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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

- modhandler will only validate new, changed or mods that failed

validation last time.
- fixed several issues with modSettings.json file
- some refactoring of modhandler, still needs some work.
This commit is contained in:
Ivan Savenko 2013-11-09 19:10:16 +00:00
parent e01ef8e36a
commit 29e98b2d51
4 changed files with 147 additions and 75 deletions

View File

@ -64,8 +64,16 @@ QVariant JsonFromFile(QString filename)
file.open(QFile::ReadOnly);
auto data = file.readAll();
JsonNode node(data.data(), data.size());
return toVariant(node);
if (data.size() == 0)
{
logGlobal->errorStream() << "Failed to open file " << filename.toUtf8().data();
return QVariant();
}
else
{
JsonNode node(data.data(), data.size());
return toVariant(node);
}
}
JsonNode toJson(QVariant object)
@ -74,14 +82,14 @@ JsonNode toJson(QVariant object)
if (object.canConvert<QVariantMap>())
ret.Struct() = VariantToMap(object.toMap());
if (object.canConvert<QVariantList>())
else if (object.canConvert<QVariantList>())
ret.Vector() = VariantToList(object.toList());
if (object.canConvert<QString>())
else if (object.type() == QMetaType::QString)
ret.String() = object.toString().toUtf8().data();
if (object.canConvert<double>())
ret.Bool() = object.toFloat();
if (object.canConvert<bool>())
else if (object.type() == QMetaType::Bool)
ret.Bool() = object.toBool();
else if (object.canConvert<double>())
ret.Float() = object.toFloat();
return ret;
}
@ -93,4 +101,4 @@ void JsonToFile(QString filename, QVariant object)
file << toJson(object);
}
}
}

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@ -204,7 +204,7 @@ CContentHandler::ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler,
}
}
bool CContentHandler::ContentTypeHandler::preloadModData(std::string modName, std::vector<std::string> fileList)
bool CContentHandler::ContentTypeHandler::preloadModData(std::string modName, std::vector<std::string> fileList, bool validate)
{
bool result;
JsonNode data = JsonUtils::assembleFromFiles(fileList, result);
@ -238,7 +238,7 @@ bool CContentHandler::ContentTypeHandler::preloadModData(std::string modName, st
return result;
}
bool CContentHandler::ContentTypeHandler::loadMod(std::string modName)
bool CContentHandler::ContentTypeHandler::loadMod(std::string modName, bool validate)
{
ModInfo & modInfo = modData[modName];
bool result = true;
@ -260,7 +260,8 @@ bool CContentHandler::ContentTypeHandler::loadMod(std::string modName)
if (originalData.size() > index)
{
JsonUtils::merge(originalData[index], data);
result &= JsonUtils::validate(originalData[index], "vcmi:" + objectName, name);
if (validate)
result &= JsonUtils::validate(originalData[index], "vcmi:" + objectName, name);
handler->loadObject(modName, name, originalData[index], index);
originalData[index].clear(); // do not use same data twice (same ID)
@ -269,7 +270,8 @@ bool CContentHandler::ContentTypeHandler::loadMod(std::string modName)
}
}
// normal new object or one with index bigger that data size
result &= JsonUtils::validate(data, "vcmi:" + objectName, name);
if (validate)
result &= JsonUtils::validate(data, "vcmi:" + objectName, name);
handler->loadObject(modName, name, data);
}
return result;
@ -291,22 +293,22 @@ CContentHandler::CContentHandler()
//TODO: spells, bonuses, something else?
}
bool CContentHandler::preloadModData(std::string modName, JsonNode modConfig)
bool CContentHandler::preloadModData(std::string modName, JsonNode modConfig, bool validate)
{
bool result = true;
for(auto & handler : handlers)
{
result &= handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >());
result &= handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >(), validate);
}
return result;
}
bool CContentHandler::loadMod(std::string modName)
bool CContentHandler::loadMod(std::string modName, bool validate)
{
bool result = true;
for(auto & handler : handlers)
{
result &= handler.second.loadMod(modName);
result &= handler.second.loadMod(modName, validate);
}
return result;
}
@ -453,33 +455,60 @@ std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input
return output;
}
static void updateModSettingsFormat(JsonNode & config)
static JsonNode updateModSettingsFormat(JsonNode config)
{
for (auto & entry : config.Struct())
for (auto & entry : config["activeMods"].Struct())
{
if (entry.second.getType() == JsonNode::DATA_BOOL)
{
entry.second["active"].Bool() = entry.second.Bool();
}
}
return config;
}
void CModHandler::initialize(std::vector<std::string> availableMods)
static JsonNode loadModSettings(std::string path)
{
std::string confName = "config/modSettings.json";
JsonNode modConfig;
if (CResourceHandler::get()->existsResource(ResourceID(path)))
{
// mod compatibility: check if modSettings has old, 0.94 format
return updateModSettingsFormat(JsonNode(ResourceID(path, EResType::TEXT)));
}
// Probably new install. Create initial configuration
if (!CResourceHandler::get()->existsResource(ResourceID(confName)))
CResourceHandler::get()->createResource(confName);
CResourceHandler::get()->createResource(path);
return JsonNode();
}
/// loads mod info data from mod.json
static void loadModInfoJson(CModInfo & mod, const JsonNode & config)
{
mod.name = config["name"].String();
mod.description = config["description"].String();
mod.dependencies = config["depends"].convertTo<std::set<std::string> >();
mod.conflicts = config["conflicts"].convertTo<std::set<std::string> >();
}
/// load mod info from local config
static void loadModInfoConfig(CModInfo & mod, const JsonNode & config)
{
if (config.isNull())
{
mod.enabled = true;
mod.validated = false;
mod.checksum = 0;
}
else
modConfig = JsonNode(ResourceID(confName));
// mod compatibility: check if modSettings has old, 0.94 format
updateModSettingsFormat(modConfig["activeMods"]);
{
mod.enabled = config["active"].Bool();
mod.validated = config["validated"].Bool();
mod.checksum = strtol(config["checksum"].String().c_str(), nullptr, 16);
}
}
void CModHandler::initializeMods(std::vector<std::string> availableMods)
{
const JsonNode modConfig = loadModSettings("config/modSettings.json");
const JsonNode & modList = modConfig["activeMods"];
JsonNode resultingList;
std::vector <TModID> detectedMods;
@ -491,25 +520,16 @@ void CModHandler::initialize(std::vector<std::string> availableMods)
if (CResourceHandler::get()->existsResource(ResourceID(modFileName)))
{
const JsonNode config = JsonNode(ResourceID(modFileName));
if (config.isNull())
continue;
if (!modList[name].isNull() && modList[name]["active"].Bool() == false )
{
resultingList[name]["active"].Bool() = false;
continue; // disabled mod
}
resultingList[name]["active"].Bool() = true;
assert(!config.isNull());
CModInfo & mod = allMods[name];
mod.identifier = name;
mod.name = config["name"].String();
mod.description = config["description"].String();
mod.dependencies = config["depends"].convertTo<std::set<std::string> >();
mod.conflicts = config["conflicts"].convertTo<std::set<std::string> >();
detectedMods.push_back(name);
loadModInfoJson(mod, config);
loadModInfoConfig(mod, modList[name]);
if (mod.enabled)
detectedMods.push_back(name);
}
else
logGlobal->warnStream() << "\t\t Directory " << name << " does not contains VCMI mod";
@ -522,13 +542,6 @@ void CModHandler::initialize(std::vector<std::string> availableMods)
}
activeMods = resolveDependencies(detectedMods);
modConfig["activeMods"] = resultingList;
CResourceHandler::get()->createResource("CONFIG/modSettings.json");
std::ofstream file(*CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc);
file << modConfig;
loadModFilesystems();
}
@ -590,7 +603,12 @@ void CModHandler::loadModFilesystems()
auto filesystem = genModFilesystem(modName, fsConfig);
CResourceHandler::get()->addLoader(filesystem, false);
allMods[modName].checksum = calculateModChecksum(modName, filesystem);
ui32 newChecksum = calculateModChecksum(modName, filesystem);
if (allMods[modName].checksum != newChecksum)
{
allMods[modName].checksum = newChecksum;
allMods[modName].validated = false; // force (re-)validation
}
}
}
@ -600,25 +618,35 @@ CModInfo & CModHandler::getModData(TModID modId)
assert(vstd::contains(activeMods, modId)); // not really necessary but won't hurt
return mod;
}
void CModHandler::beforeLoad()
void CModHandler::initializeConfig()
{
loadConfigFromFile("defaultMods.json");
}
void CModHandler::loadGameContent()
void CModHandler::load()
{
CStopWatch timer, totalTime;
CStopWatch totalTime, timer;
std::set<std::string> modsForValidation;
for (auto & mod : allMods)
{
if (mod.second.enabled && !mod.second.validated)
modsForValidation.insert(mod.first);
}
CContentHandler content;
logGlobal->infoStream() << "\tInitializing content handler: " << timer.getDiff() << " ms";
// first - load virtual "core" mod that contains all data
// TODO? move all data into real mods? RoE, AB, SoD, WoG
content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")));
content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")), true);
logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms";
for(const TModID & modName : activeMods)
{
bool needsValidation = modsForValidation.count(modName);
// print message in format [<8-symbols checksum>] <modname>
logGlobal->infoStream() << "\t\t[" << std::noshowbase << std::hex << std::setw(8) << std::setfill('0')
<< allMods[modName].checksum << "] " << allMods[modName].name;
@ -626,27 +654,36 @@ void CModHandler::loadGameContent()
std::string modFileName = "mods/" + modName + "/mod.json";
const JsonNode config = JsonNode(ResourceID(modFileName));
allMods[modName].validated = JsonUtils::validate(config, "vcmi:mod", modName);
if (needsValidation)
allMods[modName].validated = JsonUtils::validate(config, "vcmi:mod", modName);
allMods[modName].validated &= content.preloadModData(modName, config);
allMods[modName].validated &= content.preloadModData(modName, config, needsValidation);
}
logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms";
content.loadMod("core");
content.loadMod("core", true);
logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms";
for(const TModID & modName : activeMods)
{
allMods[modName].validated &= content.loadMod(modName);
if (allMods[modName].validated)
logGlobal->infoStream() << "\t\t[DONE] " << allMods[modName].name;
bool needsValidation = modsForValidation.count(modName);
allMods[modName].validated &= content.loadMod(modName, needsValidation);
if (needsValidation)
{
if (allMods[modName].validated)
logGlobal->infoStream() << "\t\t[DONE] " << allMods[modName].name;
else
logGlobal->errorStream() << "\t\t[FAIL] " << allMods[modName].name;
}
else
logGlobal->errorStream() << "\t\t[FAIL] " << allMods[modName].name;
logGlobal->infoStream() << "\t\t[SKIP] " << allMods[modName].name;
}
logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms";
VLC->creh->loadCrExpBon();
VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
identifiers.finalize();
logGlobal->infoStream() << "\tResolving identifiers: " << timer.getDiff() << " ms";
@ -656,6 +693,29 @@ void CModHandler::loadGameContent()
logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms";
}
static JsonNode modInfoToJson(const CModInfo & mod)
{
std::ostringstream stream;
stream << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') << mod.checksum;
JsonNode conf;
conf["active"].Bool() = mod.enabled;
conf["validated"].Bool() = mod.validated;
conf["checksum"].String() = stream.str();
return conf;
}
void CModHandler::afterLoad()
{
JsonNode modSettings;
for (auto & modEntry : allMods)
modSettings["activeMods"][modEntry.first] = modInfoToJson(modEntry.second);
std::ofstream file(*CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc);
file << modSettings;
reload();
}
void CModHandler::reload()
{
{

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@ -92,8 +92,8 @@ class CContentHandler
/// local version of methods in ContentHandler
/// returns true if loading was successfull
bool preloadModData(std::string modName, std::vector<std::string> fileList);
bool loadMod(std::string modName);
bool preloadModData(std::string modName, std::vector<std::string> fileList, bool validate);
bool loadMod(std::string modName, bool validate);
void afterLoadFinalization();
};
@ -104,11 +104,11 @@ public:
/// preloads all data from fileList as data from modName.
/// returns true if loading was successfull
bool preloadModData(std::string modName, JsonNode modConfig);
bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
/// actually loads data in mod
/// returns true if loading was successfull
bool loadMod(std::string modName);
bool loadMod(std::string modName, bool validate);
/// all data was loaded, time for final validation / integration
void afterLoadFinalization();
@ -138,12 +138,15 @@ public:
/// true if mod has passed validation successfully
bool validated;
/// true if mod is enabled
bool enabled;
// mod configuration (mod.json). (no need to store it right now)
// std::shared_ptr<JsonNode> config; //TODO: unique_ptr can't be serialized
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifier & description & name & dependencies & conflicts & checksum & validated;
h & identifier & description & name & dependencies & conflicts & checksum & validated & enabled;
}
};
@ -171,13 +174,14 @@ public:
CIdentifierStorage identifiers;
/// receives list of available mods and trying to load mod.json from all of them
void initialize(std::vector<std::string> availableMods);
void initializeMods(std::vector<std::string> availableMods);
void initializeConfig();
CModInfo & getModData(TModID modId);
/// load content from all available mods
void beforeLoad();
void loadGameContent();
void load();
void afterLoad();
/// actions that should be triggered on map restart
/// TODO: merge into appropriate handlers?

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@ -71,7 +71,7 @@ void LibClasses::loadFilesystem()
modh = new CModHandler;
logGlobal->infoStream()<<"\tMod handler: "<<loadTime.getDiff();
modh->initialize(CResourceHandler::getAvailableMods());
modh->initializeMods(CResourceHandler::getAvailableMods());
logGlobal->infoStream()<<"\t Mod filesystems: "<<loadTime.getDiff();
logGlobal->infoStream()<<"Basic initialization: "<<totalTime.getDiff();
@ -92,7 +92,7 @@ void LibClasses::init()
{
CStopWatch pomtime, totalTime;
modh->beforeLoad();
modh->initializeConfig();
createHandler(bth, "Bonus type", pomtime);
@ -118,8 +118,8 @@ void LibClasses::init()
logGlobal->infoStream()<<"\tInitializing handlers: "<< totalTime.getDiff();
modh->loadGameContent();
modh->reload();
modh->load();
modh->afterLoad();
//FIXME: make sure that everything is ok after game restart
//TODO: This should be done every time mod config changes