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Merge pull request #689 from kdmcser/develop
fix bug: may load mod before dependencies
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@@ -716,46 +716,68 @@ bool CModHandler::checkDependencies(const std::vector <TModID> & input) const
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return true;
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}
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std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> modsToResolve) const
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// Returned vector affects the resource loaders call order (see CFilesystemList::load).
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// The loaders call order matters when dependent mod overrides resources in its dependencies.
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std::vector <TModID> CModHandler::validateAndSortDependencies(std::vector <TModID> modsToResolve) const
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{
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std::vector<TModID> brokenMods;
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// Topological sort algorithm.
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// TODO: Investigate possible ways to improve performance.
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boost::range::sort(modsToResolve); // Sort mods per name
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std::vector <TModID> sortedValidMods; // Vector keeps order of elements (LIFO)
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sortedValidMods.reserve(modsToResolve.size()); // push_back calls won't cause memory reallocation
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std::set <TModID> resolvedModIDs; // Use a set for validation for performance reason, but set does not keep order of elements
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auto looksValid = [&](const CModInfo & mod) -> bool
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// Mod is resolved if it has not dependencies or all its dependencies are already resolved
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auto isResolved = [&](const CModInfo & mod) -> CModInfo::EValidationStatus
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{
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auto res = true;
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if(mod.dependencies.size() > resolvedModIDs.size())
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return CModInfo::PENDING;
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for(const TModID & dependency : mod.dependencies)
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{
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if(!vstd::contains(modsToResolve, dependency))
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{
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logMod->error("Mod '%s' will not work: it depends on mod '%s', which is not installed.", mod.name, dependency);
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res = false; //continue iterations, since we should show all errors for the current mod.
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if(!vstd::contains(resolvedModIDs, dependency))
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return CModInfo::PENDING;
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}
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}
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return res;
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return CModInfo::PASSED;
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};
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while(true)
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{
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for(auto mod : modsToResolve)
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std::set <TModID> resolvedOnCurrentTreeLevel;
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for(auto it = modsToResolve.begin(); it != modsToResolve.end();) // One iteration - one level of mods tree
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{
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if(!looksValid(this->allMods.at(mod)))
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brokenMods.push_back(mod);
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}
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if(!brokenMods.empty())
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if(isResolved(allMods.at(*it)) == CModInfo::PASSED)
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{
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vstd::erase_if(modsToResolve, [&](TModID mid)
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{
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return brokenMods.end() != std::find(brokenMods.begin(), brokenMods.end(), mid);
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});
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brokenMods.clear();
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resolvedOnCurrentTreeLevel.insert(*it); // Not to the resolvedModIDs, so current node childs will be resolved on the next iteration
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sortedValidMods.push_back(*it);
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it = modsToResolve.erase(it);
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continue;
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}
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it++;
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}
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if(resolvedOnCurrentTreeLevel.size())
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{
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resolvedModIDs.insert(resolvedOnCurrentTreeLevel.begin(), resolvedOnCurrentTreeLevel.end());
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continue;
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}
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// If there're no valid mods on the current mods tree level, no more mod can be resolved, should be end.
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break;
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}
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boost::range::sort(modsToResolve);
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return modsToResolve;
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// Left mods have unresolved dependencies, output all to log.
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for(const auto & brokenModID : modsToResolve)
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{
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const CModInfo & brokenMod = allMods.at(brokenModID);
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for(const TModID & dependency : brokenMod.dependencies)
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{
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if(!vstd::contains(resolvedModIDs, dependency))
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logMod->error("Mod '%s' will not work: it depends on mod '%s', which is not installed.", brokenMod.name, dependency);
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}
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}
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return sortedValidMods;
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}
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std::vector<std::string> CModHandler::getModList(std::string path)
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{
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std::string modDir = boost::to_upper_copy(path + "MODS/");
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@@ -895,7 +917,7 @@ static ui32 calculateModChecksum(const std::string modName, ISimpleResourceLoade
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void CModHandler::loadModFilesystems()
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{
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activeMods = resolveDependencies(activeMods);
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activeMods = validateAndSortDependencies(activeMods);
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coreMod.updateChecksum(calculateModChecksum("core", CResourceHandler::get("core")));
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@@ -242,9 +242,15 @@ class DLL_LINKAGE CModHandler
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// - circular dependencies
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bool checkDependencies(const std::vector <TModID> & input) const;
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// returns load order in which all dependencies are resolved, e.g. loaded after required mods
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// function assumes that input list is valid (checkDependencies returned true)
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std::vector <TModID> resolveDependencies(std::vector<TModID> input) const;
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/**
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* 1. Set apart mods with resolved dependencies from mods which have unresolved dependencies
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* 2. Sort resolved mods using topological algorithm
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* 3. Log all problem mods and their unresolved dependencies
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*
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* @param modsToResolve list of valid mod IDs (checkDependencies returned true - TODO: Clarify it.)
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* @return a vector of the topologically sorted resolved mods: child nodes (dependent mods) have greater index than parents
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*/
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std::vector <TModID> validateAndSortDependencies(std::vector <TModID> modsToResolve) const;
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std::vector<std::string> getModList(std::string path);
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void loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods);
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