* Several fatal errors that occurred during core initialization didn't
stop initialization or set 'errorstate' properly, which caused
update hooks and other code to crash later. This has been fixed and
should address crashes like the one mentioned in #470.
* Errors when loading dfhack.lua now cause Lua::Open() to fail, which
triggers a fatal error in Core::Init()
* Failure to initialize the console no longer results in a call to
fatal() (since it didn't actually stop initialization previously)
cur_savegame.save_dir can be populated when the save directory does
not yet exist after world generation (since the game can be aborted
at that stage without saving).
* GCC does not allow std::string instances or enums without a base
type to be passed as varargs
* Fixed path concatenation issue causing dfhack.init to not be loaded
* load/unload/reload are no longer restricted to plugins that exist
on startup
* Names passed to DFHACK_PLUGIN must match the plugin's filename
(remotefortressreader vs RemoteFortressReader, counters vs probe)
* "plug" output lists all plugins and state/command information
* Deleted plugins can be reloaded again if they are replaced
* load/unload/reload don't fail silently with broken plugins
* Built-in commands are recognized internally (e.g. "help help"
does not display "help is not a recognized command"), although help
for them is not yet implemented
* New command: "type" (bash-like) - shows where/how a command is
implemented
* "plug" can accept multiple plugin names
* "ls" displays more information about unloaded/unrecognized plugins
* "load all" changed to "load -all" (or "load --all", "load -a", ...)
git is run every time 'make' is run, but the generated include file
is only updated when necessary. Plugins will be loaded successfully
if their DFHack version matches core's (assuming OpenLibrary()
succeeds), but will produce a warning if their git commit doesn't
match core's.
Files from the "dfhack-config" source directory are now installed to
"dfhack-config/default" and copied to "dfhack-config" on startup if
they don't already exist. Previously, config files weren't available
at all unless they were manually installed (93c9a41).
SDL has been reporting the modifier key state incorrectly after alt-tabbing between the DF and DFHack windows.
Fixes issue #448, though more testing is warranted.
Saving a game in progress now goes through an extra viewscreen before reaching the condition that had been used to indicate whether the world was still valid, causing the core to emit bogus WORLD_LOADED, MAP_LOADED, MAP_UNLOADED, and WORLD_UNLOADED events. Adding that viewscreen to the list of loading/saving screens prevents those duplicate events from firing.
Granted, if the game_cleaner viewscreen ever gets hit in play, this fix will cause more bogus events...
During the loading or saving screen, consider the map and world as not
loaded, because they are likely only partially valid. This fixes errors
from the log-region script.
This class can cache the set of memory regions during its lifetime,
and make them writable only once. This avoids e.g. re-reading
/proc/*/maps once for every modified vtable in interpose code.
- Initialize the global pointers before trying to use init.
- Print a message suggesting the use of dfhack-run.
- Don't start the console thread if there is no console.
- When console is disabled, print anything given to it to stderr.
Buildings hanging in the air cause constructWithFilters to
exhibit the same behavior as a moody dwarf in a burrow excluding
the workshop, i.e. endlessly collecting the same type of reagent.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1416
The workaround monitors jobs and reclassifies the reagents on the fly.
- This context requires core suspend lock and asserts it in a few places.
- Special 'event' objects are introduced. They can be invoked as
functions, in which case they iterate all their fields and call
them as functions. Errors are printed and consumed.
- When a plugin is opened by the core context, events registered in
a special array are linked to it. The system is organized so as to
avoid even trying to pass the event to lua if the module isn't loaded.
* Paint, filter, and brush state is now saved between calls.
* Added 'all' paint option to set material, shape, special, and variant at
the same time.
* Added tiletypes-here (like liquids here, except is uses the saved brush
settings)
* Added tiletypes-here-point (like liquids here, always only the tile under
the cursor)
* Added tiletypes-command: runs tiletypes commands seperated by ';' tokens
(affects saved state)
* Make the internal workings match liquids a bit more
* Give brush objects a descriptor string
* Make Core::cheap_tokenise available
- To ensure reload safety functions have to be wrapped. Every call
checks the loaded state and locks a mutex in Plugin. If the plugin
is unloaded, calling its functions throws a lua error. Therefore,
plugins may not create closures or export yieldable functions.
- The set of function argument and return types supported by
LuaWrapper is severely limited when compared to being compiled
inside the main library.
Currently supported types: numbers, bool, std::string, df::foo,
df::foo*, std::vector<bool>, std::vector<df::foo*>.
- To facilitate postponing initialization until after all plugins
have been loaded, the core sends a SC_CORE_INITIALIZED event.
- As an example, the burrows plugin now exports its functions.
- Associate a default output stream with the whole connection.
If not explicitly specified in the constructor, uses stdout.
- Add methods that use this default stream to RemoteFunction.
- Add easily usable wrappers for CoreSuspend and CoreResume.
The idea is that if you have to execute many RPC calls, it is
faster to suspend once. The service class takes care to auto-resume
in the destructor in case the client just disappears.
This is an incompatible change to the plugin ABI.
The Console is not thread-safe unless used indirectly
via color_ostream_proxy, so everything should use their
per-thread stream.