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Fix enabling and disabling of mods

This commit is contained in:
Ivan Savenko
2024-11-20 20:44:24 +00:00
parent 34a59d049b
commit 4aaa6c1eb4
3 changed files with 32 additions and 8 deletions

View File

@ -205,7 +205,8 @@ TModList ModsPresetState::getActiveRootMods() const
{
const JsonNode & modsToActivateJson = getActivePresetConfig()["mods"];
auto modsToActivate = modsToActivateJson.convertTo<std::vector<TModID>>();
modsToActivate.push_back(ModScope::scopeBuiltin());
if (!vstd::contains(modsToActivate, ModScope::scopeBuiltin()))
modsToActivate.push_back(ModScope::scopeBuiltin());
return modsToActivate;
}
@ -282,11 +283,17 @@ std::vector<TModID> ModsPresetState::getActiveMods() const
for(const auto & activeMod : activeRootMods)
{
assert(!vstd::contains(allActiveMods, activeMod));
allActiveMods.push_back(activeMod);
for(const auto & submod : getModSettings(activeMod))
{
if(submod.second)
{
assert(!vstd::contains(allActiveMods, activeMod + '.' + submod.first));
allActiveMods.push_back(activeMod + '.' + submod.first);
}
}
}
return allActiveMods;
}
@ -464,7 +471,7 @@ void ModManager::addNewModsToPreset()
const auto & modSettings = modsPreset->getModSettings(rootMod);
if (!modSettings.count(settingID))
modsPreset->setSettingActive(rootMod, settingID, modsStorage->getMod(modID).keepDisabled());
modsPreset->setSettingActive(rootMod, settingID, !modsStorage->getMod(modID).keepDisabled());
}
}
@ -502,24 +509,25 @@ void ModManager::tryEnableMods(const TModList & modList)
for (const auto & modName : modList)
{
for (const auto & dependency : collectDependenciesRecursive(modName))
{
if (!vstd::contains(requiredActiveMods, dependency))
{
requiredActiveMods.push_back(dependency);
vstd::erase(additionalActiveMods, dependency);
}
}
assert(!vstd::contains(additionalActiveMods, modName));
assert(vstd::contains(requiredActiveMods, modName));// FIXME: fails on attempt to enable broken mod / translation to other language
}
ModDependenciesResolver testResolver(requiredActiveMods, *modsStorage);
assert(testResolver.getBrokenMods().empty());
testResolver.tryAddMods(additionalActiveMods, *modsStorage);
for (const auto & modName : modList)
{
assert(vstd::contains(testResolver.getActiveMods(), modName));
if (!vstd::contains(testResolver.getActiveMods(), modName))
throw std::runtime_error("Failed to enable mod! Mod " + modName + " remains disabled!");
}
updatePreset(testResolver);
}
@ -536,6 +544,7 @@ void ModManager::tryDisableMod(const TModID & modName)
if (vstd::contains(testResolver.getActiveMods(), modName))
throw std::runtime_error("Failed to disable mod! Mod " + modName + " remains enabled!");
modsPreset->setModActive(modName, false);
updatePreset(testResolver);
}
@ -551,7 +560,11 @@ void ModManager::updatePreset(const ModDependenciesResolver & testResolver)
}
for (const auto & modID : newBrokenMods)
modsPreset->setModActive(modID, false);
{
const auto & mod = getModDescription(modID);
if (vstd::contains(newActiveMods, mod.getTopParentID()))
modsPreset->setModActive(modID, false);
}
std::vector<TModID> desiredModList = modsPreset->getActiveMods();
depedencyResolver = std::make_unique<ModDependenciesResolver>(desiredModList, *modsStorage);
@ -620,6 +633,7 @@ void ModDependenciesResolver::tryAddMods(TModList modsToResolve, const ModsStora
if(isResolved(storage.getMod(*it)))
{
resolvedOnCurrentTreeLevel.insert(*it); // Not to the resolvedModIDs, so current node children will be resolved on the next iteration
assert(!vstd::contains(sortedValidMods, *it));
sortedValidMods.push_back(*it);
it = modsToResolve.erase(it);
continue;