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require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

Description

@MyNameIsTrez

Describe the bug
My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

To Reproduce
Steps to reproduce the behavior:

  1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
  2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

Expected behavior
For F2 and restarting the scenario to properly reload all scripts.

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    , 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    `require()`d Lua files aren't reloaded on F2, nor on restarting the activity · Issue #582 · cortex-command-community/Cortex-Command-Community-Project-Source · GitHub
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    This repository was archived by the owner on Jan 5, 2024. It is now read-only.
    This repository was archived by the owner on Jan 5, 2024. It is now read-only.

    require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

    Description

    @MyNameIsTrez

    Describe the bug
    My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

    To Reproduce
    Steps to reproduce the behavior:

    1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
    2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

    Expected behavior
    For F2 and restarting the scenario to properly reload all scripts.

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      , 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' `require()`d Lua files aren't reloaded on F2, nor on restarting the activity · Issue #582 · cortex-command-community/Cortex-Command-Community-Project-Source · GitHub
      Skip to content
      This repository was archived by the owner on Jan 5, 2024. It is now read-only.
      This repository was archived by the owner on Jan 5, 2024. It is now read-only.

      require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

      Description

      @MyNameIsTrez

      Describe the bug
      My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

      To Reproduce
      Steps to reproduce the behavior:

      1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
      2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

      Expected behavior
      For F2 and restarting the scenario to properly reload all scripts.

      Metadata

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      No one assigned

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        No milestone

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        None yet

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        No branches or pull requests

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        , 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' `require()`d Lua files aren't reloaded on F2, nor on restarting the activity · Issue #582 · cortex-command-community/Cortex-Command-Community-Project-Source · GitHub
        Skip to content
        This repository was archived by the owner on Jan 5, 2024. It is now read-only.
        This repository was archived by the owner on Jan 5, 2024. It is now read-only.

        require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

        Description

        @MyNameIsTrez

        Describe the bug
        My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

        To Reproduce
        Steps to reproduce the behavior:

        1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
        2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

        Expected behavior
        For F2 and restarting the scenario to properly reload all scripts.

        Metadata

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        No one assigned

          Labels

          bugSomething isn't working

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          No type

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          No projects

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          No milestone

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          , 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' `require()`d Lua files aren't reloaded on F2, nor on restarting the activity · Issue #582 · cortex-command-community/Cortex-Command-Community-Project-Source · GitHub
          Skip to content
          This repository was archived by the owner on Jan 5, 2024. It is now read-only.
          This repository was archived by the owner on Jan 5, 2024. It is now read-only.

          require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

          Description

          @MyNameIsTrez

          Describe the bug
          My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

          To Reproduce
          Steps to reproduce the behavior:

          1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
          2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

          Expected behavior
          For F2 and restarting the scenario to properly reload all scripts.

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            bugSomething isn't working

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            No type

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            No projects

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            No milestone

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            , 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' `require()`d Lua files aren't reloaded on F2, nor on restarting the activity · Issue #582 · cortex-command-community/Cortex-Command-Community-Project-Source · GitHub
            Skip to content
            This repository was archived by the owner on Jan 5, 2024. It is now read-only.
            This repository was archived by the owner on Jan 5, 2024. It is now read-only.

            require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

            Description

            @MyNameIsTrez

            Describe the bug
            My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

            To Reproduce
            Steps to reproduce the behavior:

            1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
            2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

            Expected behavior
            For F2 and restarting the scenario to properly reload all scripts.

            Metadata

            Metadata

            Assignees

            No one assigned

              Labels

              bugSomething isn't working

              Type

              No type

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              No projects

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              No milestone

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              None yet

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              , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); })(); `require()`d Lua files aren't reloaded on F2, nor on restarting the activity · Issue #582 · cortex-command-community/Cortex-Command-Community-Project-Source · GitHub
              Skip to content
              This repository was archived by the owner on Jan 5, 2024. It is now read-only.
              This repository was archived by the owner on Jan 5, 2024. It is now read-only.

              require()d Lua files aren't reloaded on F2, nor on restarting the activity #582

              Description

              @MyNameIsTrez

              Describe the bug
              My global script that require()s another Lua file of mine isn't reloaded when F2 is pressed, nor even when you restart the entire activity from the scenario screen. But the global script itself reloads just fine, it's just anything that it require()s isn't reloaded. It's very annoying, since I need to restart the entire game to test any changes to my ui.lua library.

              To Reproduce
              Steps to reproduce the behavior:

              1. Download example_ui.rte.zip and drop it into the Mods/ folder, on the latest Development branch
              2. Open Wave Defense, and observe how adding print("foo") to the top of main.lua is being printed every time you press F2, or restart the activity. If you try to do this with ui.lua on the other hand, it doesn't take effect until you restart the entire game! (The menu is opened and the buttons are drawn by pressing the M key, btw.)

              Expected behavior
              For F2 and restarting the scenario to properly reload all scripts.

              Metadata

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              No one assigned

                Labels

                bugSomething isn't working

                Type

                No type

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                No projects

                Milestone

                No milestone

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