新增 debug 子命令,自动准备开发世界、注册内置调试 MOD,并将项目行为包和资源包链接到网易运行目录,方便启动游戏后直接进入调试世界。 调试 MOD 资源随仓库一起嵌入,避免依赖本机绝对路径;Windows junction 写入剥离 verbatim 前缀后的 DOS 路径,保证 Minecraft 能正确读取链接包。
181 lines
5.6 KiB
Python
181 lines
5.6 KiB
Python
# -*- coding: utf-8 -*-
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import mod.server.extraServerApi as serverApi
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import mod.client.extraClientApi as clientApi
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from .Config import GET_DEBUG_IPC_PORT
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import socket
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import threading
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import json
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def U16_BE(b):
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# type: (bytearray | str) -> int
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if isinstance(b, bytearray):
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return (b[0] << 8) | b[1]
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return (ord(b[0]) << 8) | ord(b[1])
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def U32_BE(b):
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# type: (bytearray | str) -> int
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if isinstance(b, bytearray):
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return (b[0] << 24) | (b[1] << 16) | (b[2] << 8) | b[3]
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return (ord(b[0]) << 24) | (ord(b[1]) << 16) | (ord(b[2]) << 8) | ord(b[3])
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class IPCSystem:
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def __init__(self, port=None):
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# type: (int | None) -> None
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self.port = port
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self.sock = None
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self.mLock = threading.Lock()
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self.handers = {}
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def registerHandler(self, typeID, handler):
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# type: (int, callable) -> None
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self.handers[typeID] = handler
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def updateHandlers(self, handlers):
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# type: (dict[int, callable]) -> None
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self.handers.update(handlers)
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def start(self):
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if self.sock or not self.port:
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return
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threading.Thread(target=self._threadListenLoop).start()
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def close(self):
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sock = None
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with self.mLock:
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sock = self.sock
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self.sock = None
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if sock:
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sock.shutdown(socket.SHUT_RDWR)
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sock.close()
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def _threadListenLoop(self):
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with self.mLock:
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self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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sock = self.sock
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sock.connect(("localhost", self.port))
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sock.settimeout(0.05)
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print("[IPCSystem] 已连接到调试服务器,端口:" + str(self.port))
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# [2B TypeID][4B DataLength][Data]
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def _recvAll(sock, length):
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# type: (socket.socket, int) -> bytearray
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buf = bytearray()
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while len(buf) < length:
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more = sock.recv(length - len(buf))
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if not more:
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raise EOFError("Socket closed before receiving all data")
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buf.extend(more)
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return buf
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while 1:
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try:
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header = _recvAll(sock, 6)
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typeID = U16_BE(header[0:2])
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dataLength = U32_BE(header[2:6])
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data = _recvAll(sock, dataLength)
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except socket.timeout:
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continue
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except EOFError:
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break
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except socket.error:
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break
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except Exception:
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import traceback
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traceback.print_exc()
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break
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if typeID in self.handers:
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try:
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self.handers[typeID](data)
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except Exception:
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import traceback
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traceback.print_exc()
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else:
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print("[IPCSystem] 未知的TypeID数据包:" + str(typeID))
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with self.mLock:
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self.sock = None
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print("[IPCSystem] 连接已关闭")
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_CL_GAME_COMP = None
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_SR_GAME_COMP = None
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def AUTO_RELOAD(_=None):
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from .Game import RELOAD_MOD
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if _CL_GAME_COMP:
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_CL_GAME_COMP.AddTimer(0, lambda: RELOAD_MOD())
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return
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def FAST_RELOAD(data):
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from .Game import RELOAD_ONCE_MODULE
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pathList = json.loads(str(data))
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def _FAST_RELOAD():
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for path in pathList:
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if RELOAD_ONCE_MODULE(path):
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print("[FAST_RELOAD] Reloaded module successfully: \"" + path + "\"")
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if _CL_GAME_COMP:
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_CL_GAME_COMP.AddTimer(0, _FAST_RELOAD)
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return
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def EXEC_CLIENT_CODE(data):
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code = compile(str(data), "<string>", "exec")
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def _EXEC_CODE():
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print("[CLIENT_CODE] Executed successfully: " + str(eval(code)))
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_CL_GAME_COMP.AddTimer(0, _EXEC_CODE)
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def EXEC_SERVER_CODE(data):
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code = compile(str(data), "<string>", "exec")
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def _EXEC_CODE():
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print("[SERVER_CODE] Executed successfully: " + str(eval(code)))
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_SR_GAME_COMP.AddTimer(0, _EXEC_CODE)
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def RELOAD_GAME(_=None):
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def _RELOAD_GAME():
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from .Game import RELOAD_WORLD
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print("[RELOAD_GAME] Reloading the game...")
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RELOAD_WORLD()
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_CL_GAME_COMP.AddTimer(0, _RELOAD_GAME)
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def RELOAD_SHADERS(_=None):
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def _RELOAD_SHADERS():
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from .Game import RELOAD_SHADERS
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RELOAD_SHADERS()
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_CL_GAME_COMP.AddTimer(0, _RELOAD_SHADERS)
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def RELOAD_ONCE_SHADERS(fileName):
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def _RELOAD_ONCE_SHADERS():
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if clientApi.ReloadOneShader(str(fileName)):
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print("[RELOAD_ONCE_SHADERS] Reloaded shaders successfully.")
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return
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print("[RELOAD_ONCE_SHADERS] Failed to reload shaders.")
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_CL_GAME_COMP.AddTimer(0, _RELOAD_ONCE_SHADERS)
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def RELOAD_ADDON_AND_GAME(_=None):
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def _RELOAD_ADDON_AND_GAME():
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from .Game import RELOAD_WORLD, RELOAD_ADDON
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print("[RELOAD_ADDON_AND_GAME] Reloading the addon and the game...")
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RELOAD_ADDON()
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RELOAD_WORLD()
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_CL_GAME_COMP.AddTimer(0, _RELOAD_ADDON_AND_GAME)
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_IPCSYSTEM = IPCSystem(GET_DEBUG_IPC_PORT())
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_IPCSYSTEM.updateHandlers(
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{
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1: AUTO_RELOAD,
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2: FAST_RELOAD,
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3: EXEC_CLIENT_CODE,
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4: EXEC_SERVER_CODE,
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5: RELOAD_GAME,
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6: RELOAD_SHADERS,
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7: RELOAD_ONCE_SHADERS,
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8: RELOAD_ADDON_AND_GAME,
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}
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)
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def ON_CLIENT_INIT():
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global _CL_GAME_COMP
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_CL_GAME_COMP = clientApi.GetEngineCompFactory().CreateGame(clientApi.GetLevelId())
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_IPCSYSTEM.start()
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def ON_CLIENT_EXIT():
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_IPCSYSTEM.close()
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def ON_SERVER_INIT():
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global _SR_GAME_COMP
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_SR_GAME_COMP = serverApi.GetEngineCompFactory().CreateGame(serverApi.GetLevelId()) |