* pkg/plus/dpp is the main plugin bridge, and defines nothing but an interface
that defines the Doodle++ surface area (referring to internal game types such
as doodad.Doodad or level.Level), but not their implementations.
* dpp.Driver (an interface) is the main API that other parts of the game will
call, for example "dpp.Driver.IsLevelSigned()"
* plus_dpp.go and plus_foss.go provide the dpp.Driver implementation for their
build; with plus_dpp.go generally forwarding function calls directly to the
proprietary dpp package and plus_foss.go generally returning false/errors.
* The bootstrap package simply assigns the above stub function to dpp.Driver
* pkg/plus/bootstrap is a package directly imported by main (in the doodle and
doodad programs) and it works around circular dependency issues: this package
simply assigns dpp.Driver to the DPP or FOSS version.
Miscellaneous fixes:
* File->Open in the editor and PlayScene will use the new Open Level window
instead of loading the legacy GotoLoadMenu scene.
* Deprecated legacy scenes: d.GotoLoadMenu() and d.GotoPlayMenu().
* The doodle-admin program depends on the private dpp package, so can not be
compiled in FOSS mode.
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).
* New command-line tool: doodle-admin for signing license keys for
users. Includes functions to initialize a keypair, sign license keys
and validate existing keys.
* The Main Menu screen shows a blue "Register Game" button in the bottom
right corner of the screen, for unregistered users only.
* In Edit Mode, there is a "Help -> Register" menu item that opens the
License Window.
* The License UI Window lets the user select the license.key file to
register the game with. If registered, a copy of the key is placed in
Doodle's profile directory and the licensee name/email is shown in the
License UI window.
* Unregistered games will show the word "(shareware)" next to the title
screen version number and Edit Mode status bar.
* No restrictions are yet placed on free versions of the game.