mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Trying to organize mod handler a bit better.
- vcmi will now generate checksum for base game (H3 data) - only text files in Data in config directories affect checksum
This commit is contained in:
parent
237e4272da
commit
29d655c621
@ -321,6 +321,41 @@ void CContentHandler::afterLoadFinalization()
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}
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}
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void CContentHandler::preloadData(CModInfo & mod)
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{
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bool validate = (mod.validation != CModInfo::PASSED);
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// print message in format [<8-symbols checksum>] <modname>
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logGlobal->infoStream() << "\t\t[" << std::noshowbase << std::hex << std::setw(8) << std::setfill('0')
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<< mod.checksum << "] " << mod.name;
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if (validate && mod.identifier != "core")
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{
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if (!JsonUtils::validate(mod.config, "vcmi:mod", mod.identifier))
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mod.validation = CModInfo::FAILED;
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}
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if (!preloadModData(mod.identifier, mod.config, validate))
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mod.validation = CModInfo::FAILED;
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}
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void CContentHandler::load(CModInfo & mod)
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{
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bool validate = (mod.validation != CModInfo::PASSED);
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if (!loadMod(mod.identifier, validate))
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mod.validation = CModInfo::FAILED;
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if (validate)
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{
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if (mod.validation != CModInfo::FAILED)
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logGlobal->infoStream() << "\t\t[DONE] " << mod.name;
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else
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logGlobal->errorStream() << "\t\t[FAIL] " << mod.name;
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}
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else
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logGlobal->infoStream() << "\t\t[SKIP] " << mod.name;
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}
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CModHandler::CModHandler()
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{
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for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
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@ -479,30 +514,58 @@ static JsonNode loadModSettings(std::string path)
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return JsonNode();
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}
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/// loads mod info data from mod.json
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static void loadModInfoJson(CModInfo & mod, const JsonNode & config)
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CModInfo::CModInfo(std::string identifier,const JsonNode & local, const JsonNode & config):
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identifier(identifier),
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name(config["name"].String()),
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description(config["description"].String()),
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dependencies(config["depends"].convertTo<std::set<std::string> >()),
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conflicts(config["conflicts"].convertTo<std::set<std::string> >()),
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validation(PENDING),
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config(config)
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{
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mod.name = config["name"].String();
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mod.description = config["description"].String();
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mod.dependencies = config["depends"].convertTo<std::set<std::string> >();
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mod.conflicts = config["conflicts"].convertTo<std::set<std::string> >();
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loadLocalData(local);
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}
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/// load mod info from local config
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static void loadModInfoConfig(CModInfo & mod, const JsonNode & config)
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JsonNode CModInfo::saveLocalData()
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{
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if (config.isNull())
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std::ostringstream stream;
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stream << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') << checksum;
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JsonNode conf;
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conf["active"].Bool() = enabled;
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conf["validated"].Bool() = validation != FAILED;
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conf["checksum"].String() = stream.str();
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return conf;
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}
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void CModInfo::updateChecksum(ui32 newChecksum)
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{
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if (newChecksum != checksum)
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{
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mod.enabled = true;
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mod.validated = false;
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mod.checksum = 0;
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checksum = newChecksum;
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validation = PENDING;
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}
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}
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void CModInfo::loadLocalData(const JsonNode & data)
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{
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bool validated = false;
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if (data.isNull())
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{
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enabled = true;
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checksum = 0;
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}
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else
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{
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mod.enabled = config["active"].Bool();
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mod.validated = config["validated"].Bool();
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mod.checksum = strtol(config["checksum"].String().c_str(), nullptr, 16);
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enabled = data["active"].Bool();
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validated = data["validated"].Bool();
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checksum = strtol(data["checksum"].String().c_str(), nullptr, 16);
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}
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if (enabled)
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validation = validated ? PASSED : PENDING;
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else
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validation = validated ? PASSED : FAILED;
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}
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void CModHandler::initializeMods(std::vector<std::string> availableMods)
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@ -519,21 +582,17 @@ void CModHandler::initializeMods(std::vector<std::string> availableMods)
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if (CResourceHandler::get()->existsResource(ResourceID(modFileName)))
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{
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const JsonNode config = JsonNode(ResourceID(modFileName));
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assert(!config.isNull());
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CModInfo & mod = allMods[name];
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mod.identifier = name;
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loadModInfoJson(mod, config);
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loadModInfoConfig(mod, modList[name]);
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CModInfo mod(name, modList[name], JsonNode(ResourceID(modFileName)));
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allMods[name] = mod;
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if (mod.enabled)
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detectedMods.push_back(name);
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}
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else
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logGlobal->warnStream() << "\t\t Directory " << name << " does not contains VCMI mod";
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}
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coreMod = CModInfo("core", modConfig["core"], JsonNode(ResourceID("config/gameConfig.json")));
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coreMod.name = "Original game files";
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if (!checkDependencies(detectedMods))
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{
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@ -574,16 +633,25 @@ static ui32 calculateModChecksum(const std::string modName, ISimpleResourceLoade
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modChecksum.process_bytes(reinterpret_cast<const void*>(GameConstants::VCMI_VERSION.data()), GameConstants::VCMI_VERSION.size());
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// second - add mod.json into checksum because filesystem does not contains this file
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ResourceID modConfFile("mods/" + modName + "/mod", EResType::TEXT);
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ui32 configChecksum = CResourceHandler::getInitial()->load(modConfFile)->calculateCRC32();
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modChecksum.process_bytes(reinterpret_cast<const void *>(&configChecksum), sizeof(configChecksum));
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// third - add all loaded files from this mod into checksum
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// FIXME: remove workaround for core mod
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if (modName != "core")
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{
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ResourceID modConfFile("mods/" + modName + "/mod", EResType::TEXT);
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ui32 configChecksum = CResourceHandler::getInitial()->load(modConfFile)->calculateCRC32();
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modChecksum.process_bytes(reinterpret_cast<const void *>(&configChecksum), sizeof(configChecksum));
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}
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// third - add all detected text files from this mod into checksum
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auto files = filesystem->getFilteredFiles([](const ResourceID & resID)
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{
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return resID.getType() == EResType::TEXT;
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return resID.getType() == EResType::TEXT &&
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( boost::starts_with(resID.getName(), "DATA") ||
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boost::starts_with(resID.getName(), "CONFIG"));
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});
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// these two files may change between two runs of vcmi and must be handled separately
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files.erase(ResourceID("CONFIG/SETTINGS", EResType::TEXT));
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files.erase(ResourceID("CONFIG/MODSETTINGS", EResType::TEXT));
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for (const ResourceID & file : files)
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{
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ui32 fileChecksum = filesystem->load(file)->calculateCRC32();
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@ -594,22 +662,16 @@ static ui32 calculateModChecksum(const std::string modName, ISimpleResourceLoade
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void CModHandler::loadModFilesystems()
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{
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coreMod.updateChecksum(calculateModChecksum("core", CResourceHandler::getCoreData()));
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for(std::string & modName : activeMods)
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{
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ResourceID modConfFile("mods/" + modName + "/mod", EResType::TEXT);
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auto fsConfigData = CResourceHandler::getInitial()->load(modConfFile)->readAll();
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const JsonNode fsConfig((char*)fsConfigData.first.get(), fsConfigData.second);
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auto filesystem = genModFilesystem(modName, fsConfig);
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CModInfo & mod = allMods[modName];
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auto filesystem = genModFilesystem(modName, mod.config);
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CResourceHandler::get()->addLoader(filesystem, false);
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logGlobal->traceStream() << "Generating checksum for " << modName;
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ui32 newChecksum = calculateModChecksum(modName, filesystem);
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if (allMods[modName].checksum != newChecksum)
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{
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allMods[modName].checksum = newChecksum;
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allMods[modName].validated = false; // force (re-)validation
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}
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mod.updateChecksum(calculateModChecksum(modName, filesystem));
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}
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}
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@ -629,57 +691,20 @@ void CModHandler::load()
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{
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CStopWatch totalTime, timer;
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std::set<std::string> modsForValidation;
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for (auto & mod : allMods)
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{
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if (mod.second.enabled && !mod.second.validated)
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modsForValidation.insert(mod.first);
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}
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CContentHandler content;
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logGlobal->infoStream() << "\tInitializing content handler: " << timer.getDiff() << " ms";
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// first - load virtual "core" mod that contains all data
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// TODO? move all data into real mods? RoE, AB, SoD, WoG
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content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")), true);
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logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms";
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content.preloadData(coreMod);
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for(const TModID & modName : activeMods)
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{
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bool needsValidation = modsForValidation.count(modName);
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// print message in format [<8-symbols checksum>] <modname>
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logGlobal->infoStream() << "\t\t[" << std::noshowbase << std::hex << std::setw(8) << std::setfill('0')
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<< allMods[modName].checksum << "] " << allMods[modName].name;
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std::string modFileName = "mods/" + modName + "/mod.json";
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const JsonNode config = JsonNode(ResourceID(modFileName));
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if (needsValidation)
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allMods[modName].validated = JsonUtils::validate(config, "vcmi:mod", modName);
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allMods[modName].validated &= content.preloadModData(modName, config, needsValidation);
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}
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content.preloadData(allMods[modName]);
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logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms";
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content.loadMod("core", true);
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logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms";
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content.load(coreMod);
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for(const TModID & modName : activeMods)
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{
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bool needsValidation = modsForValidation.count(modName);
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content.load(allMods[modName]);
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allMods[modName].validated &= content.loadMod(modName, needsValidation);
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if (needsValidation)
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{
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if (allMods[modName].validated)
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logGlobal->infoStream() << "\t\t[DONE] " << allMods[modName].name;
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else
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logGlobal->errorStream() << "\t\t[FAIL] " << allMods[modName].name;
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}
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else
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logGlobal->infoStream() << "\t\t[SKIP] " << allMods[modName].name;
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}
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logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms";
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VLC->creh->loadCrExpBon();
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@ -690,27 +715,15 @@ void CModHandler::load()
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content.afterLoadFinalization();
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logGlobal->infoStream() << "\tHandlers post-load finalization: " << timer.getDiff() << " ms";
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logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms";
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}
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static JsonNode modInfoToJson(const CModInfo & mod)
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{
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std::ostringstream stream;
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stream << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') << mod.checksum;
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JsonNode conf;
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conf["active"].Bool() = mod.enabled;
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conf["validated"].Bool() = mod.validated;
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conf["checksum"].String() = stream.str();
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return conf;
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}
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void CModHandler::afterLoad()
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{
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JsonNode modSettings;
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for (auto & modEntry : allMods)
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modSettings["activeMods"][modEntry.first] = modInfoToJson(modEntry.second);
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modSettings["activeMods"][modEntry.first] = modEntry.second.saveLocalData();
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modSettings["core"] = coreMod.saveLocalData();
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std::ofstream file(*CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc);
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file << modSettings;
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@ -97,18 +97,22 @@ class CContentHandler
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void afterLoadFinalization();
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};
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/// preloads all data from fileList as data from modName.
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bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
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/// actually loads data in mod
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bool loadMod(std::string modName, bool validate);
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std::map<std::string, ContentTypeHandler> handlers;
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public:
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/// fully initialize object. Will cause reading of H3 config files
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CContentHandler();
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/// preloads all data from fileList as data from modName.
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/// returns true if loading was successfull
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bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
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void preloadData(CModInfo & mod);
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/// actually loads data in mod
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/// returns true if loading was successfull
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bool loadMod(std::string modName, bool validate);
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void load(CModInfo & mod);
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/// all data was loaded, time for final validation / integration
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void afterLoadFinalization();
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@ -119,6 +123,13 @@ typedef std::string TModID;
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class DLL_LINKAGE CModInfo
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{
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public:
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enum EValidationStatus
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{
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PENDING,
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FAILED,
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PASSED
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};
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/// identifier, identical to name of folder with mod
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std::string identifier;
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@ -135,25 +146,34 @@ public:
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/// CRC-32 checksum of the mod
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ui32 checksum;
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/// true if mod has passed validation successfully
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bool validated;
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/// true if mod is enabled
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bool enabled;
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// mod configuration (mod.json). (no need to store it right now)
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// std::shared_ptr<JsonNode> config; //TODO: unique_ptr can't be serialized
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EValidationStatus validation;
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JsonNode config;
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CModInfo(){}
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CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config);
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JsonNode saveLocalData();
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void updateChecksum(ui32 newChecksum);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier & description & name & dependencies & conflicts & checksum & validated & enabled;
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h & identifier & description & name;
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h & dependencies & conflicts & config;
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h & checksum & validation & enabled;
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}
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private:
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void loadLocalData(const JsonNode & data);
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};
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class DLL_LINKAGE CModHandler
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{
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std::map <TModID, CModInfo> allMods;
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std::vector <TModID> activeMods;//active mods, in order in which they were loaded
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CModInfo coreMod;
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void loadConfigFromFile(std::string name);
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void loadModFilesystems();
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@ -16,6 +16,7 @@
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CFilesystemList * CResourceHandler::resourceLoader = nullptr;
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CFilesystemList * CResourceHandler::initialLoader = nullptr;
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CFilesystemList * CResourceHandler::coreDataLoader = nullptr;
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CFilesystemGenerator::CFilesystemGenerator(std::string prefix):
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filesystem(new CFilesystemList()),
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@ -162,13 +163,21 @@ CFilesystemList * CResourceHandler::getInitial()
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return initialLoader;
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}
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CFilesystemList * CResourceHandler::getCoreData()
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{
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assert(coreDataLoader);
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return coreDataLoader;
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}
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void CResourceHandler::load(const std::string &fsConfigURI)
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{
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auto fsConfigData = initialLoader->load(ResourceID(fsConfigURI, EResType::TEXT))->readAll();
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const JsonNode fsConfig((char*)fsConfigData.first.get(), fsConfigData.second);
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resourceLoader = createFileSystem("", fsConfig["filesystem"]);
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coreDataLoader = createFileSystem("", fsConfig["filesystem"]);
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resourceLoader = new CFilesystemList();
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resourceLoader->addLoader(coreDataLoader, false);
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// hardcoded system-specific path, may not be inside any of data directories
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resourceLoader->addLoader(new CFilesystemLoader("SAVES/", VCMIDirs::get().userSavePath()), true);
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@ -61,6 +61,7 @@ public:
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*/
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static CFilesystemList * get();
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static CFilesystemList * getInitial();
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static CFilesystemList * getCoreData();
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/**
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* Creates instance of initial resource loader.
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@ -99,4 +100,5 @@ private:
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/** Instance of resource loader */
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static CFilesystemList * resourceLoader;
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static CFilesystemList * initialLoader;
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static CFilesystemList * coreDataLoader;
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};
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