feat: multi-package loading with base framework support
- Add RuntimeOptions.basePackages for loading framework packages before game package - Add ScriptEngine.loadPackages() for multi-package module merging - LuaDardoScriptEngine merges modules from all packages, game overrides framework - PackageActivationController loads base packages first, then game package - GamePackageManifest parses optional 'base' field - Update docs: README, quick-start, lua-package-format, architecture - Update all test mocks with loadPackages() implementation
This commit is contained in:
@@ -68,6 +68,28 @@ Package dependency root:
|
||||
packages/flame_lua_runtime/assets/runtime/lua
|
||||
```
|
||||
|
||||
### Multi-package loading
|
||||
|
||||
The runtime supports loading multiple packages in sequence, with module merging:
|
||||
|
||||
```text
|
||||
RuntimeOptions.basePackages = ['_framework']
|
||||
-> load _framework package (modules: app, diff, ids, net, ...)
|
||||
-> load game package (modules: state, rules, main, ...)
|
||||
-> merge into flat _moduleScripts map
|
||||
-> game modules override framework modules on name collision
|
||||
-> execute game entry script
|
||||
```
|
||||
|
||||
Key classes:
|
||||
|
||||
- `RuntimeOptions.basePackages` — ordered list of framework package IDs.
|
||||
- `PackageActivationController._prepareCandidate()` — loads base packages first, then game package, passes combined list to `ScriptEngine.loadPackages()`.
|
||||
- `LuaDardoScriptEngine.loadPackages()` — iterates all packages, merges `manifest.modules` into `_moduleScripts`, executes entry from last package.
|
||||
- `GamePackageManifest.base` — optional metadata field declaring framework dependency.
|
||||
|
||||
Module resolution is flat: `runtime.import("xxx")` looks up `_moduleScripts[xxx]`. Game modules and framework modules share the same namespace. Later-loaded packages win on collision.
|
||||
|
||||
## Safety model
|
||||
|
||||
- Lua module loading is manifest-declared.
|
||||
|
||||
@@ -64,6 +64,53 @@ runtime:*.lua
|
||||
|
||||
`runtime:` paths must not contain `/`, `..`, or an empty filename.
|
||||
|
||||
## Base packages
|
||||
|
||||
A game manifest can declare a `base` field to indicate it depends on a framework package:
|
||||
|
||||
```json
|
||||
{
|
||||
"gameId": "ludo",
|
||||
"base": "_framework",
|
||||
"modules": { ... }
|
||||
}
|
||||
```
|
||||
|
||||
The `base` field is metadata. Actual loading is controlled by `RuntimeOptions.basePackages`:
|
||||
|
||||
```dart
|
||||
LuaGameWidget(
|
||||
gameId: 'ludo',
|
||||
runtimeOptions: const RuntimeOptions(
|
||||
basePackages: ['_framework'],
|
||||
),
|
||||
)
|
||||
```
|
||||
|
||||
Loading order:
|
||||
|
||||
1. Base packages are loaded first, in `basePackages` order.
|
||||
2. The game package is loaded last.
|
||||
3. All modules are merged into a flat map.
|
||||
4. Later packages override earlier packages on name collision.
|
||||
5. The entry script always comes from the last (game) package.
|
||||
|
||||
This means a game can override any framework module by declaring a module with the same name in its own manifest.
|
||||
|
||||
## Multi-package module resolution
|
||||
|
||||
When Lua code calls `runtime.import("xxx")`:
|
||||
|
||||
1. Look up `xxx` in the merged module map (game modules first, then framework).
|
||||
2. If not found, throw `FormatException: Lua module is not declared in manifest.modules`.
|
||||
|
||||
Framework modules are transparent to game code:
|
||||
|
||||
```lua
|
||||
local app = runtime.import("app") -- resolved from framework
|
||||
local state = runtime.import("state") -- resolved from game
|
||||
```
|
||||
|
||||
## Entry module
|
||||
|
||||
The manifest `entry` module should expose lifecycle/event functions expected by the script engine. Keep game-specific state in Lua modules and return runtime diffs/commands through the approved protocol.
|
||||
|
||||
@@ -98,3 +98,77 @@ flutter run --dart-define=LUA_GAME_ID=flight
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Multi-package loading (base + game)
|
||||
|
||||
When multiple games share common modules (event router, diff utilities, panel stack, network layer), extract them into a framework package and load it before the game package.
|
||||
|
||||
Framework package structure:
|
||||
|
||||
```text
|
||||
assets/games/_framework/
|
||||
manifest.json
|
||||
scripts/
|
||||
app.lua
|
||||
diff.lua
|
||||
event_router.lua
|
||||
ids.lua
|
||||
net.lua
|
||||
panel_stack.lua
|
||||
```
|
||||
|
||||
Framework manifest:
|
||||
|
||||
```json
|
||||
{
|
||||
"gameId": "_framework",
|
||||
"name": "Lua Game Framework",
|
||||
"version": "1.0.0",
|
||||
"runtimeApiVersion": 1,
|
||||
"entry": "scripts/app.lua",
|
||||
"assetsBase": "assets",
|
||||
"modules": {
|
||||
"app": "scripts/app.lua",
|
||||
"diff": "scripts/diff.lua",
|
||||
"event_router": "scripts/event_router.lua",
|
||||
"ids": "scripts/ids.lua",
|
||||
"net": "scripts/net.lua",
|
||||
"panel_stack": "scripts/panel_stack.lua"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Game manifest (no framework modules needed):
|
||||
|
||||
```json
|
||||
{
|
||||
"gameId": "ludo",
|
||||
"base": "_framework",
|
||||
"modules": {
|
||||
"state": "scripts/state.lua",
|
||||
"rules": "scripts/rules.lua",
|
||||
"main": "scripts/main.lua"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Game code imports framework modules transparently:
|
||||
|
||||
```lua
|
||||
local app = runtime.import("app") -- from framework
|
||||
local state = runtime.import("state") -- from game
|
||||
```
|
||||
|
||||
Embed with base packages:
|
||||
|
||||
```dart
|
||||
LuaGameWidget(
|
||||
gameId: 'ludo',
|
||||
runtimeOptions: const RuntimeOptions(
|
||||
runtimeLuaRoot: 'packages/flame_lua_runtime/assets/runtime/lua',
|
||||
basePackages: ['_framework'],
|
||||
),
|
||||
)
|
||||
```
|
||||
|
||||
Module resolution order: game package modules override framework modules with the same name. The entry script always comes from the last package (game package).
|
||||
|
||||
Reference in New Issue
Block a user