refactor: update project branding and structure for gregFramework

- Changed project title and tagline in docusaurus.config.js to reflect the new branding.
- Updated package.json and package-lock.json to rename the project to gregwiki-docs-site.
- Adjusted sidebar and documentation files to align with the new project structure and naming conventions.
- Enhanced documentation content for clarity and consistency across various sections.
- Added Prettier as a development dependency for code formatting.

This commit aligns the project with the new branding and improves overall documentation quality.
This commit is contained in:
Marvin
2026-04-10 01:20:22 +02:00
parent 31cd24b462
commit ea92a0baf8
295 changed files with 835 additions and 34708 deletions

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# Getting Started EN
## Steps
1. Build FrikaMF locally (`dotnet build`).
2. Create your mod project.
3. Validate runtime dependency on `FrikaModdingFramework`.
4. Use hooks/events from the reference pages.
## Next
- [Hook Event Reference EN](../Reference/Hook-Event-Reference)
- [Troubleshooting EN](../Troubleshooting/overview)

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# Guides Index EN
- [Getting Started EN](Getting-Started)

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{
"key": "wiki-import-moddevs-guides"
}

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# ModDevs Index EN
Audience: developers building mods on top of FrikaMF.
## Contents
- [Getting Started EN](Guides/Getting-Started)
- [Hook Event Reference EN](Reference/Hook-Event-Reference)
- [Troubleshooting EN](Troubleshooting/overview)
- [AI Usage Policy](../AI-USAGE)

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---
title: Mod-Developer (Debug) EN
description: Rust vs C# decision guide, getting started for both tracks, hook discovery, architecture, and API orientation.
sidebar_position: 130
tags:
- audience:moddev
---
## Mod-Developer (Debug)
You only need one track: **Rust** or **C#**. FrikaMF bridges runtime communication.
Full framework capability catalog with setup guides: [`Framework Features & Use Cases`](/wiki/legacy/wiki-import/Framework-Features-Use-Cases).
## Rust vs C# decision guide
| Criteria | 🔷 C# Track | 🦀 Rust Track |
| --- | --- | --- |
| Onboarding speed | Fast | Medium |
| Direct Unity/Il2Cpp access | Strong | Indirect |
| Native-level control | Medium | High |
| Safety model | Medium | High |
| Recommended for | Most gameplay mods | Performance/ABI-heavy systems |
## Lua/Python/Web FFI status
- Rust FFI in framework core: **implemented**.
- Built-in Lua runtime host: **not implemented**.
- Built-in Python runtime host: **not implemented**.
- Built-in generic HTTP/WebSocket FFI transport: **not implemented**.
Recommended approach:
- Run Lua/Python as a sidecar process and connect through your C# or Rust mod boundary.
- Use framework events as stable inputs and framework APIs as safe outputs.
- Keep Unity/IL2CPP object access in C# or Rust layers.
For full DE/EN step-by-step tutorials per FFI entrypoint, see:
- [Lua FFI — How to Start Developing (DE + EN)](/wiki/legacy/wiki-import/Lua-FFI-Start-Developing)
## Architecture
```text
Data Center (IL2CPP)
↓ HarmonyX Patch
FrikaMF C# Bridge (Il2Cpp objects -> C-ABI structs)
↓ P/Invoke / C-ABI ↓ MelonLoader API
Rust Mod (.dll) C# Mod (.dll)
```
## Source of truth for hooks
- [`HOOKS.md`](../HOOKS)
## C# track quick start
```powershell
dotnet build .\framework\framework/FrikaMF.csproj /p:GameDir="C:\Path\To\Data Center"
```
```csharp
using HarmonyLib;
using MelonLoader;
using Il2Cpp;
[HarmonyPatch(typeof(Server), nameof(Server.PowerButton))]
public static class Patch_Server_PowerButton
{
public static void Prefix(Server __instance)
{
MelonLogger.Msg($"Server power toggle: {__instance.name}");
}
}
```
## Rust track quick start
```powershell
cargo build --release
```
```rust
#[no_mangle]
pub extern "C" fn mod_init(_api_table: *mut core::ffi::c_void) -> bool {
true
}
```
## dnSpy / dotPeek guidance
- Open generated `Assembly-CSharp.dll` interop output.
- Validate signatures and call context.
- Document candidates in `HOOKS.md`.
- Implement Harmony patch and event dispatch.
## Why many IL2CPP interop methods look empty
Interop assemblies often contain metadata-facing stubs; real implementation lives in native IL2CPP binaries.
## Web FFI vs Web UI (important)
- `DC2WebBridge` provides Unity-side UI adaptation/styling.
- It is not a generic network FFI transport bus.
- For Web FFI, implement your own HTTP/WebSocket gateway with validation and rate limits.
Config API reference: [`Mod Config System`](/wiki/legacy/wiki-import/Mod-Config-System)
## Cross-track example
### 🦀 Rust
```rust
#[no_mangle]
pub extern "C" fn mod_on_event(event_id: u32, _ptr: *const u8, _len: u32) {
if event_id == 1001 {
}
}
```
### 🔷 C\#
```csharp
[HarmonyPatch(typeof(CustomerBase), nameof(CustomerBase.AreAllAppRequirementsMet))]
public static class Patch_Requirements
{
public static void Postfix(bool __result)
{
MelonLogger.Msg($"Requirements met: {__result}");
}
}
```

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# Modding Guide EN
English mirror page.
The maintained canonical page is currently:
- [Modding Guide](Modding-Guide)
- [Lua FFI — How to Start Developing (DE + EN)](/wiki/legacy/wiki-import/Lua-FFI-Start-Developing)

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# Hook Event Reference EN
Primary source:
- [HOOKS](../../HOOKS)
- [Hook Naming Convention](../../HOOK-NAMING-CONVENTION)
Additional:
- [FFI Bridge Reference](../../FFI-Bridge-Reference)

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# Reference Index EN
- [Hook Event Reference EN](Hook-Event-Reference)

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{
"key": "wiki-import-moddevs-reference"
}

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# Troubleshooting Index EN
- [Troubleshooting EN](overview)

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{
"key": "wiki-import-moddevs-troubleshooting"
}

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# Troubleshooting EN
## Verify
1. Validate hook signatures against `HOOKS`.
2. Check `MelonLoader/Latest.log` and framework logs.
3. Match game version and FrikaMF version.

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{
"label": "Mod developers",
"position": 20,
"key": "wiki-import-root-moddevs"
}