doodle/pkg/uix/canvas_actors.go
Noah Petherbridge 82884c79ae 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).
2023-02-18 17:37:54 -08:00

268 lines
7.3 KiB
Go

package uix
import (
"errors"
"fmt"
"sort"
"strings"
"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"
"git.kirsle.net/go/render"
)
// InstallActors adds external Actors to the canvas to be superimposed on top
// of the drawing.
func (w *Canvas) InstallActors(actors level.ActorMap) error {
var errs []string
// Order the actors deterministically, by their ID string. Actors get
// a time-ordered UUID ID by default so the most recently added actor
// should render on top of the others.
var actorIDs []string
for id := range actors {
actorIDs = append(actorIDs, id)
}
sort.Strings(actorIDs)
// In case we are replacing the actors, free up all their textures first!
for _, actor := range w.actors {
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]
// Try loading the doodad from the level's own attached files.
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level, isSigned)
if err != nil {
// 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
// position to the Point defined in the level data.
liveActor := NewActor(id, actor, doodad)
liveActor.Canvas.parent = w
liveActor.MoveTo(actor.Point)
w.actors = append(w.actors, liveActor)
}
if len(errs) > 0 {
return errors.New(strings.Join(errs, "\n"))
}
return nil
}
// Actors returns the list of actors currently in the Canvas.
func (w *Canvas) Actors() []*Actor {
return w.actors
}
// ClearActors removes all the actors from the Canvas.
func (w *Canvas) ClearActors() {
w.actors = []*Actor{}
}
// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
// interaction with actor scripts.
func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
w.scripting = s
}
// InstallScripts loads all the current actors' scripts into the scripting
// engine supervisor.
func (w *Canvas) InstallScripts() error {
if w.scripting == nil {
return errors.New("no script supervisor is configured for this canvas")
}
if len(w.actors) == 0 {
return errors.New("no actors exist in this canvas to install scripts for")
}
for _, actor := range w.actors {
vm := w.scripting.To(actor.ID())
if vm.Self != nil {
// Already initialized!
continue
}
// Security: expose a selective API to the actor to the JS engine.
vm.Self = w.MakeSelfAPI(actor)
w.MakeScriptAPI(vm)
vm.Set("Self", vm.Self)
// If there is no script attached, do not try and load or call the main() function.
if actor.Doodad().Script == "" {
continue
}
if _, err := vm.Run(actor.Doodad().Script); err != nil {
log.Error("Run script for actor %s failed: %s", actor.ID(), err)
}
// Call the main() function.
if err := vm.Main(); err != nil {
exceptions.Catch(
"Error in main() for actor %s:\n\n%s\n\nActor ID: %s\nFilename: %s\nPosition: %s",
actor.Actor.Filename,
err,
actor.ID(),
actor.Actor.Filename,
actor.Position(),
)
}
}
// Broadcast the "ready" signal to any actors that want to publish
// messages ASAP on level start.
for _, actor := range w.actors {
w.scripting.To(actor.ID()).Inbound <- scripting.Message{
Name: "broadcast:ready",
Args: nil,
}
}
return nil
}
// AddActor injects additional actors into the canvas, such as a Player doodad.
func (w *Canvas) AddActor(actor *Actor) error {
w.actors = append(w.actors, actor)
return nil
}
// RemoveActor removes the actor from the canvas.
func (w *Canvas) RemoveActor(actor *Actor) {
var actors = []*Actor{}
for _, exist := range w.actors {
if actor == exist {
w.scripting.RemoveVM(actor.ID())
continue
}
actors = append(actors, exist)
}
w.actors = actors
}
// drawActors is a subroutine of Present() that superimposes the actors on top
// of the level drawing.
func (w *Canvas) drawActors(e render.Engine, p render.Point) {
var (
Viewport = w.ViewportRelative()
S = w.Size()
)
// See if each Actor is in range of the Viewport.
for i, a := range w.actors {
if a == nil {
log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
continue
}
// Skip hidden actors.
if a.hidden {
continue
}
var (
can = a.Canvas // Canvas widget that draws the actor
actorPoint = a.Position()
actorSize = a.Size()
resizeTo = actorSize
)
// Adjust actor position and size by the zoom level.
actorPoint.X = w.ZoomMultiply(actorPoint.X)
actorPoint.Y = w.ZoomMultiply(actorPoint.Y)
resizeTo.W = w.ZoomMultiply(resizeTo.W)
resizeTo.H = w.ZoomMultiply(resizeTo.H)
// Tell the actor's canvas to copy our zoom level so it resizes its image too.
can.Zoom = w.Zoom
// Create a box of World Coordinates that this actor occupies. The
// Actor X,Y from level data is already a World Coordinate;
// accomodate for the size of the Actor.
actorBox := render.Rect{
X: actorPoint.X,
Y: actorPoint.Y,
W: actorSize.W,
H: actorSize.H,
}
// Is any part of the actor visible?
if !Viewport.Intersects(actorBox) {
continue // not visible on screen
}
drawAt := render.Point{
X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
}
// XXX TODO: when an Actor hits the left or top edge and shrinks,
// scrolling to offset that shrink is currently hard to solve.
scrollTo := render.Origin
// Handle cropping and scaling if this Actor's canvas can't be
// completely visible within the parent.
if drawAt.X+resizeTo.W > p.X+S.W {
// Hitting the right edge, shrunk the width now.
delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
resizeTo.W -= delta
} else if drawAt.X < p.X {
// Hitting the left edge. Cap the X coord and shrink the width.
delta := p.X - drawAt.X // positive number
drawAt.X = p.X
scrollTo.X -= delta
resizeTo.W -= delta
}
if drawAt.Y+resizeTo.H > p.Y+S.H {
// Hitting the bottom edge, shrink the height.
delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
resizeTo.H -= delta
} else if drawAt.Y < p.Y {
// Hitting the top edge. Cap the Y coord and shrink the height.
delta := p.Y - drawAt.Y
drawAt.Y = p.Y
scrollTo.Y -= delta
resizeTo.H -= delta
}
if resizeTo != actorSize {
can.Resize(resizeTo)
can.ScrollTo(scrollTo)
}
can.Present(e, drawAt)
// Clean up the canvas size and offset.
can.Resize(actorSize) // restore original size in case cropped
can.ScrollTo(render.Origin)
}
}