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https://github.com/vcmi/vcmi.git
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Proper mod compatibility check system
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@ -56,7 +56,7 @@ bool CModHandler::hasCircularDependency(const TModID & modID, std::set<TModID> c
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if (vstd::contains(currentList, modID))
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{
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logMod->error("Error: Circular dependency detected! Printing dependency list:");
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logMod->error("\t%s -> ", mod.name);
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logMod->error("\t%s -> ", mod.getVerificationInfo().name);
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return true;
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}
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@ -67,7 +67,7 @@ bool CModHandler::hasCircularDependency(const TModID & modID, std::set<TModID> c
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{
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if (hasCircularDependency(dependency, currentList))
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{
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logMod->error("\t%s ->\n", mod.name); // conflict detected, print dependency list
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logMod->error("\t%s ->\n", mod.getVerificationInfo().name); // conflict detected, print dependency list
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return true;
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}
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}
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@ -129,7 +129,7 @@ std::vector <TModID> CModHandler::validateAndSortDependencies(std::vector <TModI
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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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logMod->error("Mod '%s' will not work: it depends on mod '%s', which is not installed.", brokenMod.getVerificationInfo().name, dependency);
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}
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}
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return sortedValidMods;
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@ -212,7 +212,6 @@ void CModHandler::loadMods(bool onlyEssential)
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}
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coreMod = std::make_unique<CModInfo>(ModScope::scopeBuiltin(), modConfig[ModScope::scopeBuiltin()], JsonNode(JsonPath::builtin("config/gameConfig.json")));
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coreMod->name = "Original game files";
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}
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std::vector<std::string> CModHandler::getAllMods()
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@ -352,7 +351,7 @@ void CModHandler::initializeConfig()
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CModVersion CModHandler::getModVersion(TModID modName) const
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{
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if (allMods.count(modName))
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return allMods.at(modName).version;
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return allMods.at(modName).getVerificationInfo().version;
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return {};
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}
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@ -462,6 +461,7 @@ void CModHandler::afterLoad(bool onlyEssential)
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modSettings["activeMods"].resolvePointer(pointer) = modEntry.second.saveLocalData();
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}
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modSettings[ModScope::scopeBuiltin()] = coreMod->saveLocalData();
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modSettings[ModScope::scopeBuiltin()]["name"].String() = "Original game files";
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if(!onlyEssential)
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{
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@ -471,47 +471,63 @@ void CModHandler::afterLoad(bool onlyEssential)
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}
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void CModHandler::trySetActiveMods(std::vector<TModID> saveActiveMods, const std::map<TModID, CModVersion> & modList)
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void CModHandler::trySetActiveMods(const std::vector<std::pair<TModID, CModInfo::VerificationInfo>> & modList)
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{
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std::vector<TModID> newActiveMods;
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ModIncompatibility::ModList missingMods;
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auto hasMod = [&modList](const TModID & m) -> bool
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{
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for(auto & i : modList)
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if(i.first == m)
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return true;
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return false;
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};
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for(const auto & m : activeMods)
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{
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if (vstd::contains(saveActiveMods, m))
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if(hasMod(m))
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continue;
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auto & modInfo = allMods.at(m);
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if(modInfo.checkModGameplayAffecting())
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missingMods.emplace_back(m, modInfo.version.toString());
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if(getModInfo(m).checkModGameplayAffecting())
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allMods[m].setEnabled(false);
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}
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for(const auto & m : saveActiveMods)
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std::vector<TModID> newActiveMods;
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ModIncompatibility::ModList missingMods;
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for(const auto & infoPair : modList)
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{
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const CModVersion & mver = modList.at(m);
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if (allMods.count(m) == 0)
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auto & remoteModId = infoPair.first;
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auto & remoteModInfo = infoPair.second;
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if(!allMods.count(remoteModId))
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{
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missingMods.emplace_back(m, mver.toString());
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if(remoteModInfo.impactsGameplay)
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missingMods.push_back({remoteModInfo.name, remoteModInfo.version.toString()}); //mod is not installed
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continue;
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}
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auto & localModInfo = getModInfo(remoteModId).getVerificationInfo();
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auto & modInfo = allMods.at(m);
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bool modAffectsGameplay = modInfo.checkModGameplayAffecting();
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bool modVersionCompatible = modInfo.version.isNull() || mver.isNull() || modInfo.version.compatible(mver);
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bool modEnabledLocally = vstd::contains(activeMods, m);
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bool modCanBeEnabled = modEnabledLocally && modVersionCompatible;
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allMods[m].setEnabled(modCanBeEnabled);
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if (modCanBeEnabled)
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newActiveMods.push_back(m);
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if (!modCanBeEnabled && modAffectsGameplay)
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missingMods.emplace_back(m, mver.toString());
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bool modAffectsGameplay = getModInfo(remoteModId).checkModGameplayAffecting();
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bool modVersionCompatible = localModInfo.version.isNull()
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|| remoteModInfo.version.isNull()
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|| localModInfo.version.compatible(remoteModInfo.version);
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bool modLocalyEnabled = vstd::contains(activeMods, remoteModId);
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if(modVersionCompatible && modAffectsGameplay && modLocalyEnabled)
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{
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newActiveMods.push_back(remoteModId);
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continue;
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}
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if(modAffectsGameplay || remoteModInfo.impactsGameplay)
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missingMods.push_back({remoteModInfo.name, remoteModInfo.version.toString()}); //incompatible mod impacts gameplay
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}
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if(!missingMods.empty())
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throw ModIncompatibility(std::move(missingMods));
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for(auto & m : newActiveMods)
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allMods[m].setEnabled(true);
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std::swap(activeMods, newActiveMods);
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}
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