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vcmi/lib/modding/CModHandler.cpp

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/*
* CModHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CModHandler.h"
#include "ContentTypeHandler.h"
#include "IdentifierStorage.h"
#include "ModDescription.h"
#include "ModManager.h"
#include "ModScope.h"
#include "../CConfigHandler.h"
#include "../CCreatureHandler.h"
#include "../GameSettings.h"
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#include "../ScriptHandler.h"
#include "../VCMI_Lib.h"
#include "../filesystem/Filesystem.h"
#include "../json/JsonUtils.h"
#include "../texts/CGeneralTextHandler.h"
#include "../texts/Languages.h"
VCMI_LIB_NAMESPACE_BEGIN
CModHandler::CModHandler()
: content(std::make_shared<CContentHandler>())
, modManager(std::make_unique<ModManager>())
{
}
CModHandler::~CModHandler() = default;
std::vector<std::string> CModHandler::getAllMods() const
{
return modManager->getAllMods();
}
const std::vector<std::string> & CModHandler::getActiveMods() const
{
return modManager->getActiveMods();
}
const ModDescription & CModHandler::getModInfo(const TModID & modId) const
{
return modManager->getModDescription(modId);
}
static JsonNode genDefaultFS()
{
// default FS config for mods: directory "Content" that acts as H3 root directory
JsonNode defaultFS;
defaultFS[""].Vector().resize(2);
defaultFS[""].Vector()[0]["type"].String() = "zip";
defaultFS[""].Vector()[0]["path"].String() = "/Content.zip";
defaultFS[""].Vector()[1]["type"].String() = "dir";
defaultFS[""].Vector()[1]["path"].String() = "/Content";
return defaultFS;
}
static std::string getModDirectory(const TModID & modName)
{
std::string result = modName;
boost::to_upper(result);
boost::algorithm::replace_all(result, ".", "/MODS/");
return "MODS/" + result;
}
static ISimpleResourceLoader * genModFilesystem(const std::string & modName, const JsonNode & conf)
{
static const JsonNode defaultFS = genDefaultFS();
if (!conf.isNull())
return CResourceHandler::createFileSystem(getModDirectory(modName), conf);
else
return CResourceHandler::createFileSystem(getModDirectory(modName), defaultFS);
}
void CModHandler::loadModFilesystems()
{
CGeneralTextHandler::detectInstallParameters();
const auto & activeMods = modManager->getActiveMods();
std::map<TModID, ISimpleResourceLoader *> modFilesystems;
for(const TModID & modName : activeMods)
modFilesystems[modName] = genModFilesystem(modName, getModInfo(modName).getFilesystemConfig());
for(const TModID & modName : activeMods)
CResourceHandler::addFilesystem("data", modName, modFilesystems[modName]);
if (settings["mods"]["validation"].String() == "full")
checkModFilesystemsConflicts(modFilesystems);
}
void CModHandler::checkModFilesystemsConflicts(const std::map<TModID, ISimpleResourceLoader *> & modFilesystems)
{
for(const auto & [leftName, leftFilesystem] : modFilesystems)
{
for(const auto & [rightName, rightFilesystem] : modFilesystems)
{
if (leftName == rightName)
continue;
if (getModDependencies(leftName).count(rightName) || getModDependencies(rightName).count(leftName))
continue;
if (getModSoftDependencies(leftName).count(rightName) || getModSoftDependencies(rightName).count(leftName))
continue;
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const auto & filter = [](const ResourcePath &path){return path.getType() != EResType::DIRECTORY && path.getType() != EResType::JSON;};
std::unordered_set<ResourcePath> leftResources = leftFilesystem->getFilteredFiles(filter);
std::unordered_set<ResourcePath> rightResources = rightFilesystem->getFilteredFiles(filter);
for (auto const & leftFile : leftResources)
{
if (rightResources.count(leftFile))
logMod->warn("Potential confict detected between '%s' and '%s': both mods add file '%s'", leftName, rightName, leftFile.getOriginalName());
}
}
}
}
TModID CModHandler::findResourceOrigin(const ResourcePath & name) const
{
try
{
auto activeMode = modManager->getActiveMods();
for(const auto & modID : boost::adaptors::reverse(activeMode))
{
if(CResourceHandler::get(modID)->existsResource(name))
return modID;
}
if(CResourceHandler::get("core")->existsResource(name))
return "core";
if(CResourceHandler::get("mapEditor")->existsResource(name))
return "core"; // Workaround for loading maps via map editor
}
catch( const std::out_of_range & e)
{
// no-op
}
throw std::runtime_error("Resource with name " + name.getName() + " and type " + EResTypeHelper::getEResTypeAsString(name.getType()) + " wasn't found.");
}
std::string CModHandler::findResourceLanguage(const ResourcePath & name) const
{
std::string modName = findResourceOrigin(name);
std::string modLanguage = getModLanguage(modName);
return modLanguage;
}
std::string CModHandler::findResourceEncoding(const ResourcePath & resource) const
{
std::string modName = findResourceOrigin(resource);
std::string modLanguage = findResourceLanguage(resource);
bool potentiallyUserMadeContent = resource.getType() == EResType::MAP || resource.getType() == EResType::CAMPAIGN;
if (potentiallyUserMadeContent && modName == ModScope::scopeBuiltin() && modLanguage == "english")
{
// this might be a map or campaign that player downloaded manually and placed in Maps/ directory
// in this case, this file may be in user-preferred language, and not in same language as the rest of H3 data
// however at the moment we have no way to detect that for sure - file can be either in English or in user-preferred language
// but since all known H3 encodings (Win125X or GBK) are supersets of ASCII, we can safely load English data using encoding of user-preferred language
std::string preferredLanguage = VLC->generaltexth->getPreferredLanguage();
std::string fileEncoding = Languages::getLanguageOptions(preferredLanguage).encoding;
return fileEncoding;
}
else
{
std::string fileEncoding = Languages::getLanguageOptions(modLanguage).encoding;
return fileEncoding;
}
}
std::string CModHandler::getModLanguage(const TModID& modId) const
{
if(modId == "core")
return VLC->generaltexth->getInstalledLanguage();
if(modId == "map")
return VLC->generaltexth->getPreferredLanguage();
return getModInfo(modId).getBaseLanguage();
}
std::set<TModID> CModHandler::getModDependencies(const TModID & modId) const
{
bool isModFound;
return getModDependencies(modId, isModFound);
}
std::set<TModID> CModHandler::getModDependencies(const TModID & modId, bool & isModFound) const
{
isModFound = modManager->isModActive(modId);
if (isModFound)
return modManager->getModDescription(modId).getDependencies();
logMod->error("Mod not found: '%s'", modId);
return {};
}
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std::set<TModID> CModHandler::getModSoftDependencies(const TModID & modId) const
{
return modManager->getModDescription(modId).getSoftDependencies();
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}
std::set<TModID> CModHandler::getModEnabledSoftDependencies(const TModID & modId) const
{
std::set<TModID> softDependencies = getModSoftDependencies(modId);
vstd::erase_if(softDependencies, [this](const TModID & dependency){ return !modManager->isModActive(dependency);});
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return softDependencies;
}
void CModHandler::initializeConfig()
{
for(const TModID & modName : getActiveMods())
{
const auto & mod = getModInfo(modName);
if (!mod.getLocalConfig()["settings"].isNull())
VLC->settingsHandler->loadBase(mod.getLocalConfig()["settings"]);
}
}
void CModHandler::loadTranslation(const TModID & modName)
{
const auto & mod = getModInfo(modName);
std::string preferredLanguage = VLC->generaltexth->getPreferredLanguage();
std::string modBaseLanguage = getModInfo(modName).getBaseLanguage();
JsonNode baseTranslation = JsonUtils::assembleFromFiles(mod.getLocalConfig()["translations"]);
JsonNode extraTranslation = JsonUtils::assembleFromFiles(mod.getLocalConfig()[preferredLanguage]["translations"]);
VLC->generaltexth->loadTranslationOverrides(modName, modBaseLanguage, baseTranslation);
VLC->generaltexth->loadTranslationOverrides(modName, preferredLanguage, extraTranslation);
}
void CModHandler::load()
{
logMod->info("\tInitializing content handler");
content->init();
const auto & activeMods = getActiveMods();
validationPassed.insert(activeMods.begin(), activeMods.end());
for(const TModID & modName : activeMods)
{
modChecksums[modName] = this->modManager->computeChecksum(modName);
}
for(const TModID & modName : activeMods)
{
const auto & modInfo = getModInfo(modName);
bool isValid = content->preloadData(modInfo, isModValidationNeeded(modInfo));
if (isValid)
logGlobal->info("\t\tParsing mod: OK (%s)", modInfo.getName());
else
logGlobal->warn("\t\tParsing mod: Issues found! (%s)", modInfo.getName());
if (!isValid)
validationPassed.erase(modName);
}
logMod->info("\tParsing mod data");
for(const TModID & modName : activeMods)
{
const auto & modInfo = getModInfo(modName);
bool isValid = content->load(getModInfo(modName), isModValidationNeeded(getModInfo(modName)));
if (isValid)
logGlobal->info("\t\tLoading mod: OK (%s)", modInfo.getName());
else
logGlobal->warn("\t\tLoading mod: Issues found! (%s)", modInfo.getName());
if (!isValid)
validationPassed.erase(modName);
}
#if SCRIPTING_ENABLED
VLC->scriptHandler->performRegistration(VLC);//todo: this should be done before any other handlers load
#endif
content->loadCustom();
for(const TModID & modName : activeMods)
loadTranslation(modName);
logMod->info("\tLoading mod data");
VLC->creh->loadCrExpMod();
VLC->identifiersHandler->finalize();
logMod->info("\tResolving identifiers");
content->afterLoadFinalization();
logMod->info("\tHandlers post-load finalization");
logMod->info("\tAll game content loaded");
}
void CModHandler::afterLoad(bool onlyEssential)
{
JsonNode modSettings;
for (auto & modEntry : getActiveMods())
{
if (validationPassed.count(modEntry))
modManager->setValidatedChecksum(modEntry, modChecksums.at(modEntry));
else
modManager->setValidatedChecksum(modEntry, std::nullopt);
}
modManager->saveConfigurationState();
}
bool CModHandler::isModValidationNeeded(const ModDescription & mod) const
{
if (settings["mods"]["validation"].String() == "full")
return true;
if (modManager->getValidatedChecksum(mod.getID()) == modChecksums.at(mod.getID()))
return false;
if (settings["mods"]["validation"].String() == "off")
return false;
return true;
}
VCMI_LIB_NAMESPACE_END