Signed Levels and Levelpacks

Add the ability for the free version of the game to allow loading levels that
use embedded custom doodads if those levels are signed.

* Uses the same signing keys as the JWT token for license registrations.
* Levels and Levelpacks can both be signed. So individual levels with embedded
  doodads can work in free versions of the game.
* Levelpacks now support embedded doodads properly: the individual levels in
  the pack don't need to embed a custom doodad, but if the doodad exists in
  the levelpack's doodads/ folder it will load from there instead - for full
  versions of the game OR when the levelpack is signed.

Signatures are computed by getting a listing of embedded assets inside the
zipfile (the assets/ folder in levels, and the doodads/ + levels/ folders
in levelpacks). Thus for individual signed levels, the level geometry and
metadata may be changed without breaking the signature but if custom doodads
are changed the signature will break.

The doodle-admin command adds subcommands to `sign-level` and `verify-level`
to manage signatures on levels and levelpacks.

When using the `doodad levelpack create` command, any custom doodads the
levels mention that are found in your profile directory get embedded into
the zipfile by default (with --doodads custom).
This commit is contained in:
Noah 2023-02-18 17:37:54 -08:00
parent 856de848c9
commit 82884c79ae
20 changed files with 560 additions and 43 deletions

View File

@ -56,7 +56,7 @@ func init() {
Name: "doodads",
Aliases: []string{"D"},
Usage: "which doodads to embed: none, custom, all",
Value: "all",
Value: "custom",
},
},
Action: levelpackCreate,
@ -233,7 +233,7 @@ func levelpackCreate(c *cli.Context) error {
continue
}
log.Info("New doodad: %s", actor.Filename)
log.Info("Adding doodad to zipfile: %s", actor.Filename)
// Get this doodad from the game's built-ins or the user's
// profile directory only. Pulling embedded doodads out of

View File

@ -0,0 +1,92 @@
package command
import (
"fmt"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/license"
"git.kirsle.net/SketchyMaze/doodle/pkg/license/levelsigning"
"github.com/urfave/cli/v2"
)
// SignLevel a license key for Sketchy Maze.
var SignLevel *cli.Command
func init() {
SignLevel = &cli.Command{
Name: "sign-level",
Usage: "sign a level file so that it may use embedded assets in free versions of the game.",
Flags: []cli.Flag{
&cli.StringFlag{
Name: "key",
Aliases: []string{"k"},
Usage: "Private key .pem file for signing",
Required: true,
},
&cli.StringFlag{
Name: "input",
Aliases: []string{"i"},
Usage: "Input file name (.level or .levelpack)",
Required: true,
},
&cli.StringFlag{
Name: "output",
Aliases: []string{"o"},
Usage: "Output file, default outputs to console",
},
},
Action: func(c *cli.Context) error {
key, err := license.AdminLoadPrivateKey(c.String("key"))
if err != nil {
return cli.Exit(err.Error(), 1)
}
var (
filename = c.String("input")
output = c.String("output")
)
if output == "" {
output = filename
}
// Sign a level?
if strings.HasSuffix(filename, ".level") {
lvl, err := level.LoadJSON(filename)
if err != nil {
return cli.Exit(err.Error(), 1)
}
// Sign it.
if sig, err := levelsigning.SignLevel(key, lvl); err != nil {
return cli.Exit(fmt.Errorf("couldn't sign level: %s", err), 1)
} else {
lvl.Signature = sig
err := lvl.WriteFile(output)
if err != nil {
return cli.Exit(err.Error(), 1)
}
}
} else if strings.HasSuffix(filename, ".levelpack") {
lp, err := levelpack.LoadFile(filename)
if err != nil {
return cli.Exit(err.Error(), 1)
}
// Sign it.
if sig, err := levelsigning.SignLevelPack(key, lp); err != nil {
return cli.Exit(fmt.Errorf("couldn't sign levelpack: %s", err), 1)
} else {
lp.Signature = sig
err := lp.WriteZipfile(output)
if err != nil {
return cli.Exit(err.Error(), 1)
}
}
}
return nil
},
}
}

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@ -0,0 +1,73 @@
package command
import (
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/license"
"git.kirsle.net/SketchyMaze/doodle/pkg/license/levelsigning"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"github.com/urfave/cli/v2"
)
// VerifyLevel a license key for Sketchy Maze.
var VerifyLevel *cli.Command
func init() {
VerifyLevel = &cli.Command{
Name: "verify-level",
Usage: "check the signature on a level or levelpack file.",
Flags: []cli.Flag{
&cli.StringFlag{
Name: "key",
Aliases: []string{"k"},
Usage: "Public key .pem file that signed the level",
Required: true,
},
&cli.StringFlag{
Name: "filename",
Aliases: []string{"f"},
Usage: "File name of the .level or .levelpack",
Required: true,
},
},
Action: func(c *cli.Context) error {
key, err := license.AdminLoadPublicKey(c.String("key"))
if err != nil {
return cli.Exit(err.Error(), 1)
}
filename := c.String("filename")
if strings.HasSuffix(filename, ".level") {
lvl, err := level.LoadJSON(filename)
if err != nil {
return cli.Exit(err.Error(), 1)
}
// Verify it.
if ok := levelsigning.VerifyLevel(key, lvl); !ok {
log.Error("Signature is not valid!")
return cli.Exit("", 1)
} else {
log.Info("Level signature is OK!")
}
} else if strings.HasSuffix(filename, ".levelpack") {
lp, err := levelpack.LoadFile(filename)
if err != nil {
return cli.Exit(err.Error(), 1)
}
// Verify it.
if ok := levelsigning.VerifyLevelPack(key, lp); !ok {
log.Error("Signature is not valid!")
return cli.Exit("", 1)
} else {
log.Info("Levelpack signature is OK!")
}
}
return nil
},
}
}

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@ -47,6 +47,8 @@ func main() {
command.Key,
command.Sign,
command.Verify,
command.SignLevel,
command.VerifyLevel,
}
sort.Sort(cli.FlagsByName(app.Flags))

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@ -114,12 +114,20 @@ func ListBuiltin() ([]string, error) {
return result, nil
}
// LoadFromEmbeddable reads a doodad file, checking a level's embeddable
// file data in addition to the usual places.
func LoadFromEmbeddable(filename string, fs filesystem.Embeddable) (*Doodad, error) {
/*
LoadFromEmbeddable reads a doodad file, checking a level's embeddable
file data in addition to the usual places.
Use a true value for `force` to always return the file if available. By
default it will do a license check and free versions of the game won't
read the asset and get an error instead. A "Signed Level" is allowed to
use embedded assets in free versions and the caller uses force=true to
communicate the signature status.
*/
func LoadFromEmbeddable(filename string, fs filesystem.Embeddable, force bool) (*Doodad, error) {
if bin, err := fs.GetFile(balance.EmbeddedDoodadsBasePath + filename); err == nil {
log.Debug("doodads.LoadFromEmbeddable: found %s", filename)
if !license.IsRegistered() {
if !force && !license.IsRegistered() {
return nil, license.ErrRegisteredFeature
}
return Deserialize(filename, bin)

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@ -341,11 +341,11 @@ func (d *Doodle) PlayLevel(filename string) error {
// PlayFromLevelpack initializes the Play Scene from a level as part of
// a levelpack.
func (d *Doodle) PlayFromLevelpack(pack levelpack.LevelPack, which levelpack.Level) error {
func (d *Doodle) PlayFromLevelpack(pack *levelpack.LevelPack, which levelpack.Level) error {
log.Info("Loading level %s from levelpack %s", which.Filename, pack.Title)
scene := &PlayScene{
Filename: which.Filename,
LevelPack: &pack,
LevelPack: pack,
}
d.Goto(scene)
return nil

View File

@ -132,7 +132,9 @@ func (s *EditorScene) setupAsync(d *Doodle) error {
"by "+s.Level.Author,
)
s.UI.Canvas.LoadLevel(s.Level)
s.UI.Canvas.InstallActors(s.Level.Actors)
if err := s.installActors(); err != nil {
log.Error("InstallActors: %s", err)
}
} else if s.filename != "" && s.OpenFile {
log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
loadscreen.SetSubtitle(
@ -141,7 +143,9 @@ func (s *EditorScene) setupAsync(d *Doodle) error {
if err := s.LoadLevel(s.filename); err != nil {
d.FlashError("LoadLevel error: %s", err)
} else {
s.UI.Canvas.InstallActors(s.Level.Actors)
if err := s.installActors(); err != nil {
log.Error("InstallActors: %s", err)
}
}
}
@ -239,6 +243,25 @@ func (s *EditorScene) setupAsync(d *Doodle) error {
return nil
}
// Common function to install the actors into the level.
//
// InstallActors may return an error if doodads were not found - because the
// player is on the free version and can't load attached doodads from nonsigned
// files.
func (s *EditorScene) installActors() error {
if err := s.UI.Canvas.InstallActors(s.Level.Actors); err != nil {
summary := "This level references some doodads that were not found:"
if strings.Contains(err.Error(), license.ErrRegisteredFeature.Error()) {
summary = "This level contains embedded doodads, but this is not\n" +
"available in the free version of the game. The following\n" +
"doodads could not be loaded:"
}
modal.Alert("%s\n\n%s", summary, err).WithTitle("Level Errors")
return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err)
}
return nil
}
// Playtest switches the level into Play Mode.
func (s *EditorScene) Playtest() {
log.Info("Play Mode, Go!")

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@ -34,7 +34,7 @@ func (u *EditorUI) startDragActor(doodad *doodads.Doodad, actor *level.Actor) {
if doodad == nil {
if actor != nil {
obj, err := doodads.LoadFromEmbeddable(actor.Filename, u.Scene.Level)
obj, err := doodads.LoadFromEmbeddable(actor.Filename, u.Scene.Level, false)
if err != nil {
log.Error("startDragExistingActor: actor doodad name %s not found: %s", actor.Filename, err)
return

View File

@ -2,6 +2,7 @@ package level
import (
"archive/zip"
"crypto/sha256"
"encoding/json"
"errors"
"fmt"
@ -93,6 +94,18 @@ func (fs *FileSystem) Delete(filename string) {
}
}
// Checksum returns a SHA-256 checksum of a file's data.
func (fs *FileSystem) Checksum(filename string) (string, error) {
data, err := fs.Get(filename)
if err != nil {
return "", err
}
h := sha256.New()
h.Write(data)
return fmt.Sprintf("%x", h.Sum(nil)), nil
}
// List files in the FileSystem, including the ZIP file.
//
// In the ZIP file, attachments are under the "assets/" prefix so this

View File

@ -95,7 +95,7 @@ func GiantScreenshot(lvl *level.Level) (image.Image, error) {
// Render the doodads.
log.Debug("GiantScreenshot: Render actors...")
for _, actor := range lvl.Actors {
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, lvl)
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, lvl, false)
if err != nil {
log.Error("GiantScreenshot: Load doodad: %s", err)
continue

View File

@ -52,7 +52,7 @@ func Publish(lvl *level.Level) error {
log.Debug("Embed filename: %s", filename)
names[filename] = nil
doodad, err := doodads.LoadFromEmbeddable(filename, lvl)
doodad, err := doodads.LoadFromEmbeddable(filename, lvl, false)
if err != nil {
return fmt.Errorf("couldn't load doodad %s: %s", filename, err)
}

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@ -67,6 +67,9 @@ type Level struct {
SaveDoodads bool `json:"saveDoodads"`
SaveBuiltins bool `json:"saveBuiltins"`
// Signature for a level with embedded doodads to still play in free mode.
Signature []byte `json:"signature,omitempty"`
// Undo history, temporary live data not persisted to the level file.
UndoHistory *drawtool.History `json:"-"`
}

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@ -16,14 +16,16 @@ import (
"time"
"git.kirsle.net/SketchyMaze/doodle/assets"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/filesystem"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
)
// LevelPack describes the contents of a levelpack file.
type LevelPack struct {
Title string `json:"title`
Title string `json:"title"`
Description string `json:"description"`
Author string `json:"author"`
Created time.Time `json:"created"`
@ -40,6 +42,10 @@ type LevelPack struct {
// A reference to the original filename, not stored in json.
Filename string `json:"-"`
// Signature to allow free versions of the game to load embedded
// custom doodads inside this levelpack for its levels.
Signature []byte `json:"signature,omitempty"`
}
// Level holds metadata about the levels in the levelpack.
@ -50,7 +56,7 @@ type Level struct {
}
// LoadFile reads a .levelpack zip file.
func LoadFile(filename string) (LevelPack, error) {
func LoadFile(filename string) (*LevelPack, error) {
var (
fh io.ReaderAt
filesize int64
@ -66,33 +72,33 @@ func LoadFile(filename string) (LevelPack, error) {
if fh == nil {
stat, err := os.Stat(filename)
if err != nil {
return LevelPack{}, err
return nil, err
}
filesize = stat.Size()
fh, err = os.Open(filename)
if err != nil {
return LevelPack{}, err
return nil, err
}
}
// No luck?
if fh == nil {
return LevelPack{}, errors.New("no file found")
return nil, errors.New("no file found")
}
reader, err := zip.NewReader(fh, filesize)
if err != nil {
return LevelPack{}, err
return nil, err
}
lp := LevelPack{
lp := &LevelPack{
Filename: filename,
Zipfile: reader,
}
// Read the index.json.
lp.GetJSON(&lp, "index.json")
lp.GetJSON(lp, "index.json")
return lp, nil
}
@ -100,18 +106,18 @@ func LoadFile(filename string) (LevelPack, error) {
// LoadAllAvailable loads every levelpack visible to the game. Returns
// the sorted list of filenames as from ListFiles, plus a deeply loaded
// hash map associating the filenames with their data.
func LoadAllAvailable() ([]string, map[string]LevelPack, error) {
func LoadAllAvailable() ([]string, map[string]*LevelPack, error) {
filenames, err := ListFiles()
if err != nil {
return filenames, nil, err
}
var dictionary = map[string]LevelPack{}
var dictionary = map[string]*LevelPack{}
for _, filename := range filenames {
// Resolve the filename to a definite path on disk.
path, err := filesystem.FindFile(filename)
if err != nil {
fmt.Errorf("LoadAllAvailable: FindFile(%s): %s", path, err)
log.Error("LoadAllAvailable: FindFile(%s): %s", path, err)
return filenames, nil, err
}
@ -185,12 +191,58 @@ func (l LevelPack) WriteFile(filename string) error {
return ioutil.WriteFile(filename, out, 0655)
}
// GetData returns file data from inside the loaded zipfile of a levelpack.
func (l LevelPack) GetData(filename string) ([]byte, error) {
// WriteZipfile saves a levelpack back into a zip file.
func (l LevelPack) WriteZipfile(filename string) error {
fh, err := os.Create(filename)
if err != nil {
return err
}
defer fh.Close()
// Copy all of the levels and other files from the old zip to new zip.
zf := zip.NewWriter(fh)
defer zf.Close()
// Copy attached doodads and levels.
for _, file := range l.Zipfile.File {
if !strings.HasPrefix(file.Name, "doodads/") &&
!strings.HasPrefix(file.Name, "levels/") {
continue
}
if err := zf.Copy(file); err != nil {
return err
}
}
// Write the index.json metadata.
meta, err := json.Marshal(l)
if err != nil {
return err
}
writer, err := zf.Create("index.json")
if err != nil {
return err
}
_, err = writer.Write(meta)
return err
}
// GetFile returns file data from inside the loaded zipfile of a levelpack.
//
// This also implements the Embeddable interface.
func (l LevelPack) GetFile(filename string) ([]byte, error) {
if l.Zipfile == nil {
return []byte{}, errors.New("zipfile not loaded")
}
// NOTE: levelpacks don't have an "assets/" prefix but the game
// might come looking for "assets/doodads"
if strings.HasPrefix(filename, balance.EmbeddedDoodadsBasePath) {
filename = strings.Replace(filename, balance.EmbeddedDoodadsBasePath, "doodads/", 1)
}
file, err := l.Zipfile.Open(filename)
if err != nil {
return []byte{}, err
@ -201,7 +253,7 @@ func (l LevelPack) GetData(filename string) ([]byte, error) {
// GetJSON loads a JSON file from the zipfile and marshals it into your struct.
func (l LevelPack) GetJSON(v interface{}, filename string) error {
data, err := l.GetData(filename)
data, err := l.GetFile(filename)
if err != nil {
return err
}

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@ -0,0 +1,193 @@
package levelsigning
import (
"crypto/ecdsa"
"crypto/rand"
"crypto/sha256"
"encoding/json"
"fmt"
"io/ioutil"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/license"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
)
// IsLevelSigned returns a quick answer.
func IsLevelSigned(lvl *level.Level) bool {
return VerifyLevel(license.Signer, lvl)
}
// IsLevelPackSigned returns a quick answer.
func IsLevelPackSigned(lp *levelpack.LevelPack) bool {
return VerifyLevelPack(license.Signer, lp)
}
/*
SignLevel creates a signature on a level file which allows it to load its
embedded doodads even for free versions of the game.
Free versions will verify a level's signature before bailing out with the
"can't play levels w/ embedded doodads" response.
NOTE: this only supported Zipfile levels and will assume the level you
pass has a Zipfile to access embedded assets.
*/
func SignLevel(key *ecdsa.PrivateKey, lvl *level.Level) ([]byte, error) {
// Encode the attached files data to deterministic JSON.
certificate, err := StringifyAssets(lvl)
if err != nil {
return nil, err
}
log.Info("Sign file tree: %s", certificate)
digest := shasum(certificate)
signature, err := ecdsa.SignASN1(rand.Reader, key, digest)
if err != nil {
return nil, err
}
log.Info("Digest: %x Signature: %x", digest, signature)
return signature, nil
}
// VerifyLevel verifies a level's signature and returns if it is OK.
func VerifyLevel(publicKey *ecdsa.PublicKey, lvl *level.Level) bool {
// No signature = not verified.
if lvl.Signature == nil || len(lvl.Signature) == 0 {
return false
}
// Encode the attached files data to deterministic JSON.
certificate, err := StringifyAssets(lvl)
if err != nil {
log.Error("VerifyLevel: couldn't stringify assets: %s", err)
return false
}
digest := shasum(certificate)
// Verify the signature against our public key.
return ecdsa.VerifyASN1(publicKey, digest, lvl.Signature)
}
/*
SignLevelpack applies a signature to a levelpack as a whole, to allow its
shared custom doodads to be loaded by its levels in free games.
*/
func SignLevelPack(key *ecdsa.PrivateKey, lp *levelpack.LevelPack) ([]byte, error) {
// Encode the attached files data to deterministic JSON.
certificate, err := StringifyLevelpackAssets(lp)
if err != nil {
return nil, err
}
log.Info("Sign file tree: %s", certificate)
digest := shasum(certificate)
signature, err := ecdsa.SignASN1(rand.Reader, key, digest)
if err != nil {
return nil, err
}
log.Info("Digest: %x Signature: %x", digest, signature)
return signature, nil
}
// VerifyLevelPack verifies a levelpack's signature and returns if it is OK.
func VerifyLevelPack(publicKey *ecdsa.PublicKey, lp *levelpack.LevelPack) bool {
// No signature = not verified.
if lp.Signature == nil || len(lp.Signature) == 0 {
return false
}
// Encode the attached files data to deterministic JSON.
certificate, err := StringifyLevelpackAssets(lp)
if err != nil {
log.Error("VerifyLevelPack: couldn't stringify assets: %s", err)
return false
}
digest := shasum(certificate)
// Verify the signature against our public key.
return ecdsa.VerifyASN1(publicKey, digest, lp.Signature)
}
// StringifyAssets creates the signing checksum of a level's attached assets.
func StringifyAssets(lvl *level.Level) ([]byte, error) {
// Get a listing of all embedded files. Note: gives us a conveniently
// sorted array of files too.
files := lvl.Files.List()
// Pair each filename with its SHA256 sum.
var checksum = map[string]string{}
for _, filename := range files {
if sum, err := lvl.Files.Checksum(filename); err != nil {
return nil, fmt.Errorf("when checksum %s got error: %s", filename, err)
} else {
checksum[filename] = sum
}
}
// Encode the payload to deterministic JSON.
certificate, err := json.Marshal(checksum)
if err != nil {
return nil, err
}
return certificate, nil
}
// StringifyLevelpackAssets creates the signing checksum of a level's attached assets.
func StringifyLevelpackAssets(lp *levelpack.LevelPack) ([]byte, error) {
var (
files = []string{}
seen = map[string]struct{}{}
)
// Enumerate the files in the zipfile assets/ folder.
for _, file := range lp.Zipfile.File {
if file.Name == "index.json" {
continue
}
if _, ok := seen[file.Name]; !ok {
files = append(files, file.Name)
seen[file.Name] = struct{}{}
}
}
// Pair each filename with its SHA256 sum.
var checksum = map[string]string{}
for _, filename := range files {
file, err := lp.Zipfile.Open(filename)
if err != nil {
return nil, err
}
bin, err := ioutil.ReadAll(file)
if err != nil {
return nil, err
}
checksum[filename] = fmt.Sprintf("%x", shasum(bin))
}
// Encode the payload to deterministic JSON.
certificate, err := json.Marshal(checksum)
if err != nil {
return nil, err
}
return certificate, nil
}
// Common function to SHA-256 checksum a thing.
func shasum(data []byte) []byte {
h := sha256.New()
h.Write(data)
return h.Sum(nil)
}

View File

@ -175,7 +175,7 @@ func (s *MainScene) Setup(d *Doodle) error {
Supervisor: s.Supervisor,
Engine: d.Engine,
OnPlayLevel: func(lp levelpack.LevelPack, which levelpack.Level) {
OnPlayLevel: func(lp *levelpack.LevelPack, which levelpack.Level) {
if err := d.PlayFromLevelpack(lp, which); err != nil {
shmem.FlashError(err.Error())
}
@ -353,7 +353,7 @@ func (s *MainScene) SetupDemoLevel(d *Doodle) error {
log.Error("Error loading DemoLevelPack(%s): %s", balance.DemoLevelPack, err)
} else {
log.Debug("Loading selected level from pack: %s", levelName)
levelbin, err := lp.GetData("levels/" + levelName)
levelbin, err := lp.GetFile("levels/" + levelName)
if err != nil {
log.Error("Error getting level from DemoLevelpack(%s#%s): %s",
balance.DemoLevelPack,

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@ -2,6 +2,7 @@ package doodle
import (
"fmt"
"strings"
"time"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
@ -12,6 +13,8 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/keybind"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/license"
"git.kirsle.net/SketchyMaze/doodle/pkg/license/levelsigning"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
@ -242,11 +245,18 @@ func (s *PlayScene) setupAsync(d *Doodle) error {
s.drawing.OnSetPlayerCharacter = s.SetPlayerCharacter
s.drawing.OnResetTimer = s.ResetTimer
// If this level game from a signed LevelPack, inform the canvas.
if s.LevelPack != nil && levelsigning.IsLevelPackSigned(s.LevelPack) {
s.drawing.IsSignedLevelPack = s.LevelPack
}
// Given a filename or map data to play?
if s.Level != nil {
log.Debug("PlayScene.Setup: received level from scene caller")
s.drawing.LoadLevel(s.Level)
s.drawing.InstallActors(s.Level.Actors)
if err := s.installActors(); err != nil {
log.Error("InstallActors: %s", err)
}
} else if s.Filename != "" {
loadscreen.SetSubtitle("Opening: " + s.Filename)
log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
@ -258,7 +268,9 @@ func (s *PlayScene) setupAsync(d *Doodle) error {
log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
s.Level = level.New()
s.drawing.LoadLevel(s.Level)
s.drawing.InstallActors(s.Level.Actors)
if err := s.installActors(); err != nil {
log.Error("InstallActors: %s", err)
}
}
// Choose a death barrier in case the user falls off the map,
@ -316,6 +328,25 @@ func (s *PlayScene) setupAsync(d *Doodle) error {
return nil
}
// Common function to install the actors into the level.
//
// InstallActors may return an error if doodads were not found - because the
// player is on the free version and can't load attached doodads from nonsigned
// files.
func (s *PlayScene) installActors() error {
if err := s.drawing.InstallActors(s.Level.Actors); err != nil {
summary := "This level references some doodads that were not found:"
if strings.Contains(err.Error(), license.ErrRegisteredFeature.Error()) {
summary = "This level contains embedded doodads, but this is not\n" +
"available in the free version of the game. The following\n" +
"doodads could not be loaded:"
}
modal.Alert("%s\n\n%s", summary, err).WithTitle("Level Errors")
return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err)
}
return nil
}
// PlaceResizeCanvas updates the Canvas size and placement on the screen,
// e.g. if an ultra HD monitor plays a Bounded level where the entirety of a
// level bounds is on-screen, the drawing should be cut there and the
@ -472,7 +503,7 @@ func (s *PlayScene) setupPlayer(playerCharacterFilename string) {
// centerIn is optional, ignored if zero.
func (s *PlayScene) installPlayerDoodad(filename string, spawn render.Point, centerIn render.Rect) {
// Load in the player character.
player, err := doodads.LoadFromEmbeddable(filename, s.Level)
player, err := doodads.LoadFromEmbeddable(filename, s.Level, false)
if err != nil {
log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
player = doodads.NewDummy(32)
@ -726,7 +757,7 @@ func (s *PlayScene) ShowEndLevelModal(success bool, title, message string) {
config.OnNextLevel = func() {
nextLevel := s.LevelPack.Levels[i+1]
log.Info("Advance to next level: %s", nextLevel.Filename)
s.d.PlayFromLevelpack(*s.LevelPack, nextLevel)
s.d.PlayFromLevelpack(s.LevelPack, nextLevel)
}
}
}
@ -897,7 +928,7 @@ func (s *PlayScene) LoadLevel(filename string) error {
// Are we playing out of a levelpack?
if s.LevelPack != nil {
levelbin, err := s.LevelPack.GetData("levels/" + filename)
levelbin, err := s.LevelPack.GetFile("levels/" + filename)
if err != nil {
log.Error("Error reading levels/%s from zip: %s", filename, err)
}
@ -921,7 +952,9 @@ func (s *PlayScene) LoadLevel(filename string) error {
s.Level = lvl
s.drawing.LoadLevel(s.Level)
s.drawing.InstallActors(s.Level.Actors)
if err := s.installActors(); err != nil {
return err
}
return nil
}

View File

@ -23,7 +23,7 @@ func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar {
Supervisor: u.Supervisor,
Engine: d.Engine,
OnPlayLevel: func(lp levelpack.LevelPack, which levelpack.Level) {
OnPlayLevel: func(lp *levelpack.LevelPack, which levelpack.Level) {
if err := d.PlayFromLevelpack(lp, which); err != nil {
shmem.FlashError(err.Error())
}

View File

@ -12,6 +12,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
"git.kirsle.net/SketchyMaze/doodle/pkg/filesystem"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting"
"git.kirsle.net/SketchyMaze/doodle/pkg/wallpaper"
@ -78,6 +79,11 @@ type Canvas struct {
doodad *doodads.Doodad
modified bool // set to True when the drawing has been modified, like in Editor Mode.
// PlayScene can set whether the Levelpack has a valid signature on it, so that
// in InstallActors() we can allow a levelpack to load attached doodads on free
// mode for their levels.
IsSignedLevelPack *levelpack.LevelPack // filled in ONLY IF SIGNED.
// Actors to superimpose on top of the drawing.
actor *Actor // if this canvas IS an actor
actors []*Actor // if this canvas CONTAINS actors (i.e., is a level)

View File

@ -8,6 +8,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/license/levelsigning"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting/exceptions"
@ -33,13 +34,30 @@ func (w *Canvas) InstallActors(actors level.ActorMap) error {
actor.Canvas.Destroy()
}
// Signed Levels: the free version normally won't load embedded assets from
// a level and the call to LoadFromEmbeddable below returns the error. If the
// level is signed it is allowed to use its embedded assets.
isSigned := w.IsSignedLevelPack != nil || levelsigning.IsLevelSigned(w.level)
w.actors = make([]*Actor, 0)
for _, id := range actorIDs {
var actor = actors[id]
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level)
// Try loading the doodad from the level's own attached files.
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level, isSigned)
if err != nil {
errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
continue
// If we have a signed levelpack, try loading from the levelpack.
if w.IsSignedLevelPack != nil {
if found, err := doodads.LoadFromEmbeddable(actor.Filename, w.IsSignedLevelPack, true); err == nil {
doodad = found
}
}
// If not found, append the error and continue.
if doodad == nil {
errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
continue
}
}
// Create the "live" Actor to exist in the world, and set its world

View File

@ -20,7 +20,7 @@ type LevelPack struct {
Engine render.Engine
// Callback functions.
OnPlayLevel func(pack levelpack.LevelPack, level levelpack.Level)
OnPlayLevel func(pack *levelpack.LevelPack, level levelpack.Level)
OnCloseWindow func()
// Internal variables
@ -131,12 +131,13 @@ func NewLevelPackWindow(config LevelPack) *ui.Window {
return window
}
/* Index screen for the LevelPack window.
/*
Index screen for the LevelPack window.
frame: a TabFrame to populate
*/
func (config LevelPack) makeIndexScreen(frame *ui.Frame, width, height int,
lpFiles []string, packmap map[string]levelpack.LevelPack, onChoose func(string)) {
lpFiles []string, packmap map[string]*levelpack.LevelPack, onChoose func(string)) {
var (
buttonHeight = 60 // height of each LevelPack button
buttonWidth = width - 40
@ -268,7 +269,7 @@ func (config LevelPack) makeIndexScreen(frame *ui.Frame, width, height int,
}
// Detail screen for a given levelpack.
func (config LevelPack) makeDetailScreen(frame *ui.Frame, width, height int, lp levelpack.LevelPack) *ui.Frame {
func (config LevelPack) makeDetailScreen(frame *ui.Frame, width, height int, lp *levelpack.LevelPack) *ui.Frame {
var (
buttonHeight = 40
buttonWidth = width - 40