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[](https://crates.io/crates/physis)
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[](https://builds.sr.ht/~redstrate/physis?)
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Framework for interacting with FFXIV data, and successor to [libxiv](https://git.sr.ht/~redstrate/libxiv). This intended for
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developers writing modding tools, launchers and other programs.
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Physis is a framework for interacting with FFXIV data. Designed for reading (and writing) the relevant game formats of
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FFXIV, as well as making documentation readily accessible for other developers hoping to do the same. Although this
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library works best as a Rust crate, [libphysis](https://git.sr.ht/~redstrate/libphysis) is a C API wrapper designed for
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other languages.
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## Goals
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* Make it extremely easy for people to tinker around with game data.
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* Make it easy for people to tinker around with game data.
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* Documenting game formats for other people to develop their own libraries and applications for.
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* Parsing data should be safe, and unit tested vigorously.
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* Minimal dependencies ;-) All dependencies are also checked by `cargo deny`.
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* Aim to have minimal dependencies, and those dependencies should be checked via `cargo deny`.
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## Features
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* Havok Packfile/TexTool skeletons
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* Textures
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* Materials
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* and more!
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## Usage
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**Note:** The API will not be stable until 1.0.
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**Warning:** The API will not be truly stable until 1.0. However, the API is stable between patch versions.
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If you intend to use this in a Rust project, you can simply include this crate directly. You can view the documentation at [docs.xiv.zone](https://docs.xiv.zone/docs/physis)!
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If you intend to use this in your Rust project, you can simply include this crate directly.
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```
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[dependencies]
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physis = "0.1"
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```
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You can view the documentation at [docs.xiv.zone](https://docs.xiv.zone/docs/physis)! It's automatically updated as new
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commits are pushed to the main branch.
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For other use in languages I maintain [libphysis](https://git.sr.ht/~redstrate/libphysis), which is a C wrapper
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around the same functionality. This isn't for show, I actually use these bindings in [other projects](https://git.sr.ht/~redstrate/astra).
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around the same functionality. I use these bindings in [other projects](https://git.sr.ht/~redstrate/astra).
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## Development
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If you're interested to see how these formats work in more detail, see [xiv.dev](https://xiv.dev/) and [docs.xiv.zone](https://docs.xiv.zone)!
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They explain the file formats in more detail, but I also encourage reading the library code as well if you can.
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If you're interested to see how these formats work in more detail, see [xiv.dev](https://xiv.dev/) and
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[docs.xiv.zone](https://docs.xiv.zone)! They explain the file formats in more detail, but I also encourage reading the
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ibrary code as well if you can.
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Some tests and benchmarks require the environment variable `FFXIV_GAME_DIR` to be set. By default, these are disabled
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### Testing
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One of the main goals of Physis is to avoid accidental regressions, this is especially important when handling game
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data that might take hours to redownload.
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#### Unit Testing
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There are a set of basic unit tests you can run via `cargo test`. You can also find the relevant test resources in `resources/tests`.
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This does **NOT** contain copyrighted material, but actually fake game data created by physis itself. These tests are
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run automatically by the CI.
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#### Retail Testing
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There are some tests and benchmarks require the environment variable `FFXIV_GAME_DIR` to be set. By default, these are disabled
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since they require a legitimate copy of the retail game data. These tests can be turned on via the `retail_game_testing`
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feature.
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### Game Patch Testing
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#### Patch Testing
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Patching is an extremely sensitive operation since it is not easily reversible if done wrong. Repairing the game files
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is also an option, but it's time-consuming and not yet implemented in physis. To prevent regressions in patching the
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is an option, but it's time-consuming and not yet implemented in physis. To prevent regressions in patching the
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game, I have set up a testing bed for cross-checking our implementation with others. Currently, this is limited to XIVLauncher's implementation,
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but I will eventually adopt a way to test the retail patch installer as well.
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As you can see, you must have the previous patches downloaded first as well as the installer before running the tests.
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This is left up to the developer to figure out how to download them legally.
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By default, this test creates the `game_test` and `game_test_xivlauncher` folders in your `$HOME` and does not
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**Note:** These tests create the `game_test` and `game_test_xivlauncher` folders in `$HOME` and does not
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delete them on exit, in case you want to check on the results. You may want to remove these folders as they
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are full game installations and take up a considerable amount of space.
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#### Semver and Dependency Checks
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Even though package management in Rust is easier, it's a double edged sword. I try to prevent getting carried away
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from including crates - but the ones we do include, have to get checked often. I use `cargo deny` to check my
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dependencies for mismatched versions, deprecation warnings, updates and more. This is also run on the CI!
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Making sure that the library is semver-compliant is also important, and I use `cargo semver` for this task. Currently
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it's not on the CI, but it will be added soon. This is to ensure the API does not break when moving between patch
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versions.
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## Contributing & Support
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The best way you can help is by [monetarily supporting me](https://redstrate.com/about/) or by submitting patches to help fix bugs or add functionality!
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The best way you can help is by [monetarily supporting me](https://redstrate.com/about/) or by submitting patches to
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help fix bugs or add functionality.
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