Initialize Sanctuary Luanti foundation
This commit is contained in:
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root = true
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[*]
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charset = utf-8
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end_of_line = lf
|
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insert_final_newline = true
|
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trim_trailing_whitespace = true
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|
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[*.lua]
|
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indent_style = tab
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indent_size = 4
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|
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[{*.md,*.json,*.mjs,*.yml,*.yaml}]
|
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indent_style = space
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indent_size = 2
|
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|
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name: Check
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
|
||||
jobs:
|
||||
tooling:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 22
|
||||
cache: npm
|
||||
- run: npm ci
|
||||
- run: npm run test:tooling
|
||||
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|
||||
* text=auto eol=lf
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
*.jpeg binary
|
||||
*.ogg binary
|
||||
*.glb binary
|
||||
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|
||||
.DS_Store
|
||||
.runtime/
|
||||
node_modules/
|
||||
*.log
|
||||
*.sqlite
|
||||
*.sqlite-journal
|
||||
*.sqlite-wal
|
||||
*.sqlite-shm
|
||||
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|
||||
# Guide de travail — Sanctuary Luanti
|
||||
|
||||
## Frontière du produit
|
||||
|
||||
Ce dépôt est un **jeu Luanti autonome**, pas un fork du moteur et pas un modpack
|
||||
Minecraft. Il doit rester jouable avec Luanti officiel et le seul contenu de ce
|
||||
dépôt. Un fork du moteur exige une limitation démontrée, une décision documentée
|
||||
et un plan de maintenance.
|
||||
|
||||
Sanctuary dirige la progression. Les sous-systèmes de contenu possèdent leurs
|
||||
blocs, créatures, transports et générateurs. Commencer dans `sanctuary_core`, puis
|
||||
extraire un mod seulement lorsqu'une responsabilité et une API stables existent.
|
||||
|
||||
## Invariants
|
||||
|
||||
- Utiliser l'API `core`; `minetest` n'est qu'un alias de compatibilité.
|
||||
- Garder les IDs sous les namespaces `sanctuary_core:` puis `sanctuary_*:`.
|
||||
- Versionner toute donnée persistante. Une migration doit être monotone et ne
|
||||
jamais effacer une clé inconnue.
|
||||
- Le serveur reste autoritaire sur la progression, les inventaires, les portails
|
||||
et les transferts.
|
||||
- Ne jamais supposer une identité centralisée entre serveurs. Un passage fédéré
|
||||
nécessite consentement, preuve d'origine et validation par la destination.
|
||||
- Ne pas importer de code, binaire, texture, son, marque ou asset Minecraft.
|
||||
Réutiliser uniquement du contenu dont la licence est explicitement compatible.
|
||||
- Conserver mondes, logs, caches et processus de développement dans `.runtime/`.
|
||||
Ne jamais lancer les tests sur les mondes Luanti personnels de l'utilisateur.
|
||||
|
||||
## Avant et pendant une modification
|
||||
|
||||
- Lire `git status --short --branch` et préserver les changements existants.
|
||||
- Une branche courte correspond à un objectif : `feature/`, `fix/`, `docs/`,
|
||||
`chore/` ou `release/`.
|
||||
- Ajouter une vérification au healthcheck pour toute registration indispensable.
|
||||
- Garder les contrats publics documentés dans `docs/` et le code d'implémentation
|
||||
petit, lisible et testable.
|
||||
- Ne jamais commiter `.runtime/`, des mondes, des logs, des secrets ou des données
|
||||
personnelles de serveur.
|
||||
|
||||
## Vérification
|
||||
|
||||
- `npm run test:tooling` vérifie le dépôt sans lancer le moteur.
|
||||
- `npm run check` démarre un monde CI isolé avec le vrai moteur Luanti.
|
||||
- `npm test` exécute les deux et constitue le minimum avant livraison.
|
||||
@@ -0,0 +1,52 @@
|
||||
# Contribuer à Sanctuary Luanti
|
||||
|
||||
`main` représente la dernière fondation intégrée. Le travail se fait dans des
|
||||
branches courtes et vérifiables.
|
||||
|
||||
## Installation
|
||||
|
||||
```sh
|
||||
npm install
|
||||
npm run setup
|
||||
npm test
|
||||
```
|
||||
|
||||
Tout ce que ces commandes génèrent reste sous `.runtime/`. Les mondes Luanti
|
||||
personnels ne sont ni lus ni modifiés.
|
||||
|
||||
## Flux de travail
|
||||
|
||||
1. Lire `README.md`, `AGENTS.md` et les documents concernés dans `docs/`.
|
||||
2. Vérifier `git status --short --branch`.
|
||||
3. Créer une branche `feature/<sujet>`, `fix/<sujet>`, `docs/<sujet>` ou
|
||||
`chore/<sujet>`.
|
||||
4. Implémenter une tranche petite et jouable.
|
||||
5. Ajouter ou adapter les tests et le healthcheck.
|
||||
6. Exécuter `npm test` avant la revue.
|
||||
|
||||
## Responsabilités
|
||||
|
||||
`sanctuary_core` possède la progression personnelle et collective, les étapes,
|
||||
les déblocages et les contrats d'événements. Il ne doit pas absorber tout le
|
||||
contenu. Lorsqu'un système devient un mod autonome, il possède ses IDs et publie
|
||||
des événements vers `sanctuary_core` par une API documentée.
|
||||
|
||||
Une modification de données persistantes doit préciser :
|
||||
|
||||
- la version avant et après ;
|
||||
- la migration monotone ;
|
||||
- le comportement face aux clés inconnues ;
|
||||
- la stratégie de retour arrière ;
|
||||
- les limites et validations côté serveur.
|
||||
|
||||
## Fédération
|
||||
|
||||
Un portail inter-serveurs n'autorise jamais à copier aveuglément un inventaire ou
|
||||
une identité. Toute proposition doit séparer découverte, consentement, handoff,
|
||||
preuve d'origine, politique d'import et journal d'audit. Voir
|
||||
`docs/ARCHITECTURE.md`.
|
||||
|
||||
## Assets
|
||||
|
||||
N'ajouter aucun asset Minecraft ou provenant d'un mod sans licence compatible.
|
||||
Chaque asset futur doit avoir un auteur, une source et un identifiant de licence.
|
||||
@@ -0,0 +1,676 @@
|
||||
Sanctuary 26.2 is licensed under GPL-3.0-or-later.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
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||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
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||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
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|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,98 @@
|
||||
# Sanctuary pour Luanti
|
||||
|
||||
Sanctuary est un jeu de survie et d'exploration libre construit avec
|
||||
[Luanti](https://www.luanti.org/). Il reprend la vision du projet Sanctuary :
|
||||
commencer vulnérable, faire grandir durablement son personnage, découvrir des
|
||||
ères dans un ordre partiellement ouvert et relier des mondes habités.
|
||||
|
||||
Cette édition n'est pas un fork de Luanti. C'est un **jeu autonome** chargé par
|
||||
le moteur officiel. Ce choix garde le projet libre, distribuable et soutenable ;
|
||||
un fork ne sera envisagé que face à une limite technique démontrée.
|
||||
|
||||
## Intention
|
||||
|
||||
Le monde de blocs sert ici de langage commun pour habiter Internet autrement.
|
||||
Un serveur n'est pas une instance jetable : c'est un lieu numérique entretenu,
|
||||
avec une mémoire, des habitants et des passages choisis vers d'autres lieux.
|
||||
Sanctuary vise donc une fédération de mondes autonomes plutôt qu'un métavers
|
||||
centralisé.
|
||||
|
||||
La vision complète se trouve dans [docs/VISION.md](docs/VISION.md). La traduction
|
||||
du parcours historique de Sanctuary 26.2 se trouve dans
|
||||
[docs/PROGRESSION.md](docs/PROGRESSION.md).
|
||||
|
||||
## État actuel
|
||||
|
||||
Le jalon `0.1.0-dev.1` fournit les fondations de développement :
|
||||
|
||||
- un game Luanti autonome et un mod directeur `sanctuary_core` ;
|
||||
- quatre nœuds de monde minimaux et un biome de test ;
|
||||
- un schéma de progression joueur versionné, encore sans économie d'achat ;
|
||||
- des commandes de diagnostic en lecture seule ;
|
||||
- un healthcheck qui démarre Luanti réellement puis arrête le monde CI ;
|
||||
- un environnement local isolé dans `.runtime/` ;
|
||||
- la vision, l'architecture, la progression et la feuille de route initiales.
|
||||
|
||||
Ce n'est pas encore une boucle de jeu. La première tranche jouable sera le
|
||||
prologue de l'île.
|
||||
|
||||
## Prérequis
|
||||
|
||||
- Luanti 5.16 ou plus récent ;
|
||||
- Node.js 20 ou plus récent ;
|
||||
- npm.
|
||||
|
||||
Le script trouve automatiquement Luanti dans `/Applications/Luanti.app` sur
|
||||
macOS. Sur une autre installation, définir `LUANTI_BIN` vers l'exécutable.
|
||||
|
||||
## Démarrage
|
||||
|
||||
```sh
|
||||
npm install
|
||||
npm run setup
|
||||
npm test
|
||||
npm run play
|
||||
```
|
||||
|
||||
Commandes utiles :
|
||||
|
||||
| Commande | Effet |
|
||||
| --- | --- |
|
||||
| `npm run setup` | prépare les mondes de développement isolés |
|
||||
| `npm run check` | lance le healthcheck avec le vrai moteur |
|
||||
| `npm test` | teste l'outillage puis le démarrage Luanti |
|
||||
| `npm run play` | lance le monde local de développement |
|
||||
| `npm run server` | lance un serveur local sur `127.0.0.1:31099` |
|
||||
| `npm run status` | affiche moteur, version et processus géré |
|
||||
| `npm run logs` | affiche la fin du journal de développement |
|
||||
| `npm run stop` | arrête uniquement le processus lancé par l'outillage |
|
||||
|
||||
## Structure
|
||||
|
||||
```text
|
||||
mods/sanctuary_core/ directeur de progression et socle du monde
|
||||
docs/ vision, contrats et feuille de route
|
||||
tools/ lancement Luanti reproductible et isolé
|
||||
tests/ vérifications statiques de la fondation
|
||||
.runtime/ mondes, logs et état local non versionnés
|
||||
```
|
||||
|
||||
Voir [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) avant de créer un nouveau mod
|
||||
ou un protocole de portail.
|
||||
|
||||
## Sources et indépendance
|
||||
|
||||
La conception s'appuie sur les documents du workspace Sanctuary 26.2, notamment
|
||||
`sanctuary/PROGRESSION.md`, `sanctuary/ALPHA.md` et
|
||||
`iliketomoveit/PORTALS.md`. Leur synthèse, la carte des dix domaines historiques
|
||||
et les écarts sont consignés dans [docs/REFERENCES.md](docs/REFERENCES.md).
|
||||
|
||||
Ce dépôt ne contient aucun code, binaire ou asset Minecraft/Mojang. Une idée de
|
||||
gameplay peut être réinterprétée ; un asset ou une implémentation ne peut être
|
||||
importé qu'après vérification explicite de sa provenance et de sa licence.
|
||||
|
||||
## Licence
|
||||
|
||||
Code et documentation : GNU GPL, version 3 ou ultérieure
|
||||
(`GPL-3.0-or-later`). Les futurs assets devront déclarer leur licence dans un
|
||||
inventaire dédié avant distribution.
|
||||
@@ -0,0 +1,116 @@
|
||||
# Architecture
|
||||
|
||||
Statut : contrat de fondation pour `0.1.x`.
|
||||
|
||||
## Jeu Luanti, pas fork moteur
|
||||
|
||||
Le dépôt est installé comme un game nommé `sanctuary_luanti`. Luanti reste une
|
||||
dépendance externe. Cette séparation permet de suivre les versions de sécurité du
|
||||
moteur et de distribuer Sanctuary par les mécanismes ordinaires de Luanti.
|
||||
|
||||
Un fork du moteur ne peut être proposé qu'avec :
|
||||
|
||||
- une limitation reproductible de l'API publique ;
|
||||
- l'absence d'une solution sûre par mod, menu ou service compagnon ;
|
||||
- un patch minimal discuté avec l'amont ;
|
||||
- un budget de maintenance multi-plateforme et de suivi sécurité.
|
||||
|
||||
## Modules
|
||||
|
||||
La fondation contient un seul mod :
|
||||
|
||||
- `sanctuary_core` — progression, étapes, jalons, événements et healthcheck.
|
||||
|
||||
Les futurs domaines (`sanctuary_world`, `sanctuary_life`, `sanctuary_atlas`,
|
||||
`sanctuary_travel`, etc.) ne seront extraits que lorsqu'ils auront une donnée
|
||||
propre, une API publique et des tests indépendants. Aucun mod ne doit écrire
|
||||
directement dans les métadonnées privées d'un autre.
|
||||
|
||||
## Données persistantes
|
||||
|
||||
La première donnée joueur utilise les métadonnées Luanti :
|
||||
|
||||
```text
|
||||
sanctuary:progression_version
|
||||
sanctuary:stat_<id>
|
||||
sanctuary:stage
|
||||
sanctuary:stardust
|
||||
```
|
||||
|
||||
Règles :
|
||||
|
||||
- version entière croissante ;
|
||||
- valeurs bornées par le serveur ;
|
||||
- migration monotone ;
|
||||
- conservation des clés inconnues ;
|
||||
- snapshot en lecture seule pour l'interface ;
|
||||
- aucune confiance dans un prix, rang ou résultat envoyé par un client.
|
||||
|
||||
Les données collectives utiliseront le ModStorage du monde avec un journal de
|
||||
migration distinct.
|
||||
|
||||
## Trois échelles de voyage
|
||||
|
||||
### 1. Lieux d'un même monde Luanti
|
||||
|
||||
Luanti expose un espace de carte par monde, sans dimensions natives équivalentes
|
||||
à celles de Minecraft. Les premières ères peuvent donc être des régions séparées
|
||||
dans le même espace, reliées par des portails et des arrivées validées côté
|
||||
serveur. Cette voie permet un prototype jouable sans modifier le moteur.
|
||||
|
||||
### 2. Mondes d'une même installation
|
||||
|
||||
Deux sauvegardes restent deux mondes distincts. Le jeu peut présenter leur
|
||||
existence et préparer un handoff, mais ne doit pas copier directement leurs bases
|
||||
SQLite. Un transfert passe par un format d'export versionné puis une politique
|
||||
d'import explicite.
|
||||
|
||||
### 3. Serveurs fédérés
|
||||
|
||||
Luanti ne fournit pas d'identité centralisée : chaque serveur authentifie ses
|
||||
propres comptes. Le serveur de jeu ne dispose pas non plus d'un mécanisme général
|
||||
pour déplacer silencieusement un client vers un autre serveur.
|
||||
|
||||
Le premier portail fédéré sera donc honnête sur cette frontière :
|
||||
|
||||
1. découverte d'un manifeste public de destination ;
|
||||
2. vérification de l'identité du monde et de sa compatibilité ;
|
||||
3. consentement visible du joueur ;
|
||||
4. émission éventuelle d'un billet de passage court et signé ;
|
||||
5. reconnexion explicite vers l'adresse choisie ;
|
||||
6. validation locale par le serveur d'arrivée.
|
||||
|
||||
Le prototype ne transporte ni inventaire, ni monnaie, ni privilèges. Il peut
|
||||
transporter un reçu minimal : monde d'origine, jalon public, instant d'émission,
|
||||
expiration et nonce anti-rejeu. La destination décide seule de ce qu'elle en fait.
|
||||
|
||||
## Manifeste de monde envisagé
|
||||
|
||||
Format de travail, non stabilisé :
|
||||
|
||||
```json
|
||||
{
|
||||
"schema": "sanctuary.place.v1",
|
||||
"id": "did:web:example.org:worlds:orchard",
|
||||
"name": "Le Verger",
|
||||
"endpoint": { "host": "play.example.org", "port": 30000 },
|
||||
"game": { "id": "sanctuary_luanti", "compatibility": "0.1" },
|
||||
"public_key": "...",
|
||||
"routes": []
|
||||
}
|
||||
```
|
||||
|
||||
Avant implémentation, il faudra décider la canonicalisation, les signatures, la
|
||||
rotation des clés, l'expiration, la révocation et le modèle de menace. Aucun accès
|
||||
HTTP non sandboxé ne doit être activé par défaut dans un mod de jeu.
|
||||
|
||||
## Préservation
|
||||
|
||||
Une release distribuable devra fournir :
|
||||
|
||||
- un export cohérent du monde à l'arrêt ;
|
||||
- un manifeste de versions du moteur, du jeu et des schémas ;
|
||||
- des checksums ;
|
||||
- une procédure de restauration testée ;
|
||||
- une séparation entre données publiques, privées et secrets ;
|
||||
- une politique de rétention décidée par l'administrateur du lieu.
|
||||
@@ -0,0 +1,127 @@
|
||||
# Progression — des chapitres historiques aux ères Luanti
|
||||
|
||||
Statut : traduction conceptuelle de Sanctuary 26.2. Les valeurs numériques sont
|
||||
des hypothèses de départ, pas encore une implémentation complète.
|
||||
|
||||
## Contrat général
|
||||
|
||||
Sanctuary dirige la partie. Il possède la progression personnelle permanente,
|
||||
les statistiques du joueur, les objectifs, les déblocages, les jalons collectifs
|
||||
et le cycle de partie. Les mods de contenu possèdent les nœuds, objets, créatures,
|
||||
véhicules et générateurs ; ils publient des événements que Sanctuary interprète.
|
||||
|
||||
La progression combine trois couches :
|
||||
|
||||
- **personnelle persistante** : statistiques, capacités, journal et lieux vus ;
|
||||
- **temporaire** : ressources portées et avantages de l'expédition en cours ;
|
||||
- **collective** : premières découvertes, routes, constellations et grands jalons.
|
||||
|
||||
La mort ne retire jamais un rang permanent ou un jalon déjà acquis.
|
||||
|
||||
## Départ
|
||||
|
||||
Le joueur apparaît dans un petit refuge insulaire séparé des terres lointaines.
|
||||
Il commence volontairement vulnérable : peu de vie, peu d'endurance, minage lent,
|
||||
souffle court, portée réduite et inventaire compact. La première amélioration doit
|
||||
arriver vite ; cette fragilité met en scène la croissance sans créer une corvée.
|
||||
|
||||
Plusieurs voies doivent permettre de quitter l'île afin qu'aucune seed ne crée un
|
||||
softlock : portail construit, aide d'un animal ou d'un véhicule, découverte rare,
|
||||
ou défi ouvrant une forme de déplacement extraordinaire.
|
||||
|
||||
## Statistiques permanentes
|
||||
|
||||
Le modèle historique sert de point de départ :
|
||||
|
||||
| Statistique | Départ | Horizon | Sens de jeu |
|
||||
| --- | ---: | ---: | --- |
|
||||
| Vitalité | 3 cœurs | 10 cœurs | survivre sans banaliser les dangers |
|
||||
| Faim / endurance | 3 unités | 10 unités | ouvrir sprint et expéditions longues |
|
||||
| Minage | 25 % | 100 % | transformer la lenteur en maîtrise |
|
||||
| Souffle | 3 unités | 10 unités | accéder aux lieux noyés |
|
||||
| Construction | courte portée | portée maîtrisée | bâtir plus loin et en groupe |
|
||||
| Inventaire | 1 rangée | 6 rangées | augmenter la capacité logistique |
|
||||
|
||||
Chaque statistique doit être autoritaire côté serveur, bornée, versionnée et
|
||||
réappliquée à la connexion. L'économie exacte de progression sera prototypée dans
|
||||
le prologue avant d'être stabilisée.
|
||||
|
||||
## Atlas
|
||||
|
||||
Atlas remplit quatre fonctions au fil du jeu :
|
||||
|
||||
1. journal et tutoriel ;
|
||||
2. carte personnelle avec brouillard de découverte ;
|
||||
3. navigation vers foyers, objectifs, passages et lieux connus ;
|
||||
4. mémoire globale du monde et jalons collectifs.
|
||||
|
||||
La carte personnelle et la carte collective restent deux données distinctes.
|
||||
|
||||
## Les ères
|
||||
|
||||
Les documents 26.2 parlent de chapitres. La version Luanti les envisage comme des
|
||||
**ères** : des couches de monde que l'on peut revisiter et préserver. Elles ont un
|
||||
tronc commun, puis des branches ; elles n'imposent pas un ordre total.
|
||||
|
||||
### Prologue — L'Île
|
||||
|
||||
- survivre avec les statistiques minimales ;
|
||||
- fabriquer les premiers outils et obtenir le premier rang de minage ;
|
||||
- apprendre à lire le journal ;
|
||||
- découvrir plusieurs voies d'évasion ;
|
||||
- choisir comment entrer dans le réseau des mondes.
|
||||
|
||||
### Ère I — Retrouver le monde
|
||||
|
||||
- rejoindre un territoire matériel plus vaste ;
|
||||
- améliorer vitalité et endurance ;
|
||||
- reconnaître un premier foyer ;
|
||||
- commencer une carte personnelle durable.
|
||||
|
||||
### Ère II — Sous la matière
|
||||
|
||||
- ouvrir la branche des profondeurs ;
|
||||
- développer minage et construction ;
|
||||
- rencontrer ressources rares et zones noyées ;
|
||||
- rendre l'infrastructure aussi importante que le butin.
|
||||
|
||||
### Ère III — Les anciennes versions
|
||||
|
||||
- traverser un monde fini inspiré de l'archéologie des jeux de blocs ;
|
||||
- comprendre qu'une ancienne version est un lieu à conserver, pas un déchet ;
|
||||
- affronter un gardien historique original à Sanctuary ;
|
||||
- inscrire un jalon collectif et obtenir un nouveau moyen de déplacement.
|
||||
|
||||
Cette ère réinterprète le rôle historique d'Alpha/Indev sans reprendre de marque,
|
||||
personnage ou asset Minecraft.
|
||||
|
||||
### Branches d'expédition
|
||||
|
||||
- monde pastoral : vivant, nourriture et soin ;
|
||||
- désert d'ossements : hostilité, fossiles et ruines ;
|
||||
- canyons peints : verticalité et matériaux ;
|
||||
- mer brisée : navigation, routes et véhicules.
|
||||
|
||||
Ces branches peuvent être parcourues dans plusieurs ordres. Leurs apports
|
||||
préparent les deux ères avancées sans rendre les portails précédents obsolètes.
|
||||
|
||||
### Ère avancée — La Cité perdue
|
||||
|
||||
- retrouver archives et systèmes informatiques ;
|
||||
- relier machines, Atlas et mémoire collective ;
|
||||
- apprendre à préserver et transmettre un monde ;
|
||||
- découvrir les premiers autres serveurs fédérés.
|
||||
|
||||
### Ère céleste — Laputa
|
||||
|
||||
- atteindre des structures d'altitude ;
|
||||
- maîtriser les déplacements aériens ;
|
||||
- achever les branches principales de l'Atlas ;
|
||||
- contribuer à une conclusion collective encore ouverte.
|
||||
|
||||
## Multijoueur
|
||||
|
||||
Un nouveau joueur commence au rang initial même sur un vieux serveur, mais peut
|
||||
utiliser les infrastructures collectives lorsque ses propres déblocages le
|
||||
permettent. La difficulté d'un objectif dépend de sa progression personnelle,
|
||||
jamais du joueur le plus avancé du serveur.
|
||||
@@ -0,0 +1,74 @@
|
||||
# Références de conception
|
||||
|
||||
Cette synthèse rend le dépôt autonome tout en conservant la provenance des idées.
|
||||
Les chemins ci-dessous décrivent le workspace local au moment de l'initialisation
|
||||
et ne sont pas des dépendances d'exécution.
|
||||
|
||||
## Documents Sanctuary 26.2 lus
|
||||
|
||||
| Source locale | Apport retenu |
|
||||
| --- | --- |
|
||||
| `../26.2/sanctuary/PROGRESSION.md` | directeur de partie, statistiques permanentes, Atlas, branches et multijoueur |
|
||||
| `../26.2/sanctuary/ALPHA.md` | monde historique fini, déterministe et préservable |
|
||||
| `../26.2/iliketomoveit/PORTALS.md` | routes data-driven, paires persistantes, arrivées sûres et autorité serveur |
|
||||
| `../26.2/README.md` | séparation des responsabilités fonctionnelles et état des systèmes |
|
||||
| `../26.2/AGENTS.md` | discipline de migrations, compatibilité, tests et petites branches |
|
||||
| `../26.2/CONTRIBUTING.md` | flux de contribution et contrats inter-mods |
|
||||
|
||||
## Carte fonctionnelle héritée
|
||||
|
||||
Sanctuary 26.2 répartit le projet en dix responsabilités. La version Luanti
|
||||
conserve cette lecture du produit, sans décider prématurément qu'une ligne doit
|
||||
devenir un mod distinct.
|
||||
|
||||
| Domaine 26.2 | Responsabilité | Traduction Luanti envisagée |
|
||||
| --- | --- | --- |
|
||||
| Another World | matière, biomes, photographie, instruments météo | nœuds, crafts, worldgen et outils d'observation |
|
||||
| It's Alive! | vivant, créatures, agriculture et cuisine | cycles biologiques et gameplay du vivant |
|
||||
| Ambiance | perception, météo, lumière, audio et calendrier | composition client accessible, pilotée par des états serveur |
|
||||
| Red-Stoner | calcul, signaux, ordinateurs, identité locale et stockage | machines, mémoire du lieu et interfaces informatiques |
|
||||
| I Like To Move It | portails, véhicules, grappin, poulies et waystones | déplacements locaux, inter-ères puis handoff fédéré |
|
||||
| Ouch | combat, armes et destruction | règles de dommage et risques explicites |
|
||||
| Only Fun | raretés et règles ludiques absurdes | écarts volontaires, sans raccourci de progression caché |
|
||||
| Sanctuary | progression, aventure, Atlas et monde principal | directeur de partie et propriétaire des jalons |
|
||||
| Events | événements de serveur | événements collectifs data-driven |
|
||||
| MasterKey | administration et diagnostic | commandes opérateur, migrations et laboratoire |
|
||||
|
||||
Cette carte impose une règle simple : le directeur interprète les événements,
|
||||
mais le domaine qui crée un contenu reste propriétaire de ses IDs et de son état.
|
||||
|
||||
## Contrats à préserver
|
||||
|
||||
- La progression, les transactions, les arrivées et les dégâts sont validés par
|
||||
le serveur.
|
||||
- Atlas sépare la mémoire personnelle de la mémoire collective du lieu.
|
||||
- Les waystones servent au déplacement local ; les portails relient des régions,
|
||||
des ères ou, plus tard, des serveurs.
|
||||
- Une route est définie par des données, possède deux extrémités persistantes et
|
||||
cherche une arrivée sûre.
|
||||
- Les formats persistants gardent une version et une migration monotone.
|
||||
- Les nouveaux habitants commencent au rang initial mais peuvent bénéficier des
|
||||
infrastructures déjà construites.
|
||||
- Le ciel partagé et ses constellations financées collectivement constituent un
|
||||
exemple fort de création commune à réinterpréter dans Luanti.
|
||||
|
||||
## Traductions et écarts
|
||||
|
||||
- Les « chapitres » deviennent des « ères » pour souligner la préservation des
|
||||
couches de monde ; leur structure en tronc et branches est conservée.
|
||||
- Les dimensions Minecraft deviennent d'abord des régions éloignées dans un même
|
||||
monde Luanti, puis éventuellement des serveurs fédérés.
|
||||
- Les IDs historiques prouvent l'intention mais ne sont pas repris tels quels.
|
||||
- Les personnages, marques et assets Minecraft ne sont pas importés. Les rôles
|
||||
narratifs doivent être réécrits avec une identité Sanctuary originale.
|
||||
- L'interconnexion de serveurs est une nouvelle direction : elle étend le contrat
|
||||
des portails sans prétendre qu'elle existe déjà dans Sanctuary 26.2.
|
||||
|
||||
## Références Luanti
|
||||
|
||||
- moteur officiel : <https://www.luanti.org/> ;
|
||||
- documentation : <https://docs.luanti.org/> ;
|
||||
- API Lua officielle : <https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md>.
|
||||
|
||||
Luanti ne centralise pas les comptes entre serveurs. Cette contrainte est traitée
|
||||
comme une propriété de la fédération et non comme un détail à masquer.
|
||||
@@ -0,0 +1,61 @@
|
||||
# Feuille de route
|
||||
|
||||
Les jalons sont des tranches jouables. Ils ne correspondent pas encore à des
|
||||
dates de livraison.
|
||||
|
||||
## M0 — Fondation du dépôt
|
||||
|
||||
- [x] dépôt Git autonome ;
|
||||
- [x] game Luanti officiel, sans fork moteur ;
|
||||
- [x] runtime local isolé ;
|
||||
- [x] test de démarrage headless ;
|
||||
- [x] vision, architecture et progression documentées ;
|
||||
- [ ] première capture et identité visuelle originale.
|
||||
|
||||
## M1 — Prologue jouable : L'Île
|
||||
|
||||
- génération garantie du refuge et de sa couronne ;
|
||||
- statistiques initiales faibles réellement appliquées ;
|
||||
- outils et premier rang de minage ;
|
||||
- journal minimal ;
|
||||
- au moins deux routes d'évasion sans softlock ;
|
||||
- test reproductible sur plusieurs seeds.
|
||||
|
||||
## M2 — Progression et Atlas
|
||||
|
||||
- achats ou gains autoritaires et migration du schéma ;
|
||||
- carte personnelle distincte de la mémoire collective ;
|
||||
- objectifs data-driven ;
|
||||
- mort sans perte des rangs permanents ;
|
||||
- nouveaux joueurs viables dans un monde ancien.
|
||||
|
||||
## M3 — Portails matériels
|
||||
|
||||
- routes data-driven ;
|
||||
- paires persistantes et arrivées sûres ;
|
||||
- régions d'ères au sein d'un monde Luanti ;
|
||||
- révocation et reconstruction sans corruption ;
|
||||
- premières branches d'expédition.
|
||||
|
||||
## M4 — Fédération expérimentale
|
||||
|
||||
- manifeste de lieu versionné ;
|
||||
- annuaire explicite, sans découverte cachée ;
|
||||
- consentement de départ et reconnexion ;
|
||||
- billet signé sans inventaire ni monnaie ;
|
||||
- modèle de menace, expiration et anti-rejeu ;
|
||||
- deux serveurs de test administrés séparément.
|
||||
|
||||
## M5 — Préservation
|
||||
|
||||
- export, checksum et restauration automatisés ;
|
||||
- inventaire des licences d'assets ;
|
||||
- migrations testées depuis chaque release stable ;
|
||||
- guide de transmission d'un monde à une autre équipe.
|
||||
|
||||
## M6 — Ères avancées
|
||||
|
||||
- anciennes versions ;
|
||||
- Cité perdue et mémoire informatique ;
|
||||
- Laputa et conclusion collective ;
|
||||
- fédération de plusieurs lieux communautaires.
|
||||
@@ -0,0 +1,73 @@
|
||||
# Vision — habiter Internet autrement
|
||||
|
||||
Statut : direction de produit. Les mécanismes précis restent à éprouver en jeu.
|
||||
|
||||
## Sanctuary n'est pas seulement un jeu gratuit
|
||||
|
||||
« Gratuit » décrit mal l'ambition. Sanctuary doit être libre d'être lancé,
|
||||
hébergé, étudié, modifié et transmis. Luanti donne une base technique cohérente
|
||||
avec cette intention sans rendre le projet dépendant d'un compte, d'un launcher
|
||||
ou d'une plateforme propriétaire.
|
||||
|
||||
Le métagame familier du monde de blocs est un langage d'accueil. On sait presque
|
||||
instinctivement ramasser, construire, laisser une trace et montrer un endroit à
|
||||
quelqu'un. Sanctuary veut employer ce langage pour reconnecter des personnes et
|
||||
des communautés, pas pour les enfermer dans un service central.
|
||||
|
||||
## Un monde est un lieu
|
||||
|
||||
Un monde Sanctuary est un espace numérique habité :
|
||||
|
||||
- il possède une histoire lisible et des jalons collectifs ;
|
||||
- ses habitants peuvent le transformer et en prendre soin ;
|
||||
- son administration est locale et explicite ;
|
||||
- ses sauvegardes sont exportables, vérifiables et transmissibles ;
|
||||
- sa disparition n'est pas considérée comme normale ou invisible ;
|
||||
- ses liens vers d'autres mondes reposent sur le consentement des deux lieux.
|
||||
|
||||
Préserver ne signifie pas figer. Un lieu vivant change, mais ses migrations sont
|
||||
versionnées, sa mémoire reste intelligible et ses habitants peuvent savoir ce
|
||||
qui a changé.
|
||||
|
||||
## Une fédération, pas un centre
|
||||
|
||||
Les mondes doivent pouvoir se découvrir et se relier sans appartenir au même
|
||||
opérateur. Un portail est à la fois un objet de jeu et un lien social : il rend
|
||||
visible une relation entre deux communautés.
|
||||
|
||||
La fédération suit cinq principes :
|
||||
|
||||
1. **Autonomie** — chaque monde choisit ses règles, ses voisins et ce qu'il accepte.
|
||||
2. **Consentement** — une route n'existe que si ses deux extrémités l'approuvent.
|
||||
3. **Sobriété** — on échange le minimum de données nécessaire au passage.
|
||||
4. **Portabilité** — les formats et sauvegardes sont documentés et exportables.
|
||||
5. **Révocabilité** — un lien peut être fermé sans corrompre les mondes ni les
|
||||
identités locales.
|
||||
|
||||
Une identité globale, une monnaie globale et un inventaire universel ne sont pas
|
||||
des prérequis. Ils créeraient trop tôt un centre de pouvoir et une surface de
|
||||
fraude. La première fédération peut partager seulement un annuaire signé, des
|
||||
jalons publics et un passage guidé vers l'écran de reconnexion.
|
||||
|
||||
## Le parcours comme mémoire d'Internet
|
||||
|
||||
Les ères ne sont pas une simple montée en puissance. Elles font traverser des
|
||||
formes de monde : refuge initial, monde matériel, profondeurs, anciennes
|
||||
versions, expéditions, ville-archive et monde céleste. Cette archéologie ludique
|
||||
doit donner de la valeur à la continuité, aux ruines et aux couches techniques
|
||||
qui composent un espace numérique.
|
||||
|
||||
La progression personnelle reste persistante, mais le monde porte aussi une
|
||||
mémoire collective. L'Atlas doit toujours distinguer « ce que j'ai vu » de « ce
|
||||
que ce monde sait ».
|
||||
|
||||
## Critères de réussite
|
||||
|
||||
Sanctuary réussit si :
|
||||
|
||||
- une personne peut héberger un monde sans demander la permission à Sanctuary ;
|
||||
- un monde peut survivre au départ de son hébergeur grâce à des exports complets ;
|
||||
- deux communautés peuvent ouvrir puis fermer une route compréhensible ;
|
||||
- un nouveau joueur commence petit sans être exclu d'un monde ancien ;
|
||||
- le soin, l'exploration et la transmission comptent autant que l'accumulation ;
|
||||
- le projet demeure jouable avec le moteur Luanti officiel.
|
||||
@@ -0,0 +1,7 @@
|
||||
title = Sanctuary
|
||||
version = 0.1.0-dev.1
|
||||
description = Un monde libre à habiter, préserver et relier.
|
||||
author = KOKA99CAB
|
||||
min_minetest_version = 5.16
|
||||
default_mapgen = v7
|
||||
allowed_mapgens = v7,flat,singlenode
|
||||
@@ -0,0 +1,16 @@
|
||||
# Valeurs locales. L'outillage les complète dans .runtime/.
|
||||
name = developer
|
||||
creative_mode = false
|
||||
enable_damage = true
|
||||
server_announce = false
|
||||
bind_address = 127.0.0.1
|
||||
remote_port = 31099
|
||||
port = 31099
|
||||
time_speed = 72
|
||||
fps_max = 60
|
||||
viewing_range = 128
|
||||
enable_fog = true
|
||||
smooth_lighting = true
|
||||
console_log_level = action
|
||||
debug_log_level = action
|
||||
default_privs = interact,shout
|
||||
@@ -0,0 +1,23 @@
|
||||
sanctuary = rawget(_G, "sanctuary") or {}
|
||||
_G.sanctuary = sanctuary
|
||||
|
||||
sanctuary.modname = core.get_current_modname()
|
||||
sanctuary.modpath = core.get_modpath(sanctuary.modname)
|
||||
sanctuary.game = core.get_game_info()
|
||||
sanctuary.settings = Settings(sanctuary.game.path .. DIR_DELIM .. "game.conf")
|
||||
sanctuary.title = sanctuary.settings:get("title") or "Sanctuary"
|
||||
sanctuary.version = assert(
|
||||
sanctuary.settings:get("version"),
|
||||
"game.conf must define a Sanctuary version"
|
||||
)
|
||||
|
||||
function sanctuary.load(module_name)
|
||||
dofile(sanctuary.modpath .. DIR_DELIM .. "src" .. DIR_DELIM .. module_name .. ".lua")
|
||||
end
|
||||
|
||||
sanctuary.load("progression")
|
||||
sanctuary.load("world")
|
||||
sanctuary.load("commands")
|
||||
sanctuary.load("healthcheck")
|
||||
|
||||
core.log("action", "[sanctuary] " .. sanctuary.title .. " " .. sanctuary.version .. " loaded")
|
||||
@@ -0,0 +1,4 @@
|
||||
name = sanctuary_core
|
||||
title = Sanctuary Core
|
||||
description = Progression, world contracts and diagnostics for Sanctuary.
|
||||
author = KOKA99CAB
|
||||
@@ -0,0 +1,21 @@
|
||||
core.register_chatcommand("sanctuary", {
|
||||
description = "Affiche la version et l'ère actuelle de Sanctuary.",
|
||||
func = function()
|
||||
return true, string.format(
|
||||
"%s %s — fondation, Prologue : L'Île",
|
||||
sanctuary.title,
|
||||
sanctuary.version
|
||||
)
|
||||
end,
|
||||
})
|
||||
|
||||
core.register_chatcommand("sanctuary_progression", {
|
||||
description = "Affiche votre snapshot de progression en lecture seule.",
|
||||
func = function(player_name)
|
||||
local player = core.get_player_by_name(player_name)
|
||||
if not player then
|
||||
return false, "Cette commande doit être utilisée en jeu."
|
||||
end
|
||||
return true, core.write_json(sanctuary.progression.snapshot(player), true)
|
||||
end,
|
||||
})
|
||||
@@ -0,0 +1,59 @@
|
||||
local required_nodes = {
|
||||
"sanctuary_core:stone",
|
||||
"sanctuary_core:soil",
|
||||
"sanctuary_core:grass",
|
||||
"sanctuary_core:water_source",
|
||||
"sanctuary_core:water_flowing",
|
||||
}
|
||||
|
||||
local required_aliases = {
|
||||
"mapgen_stone",
|
||||
"mapgen_dirt",
|
||||
"mapgen_dirt_with_grass",
|
||||
"mapgen_water_source",
|
||||
"mapgen_river_water_source",
|
||||
}
|
||||
|
||||
core.register_on_mods_loaded(function()
|
||||
local missing = {}
|
||||
|
||||
for _, node_name in ipairs(required_nodes) do
|
||||
if not core.registered_nodes[node_name] then
|
||||
missing[#missing + 1] = node_name
|
||||
end
|
||||
end
|
||||
|
||||
for _, alias in ipairs(required_aliases) do
|
||||
if not core.registered_aliases[alias] then
|
||||
missing[#missing + 1] = alias
|
||||
end
|
||||
end
|
||||
|
||||
if not core.registered_biomes.sanctuary_foundation then
|
||||
missing[#missing + 1] = "biome:sanctuary_foundation"
|
||||
end
|
||||
|
||||
if sanctuary.progression.schema_version ~= 1 then
|
||||
missing[#missing + 1] = "progression_schema!=1"
|
||||
end
|
||||
|
||||
if #missing > 0 then
|
||||
error("[sanctuary-healthcheck] missing contracts: " .. table.concat(missing, ", "))
|
||||
end
|
||||
|
||||
local summary = string.format(
|
||||
"version=%s schema=%d nodes=%d biomes=%d",
|
||||
sanctuary.version,
|
||||
sanctuary.progression.schema_version,
|
||||
#required_nodes,
|
||||
1
|
||||
)
|
||||
core.log("action", "[sanctuary-healthcheck] OK " .. summary)
|
||||
|
||||
if core.settings:get_bool("sanctuary_ci_exit", false) then
|
||||
core.log("action", "[sanctuary-ci] READY " .. summary)
|
||||
core.after(0, function()
|
||||
core.request_shutdown("Sanctuary healthcheck complete", false, 0)
|
||||
end)
|
||||
end
|
||||
end)
|
||||
@@ -0,0 +1,65 @@
|
||||
sanctuary.progression = {
|
||||
schema_version = 1,
|
||||
stats = {
|
||||
vitality = { max_rank = 7 },
|
||||
hunger = { max_rank = 7 },
|
||||
mining = { max_rank = 7 },
|
||||
breath = { max_rank = 7 },
|
||||
building = { max_rank = 7 },
|
||||
inventory = { max_rank = 5 },
|
||||
},
|
||||
}
|
||||
|
||||
local VERSION_KEY = "sanctuary:progression_version"
|
||||
local STAGE_KEY = "sanctuary:stage"
|
||||
local STARDUST_KEY = "sanctuary:stardust"
|
||||
|
||||
local function stat_key(stat_id)
|
||||
return "sanctuary:stat_" .. stat_id
|
||||
end
|
||||
|
||||
function sanctuary.progression.ensure(player)
|
||||
local meta = player:get_meta()
|
||||
local stored_version = meta:get_int(VERSION_KEY)
|
||||
|
||||
if stored_version == 0 then
|
||||
meta:set_int(VERSION_KEY, sanctuary.progression.schema_version)
|
||||
meta:set_int(STAGE_KEY, 0)
|
||||
meta:set_int(STARDUST_KEY, 0)
|
||||
for stat_id in pairs(sanctuary.progression.stats) do
|
||||
meta:set_int(stat_key(stat_id), 0)
|
||||
end
|
||||
stored_version = sanctuary.progression.schema_version
|
||||
end
|
||||
|
||||
if stored_version > sanctuary.progression.schema_version then
|
||||
core.log("warning", string.format(
|
||||
"[sanctuary] player %s uses future progression schema %d",
|
||||
player:get_player_name(),
|
||||
stored_version
|
||||
))
|
||||
end
|
||||
|
||||
return stored_version
|
||||
end
|
||||
|
||||
function sanctuary.progression.snapshot(player)
|
||||
local meta = player:get_meta()
|
||||
local stats = {}
|
||||
|
||||
for stat_id, definition in pairs(sanctuary.progression.stats) do
|
||||
local rank = meta:get_int(stat_key(stat_id))
|
||||
stats[stat_id] = math.max(0, math.min(definition.max_rank, rank))
|
||||
end
|
||||
|
||||
return {
|
||||
schema_version = sanctuary.progression.ensure(player),
|
||||
stage = math.max(0, meta:get_int(STAGE_KEY)),
|
||||
stardust = math.max(0, meta:get_int(STARDUST_KEY)),
|
||||
stats = stats,
|
||||
}
|
||||
end
|
||||
|
||||
core.register_on_joinplayer(function(player)
|
||||
sanctuary.progression.ensure(player)
|
||||
end)
|
||||
@@ -0,0 +1,92 @@
|
||||
local function color_texture(color)
|
||||
return "[fill:16x16:" .. color
|
||||
end
|
||||
|
||||
core.register_node("sanctuary_core:stone", {
|
||||
description = "Sanctuary Stone",
|
||||
tiles = { color_texture("#626A73") },
|
||||
is_ground_content = true,
|
||||
groups = { cracky = 3, stone = 1 },
|
||||
})
|
||||
|
||||
core.register_node("sanctuary_core:soil", {
|
||||
description = "Sanctuary Soil",
|
||||
tiles = { color_texture("#70543E") },
|
||||
is_ground_content = true,
|
||||
groups = { crumbly = 3, soil = 1 },
|
||||
})
|
||||
|
||||
core.register_node("sanctuary_core:grass", {
|
||||
description = "Sanctuary Grass",
|
||||
tiles = {
|
||||
color_texture("#718C55"),
|
||||
color_texture("#70543E"),
|
||||
color_texture("#718C55") .. "^[lowpart:35:" .. color_texture("#70543E"),
|
||||
},
|
||||
is_ground_content = true,
|
||||
groups = { crumbly = 3, soil = 1 },
|
||||
drop = "sanctuary_core:soil",
|
||||
})
|
||||
|
||||
core.register_node("sanctuary_core:water_source", {
|
||||
description = "Sanctuary Water Source",
|
||||
drawtype = "liquid",
|
||||
tiles = { color_texture("#3C6F91") },
|
||||
special_tiles = { color_texture("#3C6F91") },
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
pointable = false,
|
||||
diggable = false,
|
||||
buildable_to = true,
|
||||
liquidtype = "source",
|
||||
liquid_alternative_flowing = "sanctuary_core:water_flowing",
|
||||
liquid_alternative_source = "sanctuary_core:water_source",
|
||||
liquid_viscosity = 1,
|
||||
post_effect_color = { a = 128, r = 44, g = 94, b = 125 },
|
||||
groups = { water = 3, liquid = 3 },
|
||||
})
|
||||
|
||||
core.register_node("sanctuary_core:water_flowing", {
|
||||
description = "Flowing Sanctuary Water",
|
||||
drawtype = "flowingliquid",
|
||||
tiles = { color_texture("#3C6F91") },
|
||||
special_tiles = { color_texture("#3C6F91") },
|
||||
paramtype = "light",
|
||||
paramtype2 = "flowingliquid",
|
||||
walkable = false,
|
||||
pointable = false,
|
||||
diggable = false,
|
||||
buildable_to = true,
|
||||
liquidtype = "flowing",
|
||||
liquid_alternative_flowing = "sanctuary_core:water_flowing",
|
||||
liquid_alternative_source = "sanctuary_core:water_source",
|
||||
liquid_viscosity = 1,
|
||||
post_effect_color = { a = 128, r = 44, g = 94, b = 125 },
|
||||
groups = { water = 3, liquid = 3, not_in_creative_inventory = 1 },
|
||||
})
|
||||
|
||||
for alias, target in pairs({
|
||||
mapgen_stone = "sanctuary_core:stone",
|
||||
mapgen_dirt = "sanctuary_core:soil",
|
||||
mapgen_dirt_with_grass = "sanctuary_core:grass",
|
||||
mapgen_water_source = "sanctuary_core:water_source",
|
||||
mapgen_river_water_source = "sanctuary_core:water_source",
|
||||
}) do
|
||||
core.register_alias(alias, target)
|
||||
end
|
||||
|
||||
core.register_biome({
|
||||
name = "sanctuary_foundation",
|
||||
node_top = "sanctuary_core:grass",
|
||||
depth_top = 1,
|
||||
node_filler = "sanctuary_core:soil",
|
||||
depth_filler = 3,
|
||||
node_stone = "sanctuary_core:stone",
|
||||
node_water_top = "sanctuary_core:water_source",
|
||||
depth_water_top = 10,
|
||||
node_water = "sanctuary_core:water_source",
|
||||
y_min = -31000,
|
||||
y_max = 31000,
|
||||
heat_point = 50,
|
||||
humidity_point = 50,
|
||||
})
|
||||
Generated
+15
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"name": "sanctuary-luanti",
|
||||
"version": "0.1.0-dev.1",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "sanctuary-luanti",
|
||||
"version": "0.1.0-dev.1",
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
{
|
||||
"name": "sanctuary-luanti",
|
||||
"version": "0.1.0-dev.1",
|
||||
"private": true,
|
||||
"description": "Outillage de développement du jeu libre Sanctuary pour Luanti.",
|
||||
"type": "module",
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
},
|
||||
"scripts": {
|
||||
"setup": "node tools/luanti.mjs setup",
|
||||
"check": "node tools/luanti.mjs check",
|
||||
"test:tooling": "node --test tests/*.test.mjs",
|
||||
"test": "npm run test:tooling && npm run check",
|
||||
"play": "node tools/luanti.mjs play",
|
||||
"server": "node tools/luanti.mjs server",
|
||||
"status": "node tools/luanti.mjs status",
|
||||
"logs": "node tools/luanti.mjs logs",
|
||||
"stop": "node tools/luanti.mjs stop"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
import assert from "node:assert/strict";
|
||||
import { readFile } from "node:fs/promises";
|
||||
import path from "node:path";
|
||||
import test from "node:test";
|
||||
import { parseSettings, repoRoot } from "../tools/luanti.mjs";
|
||||
|
||||
async function text(relativePath) {
|
||||
return readFile(path.join(repoRoot, relativePath), "utf8");
|
||||
}
|
||||
|
||||
test("game and package versions stay aligned", async () => {
|
||||
const game = parseSettings(await text("game.conf"));
|
||||
const packageJson = JSON.parse(await text("package.json"));
|
||||
assert.equal(game.title, "Sanctuary");
|
||||
assert.equal(game.version, packageJson.version);
|
||||
assert.equal(game.min_minetest_version, "5.16");
|
||||
});
|
||||
|
||||
test("the core mod registers every mapgen contract checked at boot", async () => {
|
||||
const world = await text("mods/sanctuary_core/src/world.lua");
|
||||
const healthcheck = await text("mods/sanctuary_core/src/healthcheck.lua");
|
||||
for (const id of ["stone", "soil", "grass", "water_source", "water_flowing"]) {
|
||||
assert.match(world, new RegExp(`register_node\\(\\"sanctuary_core:${id}\\"`));
|
||||
assert.match(healthcheck, new RegExp(`sanctuary_core:${id}`));
|
||||
}
|
||||
assert.match(world, /register_biome/);
|
||||
assert.match(healthcheck, /sanctuary_foundation/);
|
||||
});
|
||||
|
||||
test("federation boundaries and source references remain documented", async () => {
|
||||
const vision = await text("docs/VISION.md");
|
||||
const architecture = await text("docs/ARCHITECTURE.md");
|
||||
const references = await text("docs/REFERENCES.md");
|
||||
assert.match(vision, /fédération/i);
|
||||
assert.match(vision, /chaque monde choisit ses règles/i);
|
||||
assert.match(architecture, /ne transporte ni inventaire, ni monnaie, ni privilèges/i);
|
||||
assert.match(references, /sanctuary\/PROGRESSION\.md/);
|
||||
});
|
||||
@@ -0,0 +1,336 @@
|
||||
import { spawn } from "node:child_process";
|
||||
import { constants as fsConstants, existsSync } from "node:fs";
|
||||
import {
|
||||
access,
|
||||
lstat,
|
||||
mkdir,
|
||||
readFile,
|
||||
readlink,
|
||||
realpath,
|
||||
rm,
|
||||
symlink,
|
||||
writeFile,
|
||||
} from "node:fs/promises";
|
||||
import { homedir } from "node:os";
|
||||
import path from "node:path";
|
||||
import { fileURLToPath } from "node:url";
|
||||
|
||||
export const repoRoot = path.dirname(path.dirname(fileURLToPath(import.meta.url)));
|
||||
export const runtimeRoot = path.join(repoRoot, ".runtime");
|
||||
export const userRoot = path.join(runtimeRoot, "user");
|
||||
export const worldsRoot = path.join(userRoot, "worlds");
|
||||
export const gameLink = path.join(userRoot, "games", "sanctuary_luanti");
|
||||
export const logsRoot = path.join(runtimeRoot, "logs");
|
||||
const statePath = path.join(runtimeRoot, "managed-process.json");
|
||||
const checkPort = "31098";
|
||||
const devPort = "31099";
|
||||
|
||||
export function parseSettings(content) {
|
||||
const values = {};
|
||||
for (const rawLine of content.split(/\r?\n/)) {
|
||||
const line = rawLine.trim();
|
||||
if (!line || line.startsWith("#")) continue;
|
||||
const separator = line.indexOf("=");
|
||||
if (separator === -1) continue;
|
||||
values[line.slice(0, separator).trim()] = line.slice(separator + 1).trim();
|
||||
}
|
||||
return values;
|
||||
}
|
||||
|
||||
async function executable(file) {
|
||||
try {
|
||||
await access(file, fsConstants.X_OK);
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
export async function detectLuantiBinary() {
|
||||
const names = process.platform === "win32"
|
||||
? ["luanti.exe", "minetest.exe"]
|
||||
: ["luanti", "minetest"];
|
||||
const pathCandidates = (process.env.PATH || "")
|
||||
.split(path.delimiter)
|
||||
.filter(Boolean)
|
||||
.flatMap((directory) => names.map((name) => path.join(directory, name)));
|
||||
const candidates = [
|
||||
process.env.LUANTI_BIN,
|
||||
"/Applications/Luanti.app/Contents/MacOS/luanti",
|
||||
path.join(homedir(), "Applications/Luanti.app/Contents/MacOS/luanti"),
|
||||
...pathCandidates,
|
||||
].filter(Boolean);
|
||||
|
||||
for (const candidate of candidates) {
|
||||
if (await executable(candidate)) return candidate;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
async function writeIfChanged(file, content) {
|
||||
try {
|
||||
if (await readFile(file, "utf8") === content) return;
|
||||
} catch {
|
||||
// The file is created below.
|
||||
}
|
||||
await writeFile(file, content, "utf8");
|
||||
}
|
||||
|
||||
async function ensureGameLink() {
|
||||
await mkdir(path.dirname(gameLink), { recursive: true });
|
||||
try {
|
||||
const entry = await lstat(gameLink);
|
||||
if (!entry.isSymbolicLink()) {
|
||||
throw new Error(`Refusing to replace non-symlink game path: ${gameLink}`);
|
||||
}
|
||||
if (await realpath(gameLink) !== repoRoot) {
|
||||
throw new Error(`Game link does not point to this repository: ${gameLink}`);
|
||||
}
|
||||
} catch (error) {
|
||||
if (error.code !== "ENOENT") throw error;
|
||||
await symlink(repoRoot, gameLink, process.platform === "win32" ? "junction" : "dir");
|
||||
}
|
||||
}
|
||||
|
||||
function worldSettings(name) {
|
||||
return [
|
||||
`world_name = sanctuary-${name}`,
|
||||
"gameid = sanctuary_luanti",
|
||||
"backend = sqlite3",
|
||||
"player_backend = sqlite3",
|
||||
"auth_backend = sqlite3",
|
||||
"mod_storage_backend = sqlite3",
|
||||
"creative_mode = false",
|
||||
"enable_damage = true",
|
||||
"server_announce = false",
|
||||
"",
|
||||
].join("\n");
|
||||
}
|
||||
|
||||
export async function prepareRuntime() {
|
||||
const devWorld = path.join(worldsRoot, "dev");
|
||||
const ciWorld = path.join(worldsRoot, "ci");
|
||||
await Promise.all([
|
||||
mkdir(devWorld, { recursive: true }),
|
||||
mkdir(ciWorld, { recursive: true }),
|
||||
mkdir(logsRoot, { recursive: true }),
|
||||
]);
|
||||
await ensureGameLink();
|
||||
await writeIfChanged(path.join(devWorld, "world.mt"), worldSettings("dev"));
|
||||
await writeIfChanged(path.join(ciWorld, "world.mt"), worldSettings("ci"));
|
||||
|
||||
const base = (await readFile(path.join(repoRoot, "minetest.conf"), "utf8")).trimEnd();
|
||||
await writeIfChanged(
|
||||
path.join(runtimeRoot, "dev.conf"),
|
||||
`${base}\nport = ${devPort}\nsanctuary_ci_exit = false\n`,
|
||||
);
|
||||
await writeIfChanged(
|
||||
path.join(runtimeRoot, "ci.conf"),
|
||||
`${base}\ncreative_mode = true\nenable_damage = false\nport = ${checkPort}\nsanctuary_ci_exit = true\n`,
|
||||
);
|
||||
|
||||
return { runtimeRoot, userRoot, devWorld, ciWorld, gameLink };
|
||||
}
|
||||
|
||||
function run(command, args, options = {}) {
|
||||
return new Promise((resolve, reject) => {
|
||||
const child = spawn(command, args, options);
|
||||
let stdout = "";
|
||||
let stderr = "";
|
||||
child.stdout?.on("data", (chunk) => { stdout += chunk; });
|
||||
child.stderr?.on("data", (chunk) => { stderr += chunk; });
|
||||
child.on("error", reject);
|
||||
child.on("close", (code, signal) => resolve({ code, signal, stdout, stderr }));
|
||||
});
|
||||
}
|
||||
|
||||
export async function runHealthcheck(timeoutMs = 20_000) {
|
||||
const binary = await detectLuantiBinary();
|
||||
if (!binary) {
|
||||
return { ok: false, reason: "Luanti not found. Install it or set LUANTI_BIN." };
|
||||
}
|
||||
const { ciWorld } = await prepareRuntime();
|
||||
const logPath = path.join(logsRoot, "ci.log");
|
||||
await writeFile(logPath, "", "utf8");
|
||||
const args = [
|
||||
"--server",
|
||||
"--world", ciWorld,
|
||||
"--config", path.join(runtimeRoot, "ci.conf"),
|
||||
"--logfile", logPath,
|
||||
"--log-timestamp", "none",
|
||||
"--color", "never",
|
||||
"--port", checkPort,
|
||||
];
|
||||
|
||||
const result = await new Promise((resolve, reject) => {
|
||||
const child = spawn(binary, args, {
|
||||
cwd: repoRoot,
|
||||
env: { ...process.env, LUANTI_USER_PATH: userRoot },
|
||||
stdio: ["ignore", "pipe", "pipe"],
|
||||
});
|
||||
let stdout = "";
|
||||
let stderr = "";
|
||||
let timedOut = false;
|
||||
child.stdout.on("data", (chunk) => { stdout += chunk; });
|
||||
child.stderr.on("data", (chunk) => { stderr += chunk; });
|
||||
child.on("error", reject);
|
||||
const timer = setTimeout(() => {
|
||||
timedOut = true;
|
||||
child.kill("SIGTERM");
|
||||
}, timeoutMs);
|
||||
child.on("close", (code, signal) => {
|
||||
clearTimeout(timer);
|
||||
resolve({ code, signal, stdout, stderr, timedOut });
|
||||
});
|
||||
});
|
||||
|
||||
let log = "";
|
||||
try {
|
||||
log = await readFile(logPath, "utf8");
|
||||
} catch {
|
||||
// A startup error can happen before the logfile exists.
|
||||
}
|
||||
const output = `${result.stdout}\n${result.stderr}\n${log}`;
|
||||
const marker = output.match(/\[sanctuary-ci\] READY ([^\r\n]+)/);
|
||||
return {
|
||||
ok: result.code === 0 && !result.timedOut && Boolean(marker),
|
||||
exitCode: result.code,
|
||||
signal: result.signal,
|
||||
timedOut: result.timedOut,
|
||||
summary: marker?.[1] || null,
|
||||
logPath,
|
||||
output: output.trim().split(/\r?\n/).slice(-60).join("\n"),
|
||||
};
|
||||
}
|
||||
|
||||
function pidAlive(pid) {
|
||||
if (!Number.isInteger(pid) || pid < 1) return false;
|
||||
try {
|
||||
process.kill(pid, 0);
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
async function readState() {
|
||||
try {
|
||||
return JSON.parse(await readFile(statePath, "utf8"));
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
async function startManaged(mode) {
|
||||
const binary = await detectLuantiBinary();
|
||||
if (!binary) throw new Error("Luanti not found. Install it or set LUANTI_BIN.");
|
||||
const previous = await readState();
|
||||
if (previous && pidAlive(previous.pid)) {
|
||||
return { started: false, reason: "A managed process is already running.", ...previous };
|
||||
}
|
||||
const { devWorld } = await prepareRuntime();
|
||||
const logPath = path.join(logsRoot, mode === "server" ? "server.log" : "dev.log");
|
||||
const args = [
|
||||
"--world", devWorld,
|
||||
"--config", path.join(runtimeRoot, "dev.conf"),
|
||||
"--logfile", logPath,
|
||||
"--color", "never",
|
||||
];
|
||||
if (mode === "server") args.push("--server", "--port", devPort);
|
||||
else args.push("--go", "--name", "developer");
|
||||
|
||||
const child = spawn(binary, args, {
|
||||
cwd: repoRoot,
|
||||
env: { ...process.env, LUANTI_USER_PATH: userRoot },
|
||||
detached: true,
|
||||
stdio: "ignore",
|
||||
});
|
||||
child.unref();
|
||||
const state = {
|
||||
pid: child.pid,
|
||||
mode,
|
||||
binary,
|
||||
world: devWorld,
|
||||
logPath,
|
||||
startedAt: new Date().toISOString(),
|
||||
};
|
||||
await writeFile(statePath, `${JSON.stringify(state, null, 2)}\n`, "utf8");
|
||||
return { started: true, ...state };
|
||||
}
|
||||
|
||||
async function stopManaged() {
|
||||
const state = await readState();
|
||||
if (!state) return { stopped: false, reason: "No managed process recorded." };
|
||||
if (!pidAlive(state.pid)) {
|
||||
await rm(statePath, { force: true });
|
||||
return { stopped: false, reason: "The recorded process has already stopped." };
|
||||
}
|
||||
try {
|
||||
process.kill(-state.pid, "SIGTERM");
|
||||
} catch {
|
||||
process.kill(state.pid, "SIGTERM");
|
||||
}
|
||||
return { stopped: true, pid: state.pid, mode: state.mode };
|
||||
}
|
||||
|
||||
async function status() {
|
||||
const binary = await detectLuantiBinary();
|
||||
const game = parseSettings(await readFile(path.join(repoRoot, "game.conf"), "utf8"));
|
||||
const state = await readState();
|
||||
let linkTarget = null;
|
||||
try {
|
||||
linkTarget = await readlink(gameLink);
|
||||
} catch {
|
||||
// Runtime has not been prepared.
|
||||
}
|
||||
let engineVersion = null;
|
||||
if (binary) {
|
||||
const version = await run(binary, ["--version"], { stdio: ["ignore", "pipe", "pipe"] });
|
||||
engineVersion = `${version.stdout}${version.stderr}`.trim();
|
||||
}
|
||||
return {
|
||||
game,
|
||||
repository: repoRoot,
|
||||
luanti: { binary, version: engineVersion },
|
||||
runtime: { prepared: existsSync(path.join(worldsRoot, "dev", "world.mt")), gameLink: linkTarget },
|
||||
managed: state ? { ...state, running: pidAlive(state.pid) } : null,
|
||||
};
|
||||
}
|
||||
|
||||
async function logs() {
|
||||
const logPath = path.join(logsRoot, "dev.log");
|
||||
try {
|
||||
const content = await readFile(logPath, "utf8");
|
||||
return { logPath, output: content.trimEnd().split(/\r?\n/).slice(-100).join("\n") };
|
||||
} catch {
|
||||
return { logPath, output: "" };
|
||||
}
|
||||
}
|
||||
|
||||
function print(value) {
|
||||
process.stdout.write(`${JSON.stringify(value, null, 2)}\n`);
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const command = process.argv[2] || "status";
|
||||
if (command === "setup") return print(await prepareRuntime());
|
||||
if (command === "status") return print(await status());
|
||||
if (command === "play") return print(await startManaged("play"));
|
||||
if (command === "server") return print(await startManaged("server"));
|
||||
if (command === "stop") return print(await stopManaged());
|
||||
if (command === "logs") return print(await logs());
|
||||
if (command === "check") {
|
||||
const result = await runHealthcheck();
|
||||
print(result);
|
||||
if (!result.ok) process.exitCode = 1;
|
||||
return;
|
||||
}
|
||||
throw new Error(`Unknown command: ${command}`);
|
||||
}
|
||||
|
||||
if (process.argv[1] && path.resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {
|
||||
main().catch((error) => {
|
||||
process.stderr.write(`${error.stack || error.message}\n`);
|
||||
process.exitCode = 1;
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user