[Library] ModLib [1.0] [lib/ModLib]

prestidigitator
Member
 
Posts: 640
Joined: Thu Feb 21, 2013 23:54

[Library] ModLib [1.0] [lib/ModLib]

by prestidigitator » Sat Mar 02, 2013 10:54

Library for Minetest mods and libraries to load other libraries with version requirements and one-time loading.

Download version 1.1: https://github.com/prestidigitator/minetest-lib-ModLib/archive/v1.1.zip

Download version 1.0: https://github.com/prestidigitator/minetest-lib-ModLib/archive/v1.0.zip

General

This is NOT a "mod"; it is a LIBRARY for use by mods and other libraries. That means it does not modify how Minetest works in any way, but provides a useful API to help mods do so. This particular library is used purely for managing the loading of other libraries, and has no dependencies.

Author: prestidigitator (as registered at forum.minetest.net)
Copyright: 2013, licensed under WTFPL

Installation

The file "lib/ModLib.lua" in this package should be installed in a "lib" subdirectory of the main directory of the mod that depends on it. If other mods under the same game also include versions of ModLib, only one instance of any given version will be loaded. This is the same for any libraries that ModLib is used to load as well.

Other libraries the mod depends on, and that will be loaded using ModLib, should also be included in this "lib" subdirectory. Their filenames must have the form "LibName_version.lua". LibName is the name of the library, which must start with a letter and contain only letters and digits. And version is a version number like "x.y.z" (with any number of components) where the periods are replaced with dashes ("x-y-z"). Due to a definiciency in the current version of Lua, another file called "ModLib_list.txt" must exist in the "lib" subdirectory and must contain the name of each library file on a separate line, with no extra characters or empty lines. In Linux this list can be generated using the command "ls -1 >ModLib_list.txt" from within the "lib" subdirectory.

The ONLY exception to including the version number in the name of the library file is for "ModLib.lua", and that is because it includes special boostrap code and a version of it must be loadable from any mod that loads a library, without depending on a specific version during bootstrap.

For example, if a mod "my_mod" depends on ModLib 1.0 and version 2.3 of another mod library "MyLib" and is installed to:

Code: Select all
.../mods/minetest/my_mod


then the following files must exist:

Code: Select all
.../mods/minetest/my_mod/lib/ModLib_list.txt
.../mods/minetest/my_mod/lib/ModLib.lua
.../mods/minetest/my_mod/lib/MyLib_2-3.lua


and ModLib_list.txt must contain the following lines:

Code: Select all
ModLib_list.txt
ModLib.lua
MyLib_2-3.lua


(The inclusion of "ModLib_list.txt" and "ModLib.lua" in this file is optional.)

Use

All libraries a mod depends on should be included with the mod. This ensures these libraries are available to the mod whether or not they are also included in other mods, and whether or not the version in any other mods is incompatible with the version this mod needs. The exception would be if the mod depends on another mod and uses a library the dependency includes in a limited fashion rather than being directly dependent on details of the library API.

In order to load one of these dependent libraries from your mod through ModLib, first you must bootstrap ModLib, then add your "lib" subdirectory to its library load path, then ask it to load your library, specifying what versions of the library are compatible with your mod. For the above example using ModLib 1.0 and MyLib 2.3 this would look like:

Code: Select all
-- Bootstrap ModLib
local MOD_NAME = minetest.get_current_modname()
local MOD_PATH = minetest.get_modpath(MOD_NAME)
local ModLib = dofile(MOD_PATH.."/lib/ModLib.lua")

-- Add to the library path:
ModLib.addDir(MOD_PATH.."/lib")

-- Load the dependent library.  Note that this requires MyLib 2.3 OR LATER.  If the
-- exact version were required, or if a range of versions were acceptable,
-- then a second (maximum) version number would be added to the call.
local MyLib = ModLib.load("MyLib", "2.3")


Note carefully the use of local variable rather than globals. This MUST always be how a mod or library loads another library, in order to allow multiple versions to coexist. Note, however, that you may add the library's API as a field of the mod's own API in order to use it from other files or even other mods (see the note above about libraries included by dependent mods). So my_mod could then do this:

Code: Select all
my_mod.MyLib = MyLib


which would allow my_mod.MyLib to be accessed from any Lua file in the mod or any other mod that depends on it.

The use of ModLib from another library is only slightly different. The library should assume that the mod that is loading it has added any library directories to the load path already, so it can skip this step. So from a library this looks like:

Code: Select all
-- Bootstrap ModLib
local LOADING_MOD = minetest.get_current_modname()
local LOADING_MOD_PATH = minetest.get_modpath(MOD_NAME)
local ModLib = dofile(LOADING_MOD_PATH.."/lib/ModLib.lua")

-- Load the dependent library, with a minimum version of 1.0.
local MyOtherLib = ModLib.load("MyOtherLib", "1.0")

local MyLib = {}
...
return MyLib


Now let's assume that MyLib is updated a few times and everything works up to version 3.0, but then 3.1 comes along and gets included in a bunch of mods, and we discover that this update breaks my_mod. Until we can update my_mod to account for the changes, we make a one-line change to make sure it will not load anything above version 3.0 for my_mod:

Code: Select all
local MyLib = ModLib.load("MyLib", "2.3", "3.0")


The other modules that can use version 3.1 will continue to use it and will not be affected by this change.

Advanced Use

What if newer versions of ModLib come out, and your module depends on newer features? Well, there must always be an unversioned "lib/ModLib.lua" that any mod may load during bootstrap (from any mod that might load the library). However, ModLib itself acts as another library that it can load by version, and it is perfectly okay to have both the unversioned file name (with any actual version in it) and versioned filenames in the load path. So just go ahead and include your newer version of ModLib twice in the mod, with the two paths "lib/ModLib.lua" and "lib/ModLib_x-y-z.lua".

What about more complex version dependencies? The API currently allows a minimum version of a library to be specified, a maximum version, or both. What if there are multiple ranges, or one particular plagued version that we want to exclude? In future versions of ModLib the API may allow for more complex version specification, but for now you can take advantage of the builtin error handling mechanism of Lua to successively try to load acceptable versions or ranges.

For example, take the above scenario and assume that MyLib comes out with version 3.2 that fixes the issues my_mod had with version 3.1. How can we load verison 3.2 if it is available, and otherwise load versions 2.3 through 3.0? First, we could choose to obsolete use of the older versions and switch my_mod to ship with version 3.2 instead of the old 2.3 to ensure it is available. But we could also do this:

Code: Select all
local status, MyLib = pcall(ModLib.load, "MyLib", "3.2")
if not (status and MyLib) then
   status, MyLib = pcall(ModLib.load, "2.3", "3.0")
end
if not (status and MyLib) then
   error("No compatible version of MyLib found")
end


Suggested Version Dependencies

How specific you make the version requirements is really up to you. It depends on how you want to balance stability versus flexibility. For maximum stability, you should require only versions that you have thoroughly tested your mod or library against. For more flexibility, allowing future library versions that might fix defects or enhanced behavior can be enabled by only requiring a minimum version, at least until such time as up update to the library breaks things.

A middle ground could be to require exact versions of unstable or uncertain libraries, but allow libraries from more consistent developers to update without limit, or until some large minor version number (e.g. 2.99999) but not the next major version (e.g. 3.0).

Testing

A couple of unit tests are included with ModLib. From the base directory of the package, you can run the following, and should get the listed output:

Code: Select all
$ lua test/ModLib_test.lua

ModLib tests PASSED

$ lua test/ModLib_Version.lua

ModLib.Version tests PASSED


These tests can also be run within Minetest by including the ModLib library in a mod in the normal way, adding the "test" directory and all contents from this package as a subdirectory in the mod's main directory, and running the following from the mod's code:

Code: Select all
local MOD_NAME = minetest.get_current_modname()
local MOD_PATH = minetest.get_modpath(MOD_NAME)
dofile(MOD_PATH.."test/ModLib_test.lua")
dofile(MOD_PATH.."test/ModLib_Version_test.lua")
Last edited by prestidigitator on Sun Mar 10, 2013 10:53, edited 1 time in total.
 

prestidigitator
Member
 
Posts: 640
Joined: Thu Feb 21, 2013 23:54

by prestidigitator » Sun Mar 10, 2013 10:55

Released version 1.1:

  • Major defect fix (and unit test case): ModLib wasn't adding its instance to the registry
 

lkjoel
Member
 
Posts: 779
Joined: Wed Feb 29, 2012 19:27
Location: Gallifrey

by lkjoel » Fri Mar 15, 2013 02:31

Looks great, what are the features? EDIT, nvrm, sorry
Last edited by lkjoel on Fri Mar 15, 2013 02:32, edited 1 time in total.
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 


Return to WIP Mods



Who is online

Users browsing this forum: ElCeejo and 2 guests