Extend ui scripting to support loading from appdata
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@ -16,7 +16,8 @@ namespace ui_scripting
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{
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namespace
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{
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std::unordered_map<game::hks::cclosure*, std::function<arguments(const function_arguments& args)>> converted_functions;
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std::unordered_map<game::hks::cclosure*, std::function<arguments(const function_arguments& args)>>
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converted_functions;
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utils::hook::detour ui_cod_init_hook;
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utils::hook::detour ui_cod_lobbyui_init_hook;
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@ -87,9 +88,9 @@ namespace ui_scripting
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state->m_global->m_bytecodeSharingMode = game::hks::HKS_BYTECODE_SHARING_ON;
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const auto _0 = utils::finally([&]
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{
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state->m_global->m_bytecodeSharingMode = sharing_mode;
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});
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{
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state->m_global->m_bytecodeSharingMode = sharing_mode;
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});
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game::hks::HksCompilerSettings compiler_settings{};
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return game::hks::hksi_hksL_loadbuffer(state, &compiler_settings, data.data(), data.size(), name.data());
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@ -130,14 +131,16 @@ namespace ui_scripting
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for (const auto& script : scripts)
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{
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const auto script_file = script.generic_string();
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if (std::filesystem::is_regular_file(script))
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{
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const std::string file_path = script.substr(script.find("ui_scripts") + 11);
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globals.local_scripts[file_path.c_str()] = script;
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const std::string file_path = script_file.substr(script_file.find("ui_scripts") + 11);
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globals.local_scripts[file_path] = script_file;
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}
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else if (std::filesystem::is_directory(script))
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{
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load_local_script_files(script);
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load_local_script_files(script_file);
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}
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}
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}
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@ -156,11 +159,11 @@ namespace ui_scripting
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for (const auto& script : scripts)
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{
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std::string data;
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if (std::filesystem::is_directory(script) && utils::io::read_file(script + "/__init__.lua", &data))
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const auto script_file = script.generic_string();
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if (std::filesystem::is_directory(script) && utils::io::read_file(script_file + "/__init__.lua", &data))
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{
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print_loading_script(script);
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load_script(script + "/__init__.lua", data);
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print_loading_script(script_file);
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load_script(script_file + "/__init__.lua", data);
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}
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}
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}
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@ -205,11 +208,10 @@ namespace ui_scripting
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lua["luiglobals"] = lua;
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utils::nt::library host{};
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load_scripts(host.get_folder().append("/data/ui_scripts/").string());
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load_scripts("boiii/ui_scripts/");
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load_scripts("data/ui_scripts/");
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load_scripts((game::get_appdata_path() / "data/ui_scripts/").string());
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load_scripts((host.get_folder() / "boiii/ui_scripts/").string());
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}
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void try_start()
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{
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try
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@ -231,9 +233,8 @@ namespace ui_scripting
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// Fetch the names of the local files so file overrides are already handled
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globals = {};
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utils::nt::library host{};
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load_local_script_files(host.get_folder().append("/data/ui_scripts/").string());
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load_local_script_files("boiii/ui_scripts/");
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load_local_script_files("data/ui_scripts/");
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load_local_script_files((game::get_appdata_path() / "data/ui_scripts/").string());
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load_local_script_files((host.get_folder() / "boiii/ui_scripts/").string());
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return;
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}
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const auto _0 = utils::finally(&try_start);
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@ -260,7 +261,8 @@ namespace ui_scripting
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return hks_package_require_hook.invoke<void*>(state);
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}
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int hks_load_stub(game::hks::lua_State* state, void* compiler_options, void* reader, void* reader_data, void* debug_reader, void* debug_reader_data, const char* chunk_name)
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int hks_load_stub(game::hks::lua_State* state, void* compiler_options, void* reader, void* reader_data,
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void* debug_reader, void* debug_reader_data, const char* chunk_name)
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{
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if (globals.load_raw_script)
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{
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@ -269,12 +271,13 @@ namespace ui_scripting
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return load_buffer(globals.raw_script_name, utils::io::read_file(globals.raw_script_name));
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}
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return utils::hook::invoke<int>(0x141D3AFB0_g, state, compiler_options, reader, reader_data, debug_reader, debug_reader_data, chunk_name);
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return utils::hook::invoke<int>(0x141D3AFB0_g, state, compiler_options, reader, reader_data, debug_reader,
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debug_reader_data, chunk_name);
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}
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game::XAssetHeader lua_cod_getrawfile_stub(char* filename)
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{
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game::XAssetHeader header{ .luaFile = nullptr };
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game::XAssetHeader header{.luaFile = nullptr};
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if (!is_loaded_script(globals.in_require_script) && !is_local_script(filename))
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{
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@ -316,7 +319,10 @@ namespace ui_scripting
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{
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auto state = get_globals();
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// TODO: Is it possible to do this with a confirm dialog? Doing this in LUI seems unsafe to me because mods will be able to change this aswell
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state["LuaUtils"]["ShowMessageDialog"](0, 0, "The map/mod you are playing tried to run code that can be unsafe. This can include writing or reading files on your system, accessing environment variables, running system commands or loading a dll. These are usually used for storing data across games, integrating third party software like Discord or fetching data from a server to make the gameplay for dynamic.\nThis can also cause a lot of harm by the wrong people.\n\nIf you trust this map/mod and want to enable these features, open the following file in your Black Ops 3 installation: players/user/config.cfg.\nIn this file change 'set cg_enable_unsafe_lua_functions 0' to 'set cg_enable_unsafe_lua_functions 1' and restart Black Ops 3.", "Unsafe lua function called");
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state["LuaUtils"]["ShowMessageDialog"](
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0, 0,
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"The map/mod you are playing tried to run code that can be unsafe. This can include writing or reading files on your system, accessing environment variables, running system commands or loading a dll. These are usually used for storing data across games, integrating third party software like Discord or fetching data from a server to make the gameplay for dynamic.\nThis can also cause a lot of harm by the wrong people.\n\nIf you trust this map/mod and want to enable these features, open the following file in your Black Ops 3 installation: players/user/config.cfg.\nIn this file change 'set cg_enable_unsafe_lua_functions 0' to 'set cg_enable_unsafe_lua_functions 1' and restart Black Ops 3.",
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"Unsafe lua function called");
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unsafe_function_called_message_shown = true;
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}
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@ -382,13 +388,16 @@ namespace ui_scripting
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ui_shutdown_hook.create(0x14270E9C0_g, ui_shutdown_stub);
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lua_cod_getrawfile_hook.create(0x141F0F880_g, lua_cod_getrawfile_stub);
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dvar_cg_enable_unsafe_lua_functions = game::Dvar_RegisterBool(game::Dvar_GenerateHash("cg_enable_unsafe_lua_functions"), "cg_enable_unsafe_lua_functions", false, (game::dvarFlags_e)0x1000, "Enables the use of unsafe lua functions");
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dvar_cg_enable_unsafe_lua_functions = game::Dvar_RegisterBool(
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game::Dvar_GenerateHash("cg_enable_unsafe_lua_functions"), "cg_enable_unsafe_lua_functions", false,
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(game::dvarFlags_e)0x1000, "Enables the use of unsafe lua functions");
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dvar_cg_enable_unsafe_lua_functions->debugName = "cg_enable_unsafe_lua_functions";
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scheduler::once([]() {
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scheduler::once([]()
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{
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game::dvar_t* dvar_callstack_ship = game::Dvar_FindVar("ui_error_callstack_ship");
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dvar_callstack_ship->flags = (game::dvarFlags_e)0;
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game::dvar_t* dvar_report_delay= game::Dvar_FindVar("ui_error_report_delay");
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game::dvar_t* dvar_report_delay = game::Dvar_FindVar("ui_error_report_delay");
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dvar_report_delay->flags = (game::dvarFlags_e)0;
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game::Dvar_SetFromStringByName("ui_error_callstack_ship", "1", true);
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@ -396,33 +405,34 @@ namespace ui_scripting
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}, scheduler::pipeline::renderer);
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command::add("luiReload", [](auto& params)
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{
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auto frontend = game::Com_IsRunningUILevel();
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if (frontend)
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{
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auto frontend = game::Com_IsRunningUILevel();
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converted_functions.clear();
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if (frontend)
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{
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converted_functions.clear();
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globals.loaded_scripts.clear();
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globals.local_scripts.clear();
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globals.loaded_scripts.clear();
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globals.local_scripts.clear();
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game::UI_CoD_Shutdown();
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game::UI_CoD_Init(true);
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game::UI_CoD_Shutdown();
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game::UI_CoD_Init(true);
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// Com_LoadFrontEnd stripped
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game::Lua_CoD_LoadLuaFile(*game::hks::lua_state, "ui_mp.T6.main");
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game::UI_AddMenu(game::UI_CoD_GetRootNameForController(0), "main", -1, *game::hks::lua_state);
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// Com_LoadFrontEnd stripped
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game::Lua_CoD_LoadLuaFile(*game::hks::lua_state, "ui_mp.T6.main");
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game::UI_AddMenu(game::UI_CoD_GetRootNameForController(0), "main", -1, *game::hks::lua_state);
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game::UI_CoD_LobbyUI_Init();
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}
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else
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{
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// TODO: Find a way to do a full shutdown & restart like in frontend, that opens up the loading screen that can't be easily closed
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game::CG_LUIHUDRestart(0);
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}
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});
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game::UI_CoD_LobbyUI_Init();
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}
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else
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{
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// TODO: Find a way to do a full shutdown & restart like in frontend, that opens up the loading screen that can't be easily closed
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game::CG_LUIHUDRestart(0);
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}
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});
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scheduler::once([]() {
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scheduler::once([]()
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{
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if (!dvar_cg_enable_unsafe_lua_functions->current.enabled)
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{
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// Do not allow the HKS vm to open LUA's libraries
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