full name.");
if (!File.Exists(attr.Catalog))
throw new FileNotFoundException("The specified catalog cannot be found for " + typeName);
_customBlocks.Add(attr.AssetPath, type);
Logging.MetaDebugLog("Registered custom block type " + typeName);
}

[HarmonyPatch]
public static class Patch
public CustomBlock(EGID id) : base(id)
{
/*public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
var list = new List<CodeInstruction>(instructions);
try
{
*int index = -1;
CodeInstruction loadTask = null;
for (var i = 0; i < list.Count - 1; i++)
{
if (list[i].opcode == OpCodes.Ldfld
&& ((string) list[i].operand).Contains("renderingWorld")
&& list[i + 1].opcode == OpCodes.Brfalse_S)
index = i - 1; //It loads 'this' first
if (list[i].opcode == OpCodes.Ldflda
&& ((string) list[i].operand).Contains("loadTask"))
loadTask = new CodeInstruction(list[i]);
}*
if (id.groupID != Group)
throw new BlockTypeException("The block is not a custom block! It has a group of " + id.groupID);
}

var array = new[]
{
//Set Yield.It to be returned (current)
new CodeInstruction(OpCodes.Ldarg_0), // this
new CodeInstruction(OpCodes.Ldsfld,
typeof(Yield).GetField("It", BindingFlags.Public | BindingFlags.Static)),
new CodeInstruction(OpCodes.Stfld, "object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>2__current'"),
//Set which yield return we're at (state)
new CodeInstruction(OpCodes.Ldarg_0), // this
new CodeInstruction(OpCodes.Ldc_I4_1),
//new CodeInstruction(OpCodes.Call, ((Action<StringBuffer>)AddInfo).Method)
};
list.InsertRange(index, array);
*
IL_00ad: ldarg.0 // this
IL_00ae: ldsfld class [Svelto.Tasks]Svelto.Tasks.Yield [Svelto.Tasks]Svelto.Tasks.Yield::It
IL_00b3: stfld object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>2__current'
IL_0072: ldarg.0 // this
IL_0073: ldnull
IL_0074: stfld object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>2__current'
IL_0079: ldarg.0 // this
IL_007a: ldc.i4.2
IL_007b: stfld object RobocraftX.Common.ECSResourceManagerUtility/'<RegisterPrefabs>d__0'::'<>1__state'
IL_0080: ldc.i4.1
IL_0081: ret
*
yield break;
}
catch (Exception e)
{
Logging.LogWarning("Failed to inject AddInfo method for the debug display!\n" + e);
}
}*/
public CustomBlock(uint id) : this(new EGID(id, Group))
{
}

public static ExclusiveGroup Group { get; } = new ExclusiveGroup("Custom block");

[HarmonyPatch]
public static class Patch
{
private static Material[] materials;

public static void Prefix(List<PrefabData> prefabData, IList<GameObject> prefabs)
{
/*foreach (var block in blocks.Values.Cast<CubeListData>())
for (var index = 0; index < prefabs.Count; index++)
{
Console.WriteLine("Block info: " + block);
}*/
if (prefabData[index].prefabName == "ConsoleBlock")
materials = prefabs[index].GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials;
}

/*var res = Addressables.LoadContentCatalogAsync("customCatalog.json");
while (!res.IsDone) yield return Yield.It;*/
foreach (var gameObject in prefabs)
for (var index = 0; index < prefabs.Count; index++)
{
switch (gameObject.name)
{
case "Cube":
gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials = materials;
break;
case "CTR_CommandBlock":
materials = gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials;
break;
}
if (_customBlocks.ContainsKey(prefabData[index].prefabName)) //This is a custom block
prefabs[index].GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials = materials;
}
}

public static MethodBase TargetMethod()
{ //General block registration
//return AccessTools.Method("RobocraftX.Blocks.BlocksCompositionRoot:RegisterPartPrefabs");
return AccessTools.Method("RobocraftX.Rendering.ECSGPUIResourceManager:InitPreRegisteredPrefabs");
}
}

/*[HarmonyPatch]
public static class RendererPatch
{
private static Material[] materials;
public static void Prefix(uint prefabID, GameObject gameObject)
{
Console.WriteLine("ID: " + prefabID + " - Name: " + gameObject.name);
if (gameObject.name == "Cube")
{
//Console.WriteLine("Length: " + gameObject.GetComponentsInChildren<MeshRenderer>().Length);
if (materials != null)
gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials = materials;
/*ECSGPUIResourceManager.Instance.RegisterGhostsPrefabsAtRuntime(
new[] {new PrefabData {prefabId = prefabID, prefabName = "Assets/Prefabs/Cube.prefab"}},
new List<GameObject> {gameObject});#1#
GameObject go = Object.Instantiate(gameObject);
go.SetActive(false);
AccessTools.Method("RobocraftX.Rendering.ECSGPUIResourceManager:RegisterNewPrefabAtRuntime")
.Invoke(ECSGPUIResourceManager.Instance,
new object[] {(uint) ((int) prefabID * 2 + 1), gameObject, true});
//ECSGPUIResourceManager.Instance.RegisterNewPrefabAtRuntime((uint) ((int)prefabID * 2 + 1), gameObject, true); //.isOcclusionCulling = false;
UnityEngine.Object.Destroy(gameObject);
GPUInstancerAPI.AddInstancesToPrefabPrototypeAtRuntime(ECSGPUIResourceManager.Instance.prefabManager,
gameObject.GetComponent<GPUInstancerPrefab>().prefabPrototype, new[] {gameObject});
Console.WriteLine("Registered prefab to instancer");
/*var register = AccessTools.Method("RobocraftX.Common.ECSPhysicResourceManager:RegisterPrefab",
new[] {typeof(uint), typeof(GameObject), typeof(World), typeof(BlobAssetStore)});
register.Invoke(ECSPhysicResourceManager.Instance,
new object[] {prefabID, gameObject, MGPatch.data.Item1, MGPatch.data.Item2});#1#
/*Console.WriteLine(
"Entity: " + ECSPhysicResourceManager.Instance.GetUECSPhysicEntityPrefab(prefabID));
Console.WriteLine("Prefab ID: " + PrefabsID.DBIDMAP[500]);
PhysicsCollider componentData = MGPatch.data.Item1.EntityManager.GetComponentData<PhysicsCollider>(ECSPhysicResourceManager.Instance.GetUECSPhysicEntityPrefab(prefabID));
Console.WriteLine("Collider valid: " + componentData.IsValid);
unsafe
{
Console.WriteLine("Collider type: " + componentData.ColliderPtr->Type);
CollisionFilter filter = componentData.Value.Value.Filter;
Console.WriteLine("Filter not empty: " + !filter.IsEmpty);
}#1#
//MGPatch.data.Item1.EntityManager.GetComponentData<>()
gameObject.AddComponent<BoxCollider>();
gameObject.AddComponent<Transform>();
Console.WriteLine("Registered prefab to physics");
ECSGPUIResourceManager.Instance.RegisterGhostsPrefabsAtRuntime();
}
else if (gameObject.name == "CTR_CommandBlock")
materials = gameObject.GetComponentsInChildren<MeshRenderer>()[0].sharedMaterials;
}

public static MethodBase TargetMethod()
{RobocraftX.Common.ECSGPUIResourceManager.RegisterPrefab
return AccessTools.Method("RobocraftX.Common.ECSGPUIResourceManager:RegisterPrefab",
new[] {typeof(uint), typeof(GameObject)});
}
}*/

[HarmonyPatch]
public static class RMPatch
public static class CubeRegistrationPatch
{
public static void Prefix(World physicsWorld,
GameObjectConversionSystem getExistingSystem,
FasterList<GameObject> gos,
List<PrefabData> prefabData)
public static void Prefix(IDataDB dataDB)
{
Console.WriteLine("First game object data:\n" + gos[0].GetComponents<Component>()
.Select(c => c + " - " + c.name + " " + c.GetType())
.Aggregate((a, b) => a + "\n" + b));
for (var index = 0; index < prefabData.Count; index++)
//var abd = dataDB.GetValue<CubeListData>((int) BlockIDs.AluminiumCube);
foreach (var (key, type) in _customBlocks)
{
var data = prefabData[index];
if (!data.prefabName.EndsWith("Cube.prefab")) continue;
//getExistingSystem.DeclareLinkedEntityGroup(gos[index]);
/*Entity entity = GameObjectConversionUtility.ConvertGameObjectHierarchy(gos[index],
GameObjectConversionSettings.FromWorld(physicsWorld, MGPatch.data.Item2));*/
Console.WriteLine("Transform: " + gos[index].transform.childCount);
Entity primaryEntity = getExistingSystem.GetPrimaryEntity(gos[index]);
MultiListEnumerator<Entity> entities = getExistingSystem.GetEntities(gos[index]);
Console.WriteLine("ID: " + data.prefabId + " - Name: " + data.prefabName);
Console.WriteLine("Primary entity: " + primaryEntity);
EntityManager entityManager = physicsWorld.EntityManager;
Console.WriteLine("Has collider: " + entityManager.HasComponent<PhysicsCollider>(primaryEntity));
while (entities.MoveNext())
{
Entity current = entities.Current;
Console.WriteLine("Entity " + current + " has collider: " +
entityManager.HasComponent<PhysicsCollider>(current));
}
Console.WriteLine("Adding GPUI prefab");
((GPUInstancerPrefabManager) GPUInstancerManager.activeManagerList.Single(gim =>
gim is GPUInstancerPrefabManager))
.AddRuntimeRegisteredPrefab(gos[index].GetComponent<GPUInstancerPrefab>());
Console.WriteLine("Added GPUI prefab");
var attr = type.GetCustomAttribute<CustomBlockAttribute>();
var cld = new CubeListData
{ //"Assets/Prefabs/Cube.prefab" - "CTR_CommandBlock" - "strConsoleBlock"
cubeType = attr.Type,
cubeCategory = attr.Category,
inventoryCategory = attr.InventoryCategory,
ID = nextID++,
Path = attr.AssetPath, //Index out of range exception: Asset failed to load (wrong path)
SpriteName = attr.SpriteName,
CubeNameKey = attr.NameKey,
CubeDescriptionKey = attr.DescKey,
SelectableFaces = new[] {0, 1, 2, 3, 4, 5},
GridScale = new[] {5, 5, 5},
Mass = attr.Mass,
Material = attr.Material,
scalingPermission = attr.ScalingPermission,
SortIndex = attr.SortIndex,
DefaultColour = attr.DefaultColor.Index,
Volume = attr.Volume,
EdgeConnectingFaces = new[] {0, 1, 2, 3, 4, 5},
PointDataVolumeMultiplier = 1f
};
dataDB.GetValues<CubeListData>().Add(cld.ID.ToString(), cld); //The registration needs to happen after the ID has been set
dataDB.GetFasterValues<CubeListData>().Add(cld.ID, cld); //So can't use the builtin method to create a CubeListData
}
}

public static MethodBase TargetMethod()
{
return AccessTools.Method("RobocraftX.Blocks.ECSResourceManagerUtility:RelinkEntities",
new[]
{
typeof(World),
typeof(GameObjectConversionSystem),
typeof(FasterList<GameObject>),
typeof(List<PrefabData>)
});
}
}

[HarmonyPatch]
public static class MGPatch
{
internal static (World, BlobAssetStore) data;
public static void Prefix(World physicsWorld, BlobAssetStore blobStore, IDataDB dataDB)
{
data = (physicsWorld, blobStore);
//RobocraftX.CR.MachineEditing.UpdateSelectedGhostBlockEngine.UpdateGhostBlock
//var cld = (CubeListData) ((DataImplementor) dataDB).CreateDataObject("500", typeof(CubeListData), null);
var abd = dataDB.GetValue<CubeListData>((int) BlockIDs.AluminiumCube);
var cld = new CubeListData
{
cubeType = CubeType.Block,
cubeCategory = CubeCategory.General,
inventoryCategory = InventoryCategory.Shapes,
ID = 500,
Path = "Assets/Prefabs/Cube.prefab", //Index out of range exception: Asset failed to load (wrong path)
SpriteName = "CTR_CommandBlock",
CubeNameKey = "strConsoleBlock",
SelectableFaces = new[] {0, 1, 2, 3, 4, 5},
GridScale = new[] {1, 1, 1},
Mass = 1,
Material = abd.Material,
scalingPermission = ScalingPermission.NonUniform,
SortIndex = 12,
DefaultColour = (byte) BlockColors.Lime,
Volume = 1f,
timeRunningCollision = TimeRunningCollision.Enabled,
IsIsolator = false,
EdgeConnectingFaces = new[] {0, 1, 2, 3, 4, 5},
PointDataVolumeMultiplier = 1f
};
Console.WriteLine("Aluminium block data:\n" + abd);
Console.WriteLine("Material: " + abd.Material);
dataDB.GetValues<CubeListData>().Add("500", cld); //The registration needs to happen after the ID has been set
dataDB.GetFasterValues<CubeListData>().Add(500, cld);
//RobocraftX.ExplosionFragments.Engines.PlayFragmentExplodeEngine.PlayRigidBodyEffect
_canRegister = false;
}

public static MethodBase TargetMethod()
@@ -292,16 +143,15 @@ namespace GamecraftModdingAPI.Blocks

public static IEnumerator Prep()
{ //TODO: Don't let the game load until this finishes
Console.WriteLine("Loading custom catalog...");
var res = Addressables.LoadContentCatalogAsync("customCatalog.json");
while (!res.IsDone) yield return Yield.It;
Console.WriteLine("Loaded custom catalog: " + res.Result.LocatorId);
Addressables.AddResourceLocator(res.Result);
/*Console.WriteLine("Loading Cube asset...");
var loadTask = Addressables.LoadAssetAsync<GameObject>("Assets/Cube.prefab");
while (!loadTask.IsDone) yield return Yield.It;
Console.WriteLine("Exception: "+loadTask.OperationException);
Console.WriteLine("Result: " + loadTask.Result.name);*/
foreach (var type in _customBlocks.Values)
{
var attr = type.GetCustomAttribute<CustomBlockAttribute>();
Logging.Log("Loading custom block catalog " + attr.Catalog);
var res = Addressables.LoadContentCatalogAsync(attr.Catalog);
while (!res.IsDone) yield return Yield.It;
Logging.Log("Loaded custom block catalog: " + res.Result.LocatorId);
Addressables.AddResourceLocator(res.Result);
}
}
}
}

+ 85
- 0
GamecraftModdingAPI/Blocks/CustomBlockAttribute.cs View File

@@ -0,0 +1,85 @@
using System;
using DataLoader;

namespace GamecraftModdingAPI.Blocks
{
[AttributeUsage(AttributeTargets.Class)]
public class CustomBlockAttribute : Attribute
{
/// <summary>
/// Custom block attribute necessary for configuration.
/// </summary>
/// <param name="catalog">File path to the catalog.json that holds asset references for the custom block</param>
/// <param name="assetPath">The path/address to the block's prefab specified in Unity</param>
/// <param name="nameKey">The translation key for the block's name</param>
/// <param name="spriteName">The path to the inventory sprite for the block, console block by default</param>
/// <param name="descKey">The translation key for the block's description</param>
public CustomBlockAttribute(string catalog, string assetPath, string nameKey,
string spriteName = "CTR_CommandBlock", string descKey = "")
{
Catalog = catalog;
AssetPath = assetPath;
SpriteName = spriteName;
NameKey = nameKey;
DescKey = descKey;
}

/// <summary>
/// The location of the catalog.json file used to find assets for this block.
/// </summary>
public string Catalog { get; }
/// <summary>
/// The asset path/address for the block's prefab.
/// </summary>
public string AssetPath { get; }
/// <summary>
/// The name of the sprite used in the inventory.
/// </summary>
public string SpriteName { get; }
/// <summary>
/// The translation key for the block's name.
/// </summary>
public string NameKey { get; }
/// <summary>
/// The translation key for the block's description.
/// </summary>
public string DescKey { get; }

/// <summary>
/// The block's type - block, joint, light.
/// </summary>
public CubeType Type { get; set; } = CubeType.Block;
/// <summary>
/// The block's category, so it's treated as a pre-existing functional block.
/// </summary>
public CubeCategory Category { get; set; } = CubeCategory.General;
/// <summary>
/// The block's inventory category.
/// </summary>
public InventoryCategory InventoryCategory { get; set; } = InventoryCategory.Shapes;
/// <summary>
/// The block's mass.
/// </summary>
public float Mass { get; set; } = 1f;
/// <summary>
/// The key of the material properties this block should use.
/// </summary>
public string Material { get; set; } = "Aluminium";
/// <summary>
/// The scaling permission determining what scaling is allowed on this block.
/// </summary>
public ScalingPermission ScalingPermission { get; set; }
/// <summary>
/// The sort index in the inventory.
/// </summary>
public int SortIndex { get; set; }
/// <summary>
/// The default color of the block when placed.
/// </summary>
public BlockColor DefaultColor { get; set; }
/// <summary>
/// The volume of the block.
/// </summary>
public float Volume { get; set; } = 1f;
}
}

+ 29
- 4
GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
@@ -291,6 +292,13 @@ namespace GamecraftModdingAPI.Tests
.BlockGroup = group;
}).Build();

CommandBuilder.Builder("placeCustomBlock", "Places a custom block, needs a custom catalog and assets.")
.Action((float x, float y, float z) =>
{
Logging.CommandLog("Block placed: " +
Block.PlaceNew<TestBlock>((BlockIDs) 500, new float3(0, 0, 0)));
}).Build();

GameClient.SetDebugInfo("InstalledMods", InstalledMods);
Block.Placed += (sender, args) =>
Logging.MetaDebugLog("Placed block " + args.Type + " with ID " + args.ID);
@@ -361,11 +369,16 @@ namespace GamecraftModdingAPI.Tests
Log.Output("Submitted: " + Window.selected.submittedCode);
})
.Build();
/*JObject o1 = JObject.Parse(File.ReadAllText(@"Gamecraft_Data\StreamingAssets\aa\Windows\catalog.json"));
JObject o2 = JObject.Parse(File.ReadAllText(@"customCatalog.json"));
o1.Merge(o2, new JsonMergeSettings {MergeArrayHandling = MergeArrayHandling.Union});
File.WriteAllText(@"Gamecraft_Data\StreamingAssets\aa\Windows\catalog.json", o1.ToString());*/
CustomBlock.Prep().RunOn(ExtraLean.UIScheduler);
try
{
CustomBlock.RegisterCustomBlock<TestBlock>();
Logging.MetaDebugLog("Registered test custom block");
}
catch (FileNotFoundException)
{
Logging.MetaDebugLog("Test custom block catalog not found");
}

#if TEST
TestRoot.RunTests();
@@ -429,6 +442,18 @@ namespace GamecraftModdingAPI.Tests
return ((Action) MinimumSpecsCheck.CheckRequirementsMet).Method;
}
}

[CustomBlock("customCatalog.json", "Assets/Prefabs/Cube.prefab", "strAluminiumCube", SortIndex = 12)]
public class TestBlock : CustomBlock
{
public TestBlock(EGID id) : base(id)
{
}

public TestBlock(uint id) : base(id)
{
}
}
}
#endif
}

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