Noah Petherbridge
a06787411d
* 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.
93 lines
2.2 KiB
Go
93 lines
2.2 KiB
Go
package command
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import (
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"fmt"
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
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"git.kirsle.net/SketchyMaze/dpp/license"
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"git.kirsle.net/SketchyMaze/dpp/license/levelsigning"
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"github.com/urfave/cli/v2"
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)
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// SignLevel a license key for Sketchy Maze.
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var SignLevel *cli.Command
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func init() {
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SignLevel = &cli.Command{
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Name: "sign-level",
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Usage: "sign a level file so that it may use embedded assets in free versions of the game.",
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Flags: []cli.Flag{
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&cli.StringFlag{
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Name: "key",
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Aliases: []string{"k"},
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Usage: "Private key .pem file for signing",
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Required: true,
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},
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&cli.StringFlag{
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Name: "input",
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Aliases: []string{"i"},
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Usage: "Input file name (.level or .levelpack)",
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Required: true,
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},
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&cli.StringFlag{
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Name: "output",
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Aliases: []string{"o"},
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Usage: "Output file, default outputs to console",
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},
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},
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Action: func(c *cli.Context) error {
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key, err := license.AdminLoadPrivateKey(c.String("key"))
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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var (
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filename = c.String("input")
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output = c.String("output")
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)
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if output == "" {
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output = filename
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}
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// Sign a level?
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if strings.HasSuffix(filename, ".level") {
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lvl, err := level.LoadJSON(filename)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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// Sign it.
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if sig, err := levelsigning.SignLevel(key, lvl); err != nil {
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return cli.Exit(fmt.Errorf("couldn't sign level: %s", err), 1)
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} else {
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lvl.Signature = sig
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err := lvl.WriteFile(output)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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}
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} else if strings.HasSuffix(filename, ".levelpack") {
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lp, err := levelpack.LoadFile(filename)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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// Sign it.
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if sig, err := levelsigning.SignLevelPack(key, lp); err != nil {
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return cli.Exit(fmt.Errorf("couldn't sign levelpack: %s", err), 1)
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} else {
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lp.Signature = sig
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err := lp.WriteZipfile(output)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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}
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}
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return nil
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},
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}
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}
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