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	Large changeset, first part of editing H3 objects via mods feature. Changes:
- loading of all objects (including H3 objects) will be directed by mod handlers - common base for all handlers accessible from mod system (IHanderBase) - json format changes: use struct with string ID's instead of vector - fixed some gcc/clang errors and warnings - fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution) Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
This commit is contained in:
		| @@ -11,6 +11,8 @@ | ||||
| #include "CHeroHandler.h" | ||||
| #include "CObjectHandler.h" | ||||
| #include "StringConstants.h" | ||||
| #include "CStopWatch.h" | ||||
| #include "IHandlerBase.h" | ||||
|  | ||||
| /* | ||||
|  * CModHandler.cpp, part of VCMI engine | ||||
| @@ -46,7 +48,8 @@ void CIdentifierStorage::requestIdentifier(std::string name, const boost::functi | ||||
| { | ||||
| 	checkIdentifier(name); | ||||
|  | ||||
| 	auto iter = registeredObjects.find(name); | ||||
| 	// old version with immediate callback posibility. Can't be used for some cases | ||||
| /*	auto iter = registeredObjects.find(name); | ||||
|  | ||||
| 	if (iter != registeredObjects.end()) | ||||
| 		callback(iter->second); //already registered - trigger callback immediately | ||||
| @@ -56,19 +59,24 @@ void CIdentifierStorage::requestIdentifier(std::string name, const boost::functi | ||||
|             logGlobal->warnStream() << "incorrect primSkill name requested"; | ||||
|  | ||||
| 		missingObjects[name].push_back(callback); // queue callback | ||||
| 	} | ||||
| 	}*/ | ||||
|  | ||||
| 	missingObjects[name].push_back(callback); // queue callback | ||||
| } | ||||
|  | ||||
| void CIdentifierStorage::registerObject(std::string name, si32 identifier) | ||||
| void CIdentifierStorage::registerObject(std::string scope, std::string type, std::string name, si32 identifier) | ||||
| { | ||||
| 	checkIdentifier(name); | ||||
| 	//TODO: use scope | ||||
| 	std::string fullID = type + '.' + name; | ||||
| 	checkIdentifier(fullID); | ||||
|  | ||||
| 	// do not allow to register same object twice | ||||
| 	assert(registeredObjects.find(name) == registeredObjects.end()); | ||||
| 	assert(registeredObjects.find(fullID) == registeredObjects.end()); | ||||
|  | ||||
| 	registeredObjects[name] = identifier; | ||||
| 	registeredObjects[fullID] = identifier; | ||||
|  | ||||
| 	auto iter = missingObjects.find(name); | ||||
| 	// old version with immediate callback posibility. Can't be used for some cases | ||||
| 	/*auto iter = missingObjects.find(fullID); | ||||
| 	if (iter != missingObjects.end()) | ||||
| 	{ | ||||
| 		//call all awaiting callbacks | ||||
| @@ -77,11 +85,26 @@ void CIdentifierStorage::registerObject(std::string name, si32 identifier) | ||||
| 			function(identifier); | ||||
| 		} | ||||
| 		missingObjects.erase(iter); | ||||
| 	} | ||||
| 	}*/ | ||||
| } | ||||
|  | ||||
| void CIdentifierStorage::finalize() const | ||||
| void CIdentifierStorage::finalize() | ||||
| { | ||||
| 	for (auto it = missingObjects.begin(); it!= missingObjects.end();) | ||||
| 	{ | ||||
| 		auto object = registeredObjects.find(it->first); | ||||
| 		if (object != registeredObjects.end()) | ||||
| 		{ | ||||
| 			BOOST_FOREACH(auto function, it->second) | ||||
| 			{ | ||||
| 				function(object->second); | ||||
| 			} | ||||
| 			it = missingObjects.erase(it); | ||||
| 		} | ||||
| 		else | ||||
| 			it++; | ||||
| 	} | ||||
|  | ||||
| 	// print list of missing objects and crash | ||||
| 	// in future should try to do some cleanup (like returning all id's as 0) | ||||
| 	if (!missingObjects.empty()) | ||||
| @@ -99,15 +122,115 @@ void CIdentifierStorage::finalize() const | ||||
| 	assert(missingObjects.empty()); | ||||
| } | ||||
|  | ||||
| CContentHandler::ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, size_t size, std::string objectName): | ||||
|     handler(handler), | ||||
|     objectName(objectName), | ||||
|     originalData(handler->loadLegacyData(size)) | ||||
| { | ||||
| } | ||||
|  | ||||
| void CContentHandler::ContentTypeHandler::preloadModData(std::string modName, std::vector<std::string> fileList) | ||||
| { | ||||
| 	JsonNode data = JsonUtils::assembleFromFiles(fileList); | ||||
|  | ||||
| 	ModInfo & modInfo = modData[modName]; | ||||
|  | ||||
| 	BOOST_FOREACH(auto entry, data.Struct()) | ||||
| 	{ | ||||
| 		size_t colon = entry.first.find(':'); | ||||
|  | ||||
| 		if (colon == std::string::npos) | ||||
| 		{ | ||||
| 			// normal object, local to this mod | ||||
| 			modInfo.modData[entry.first].swap(entry.second); | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			std::string remoteName = entry.first.substr(0, colon); | ||||
| 			std::string objectName = entry.first.substr(colon + 1); | ||||
|  | ||||
| 			// patching this mod? Send warning and continue - this situation can be handled normally | ||||
| 			if (remoteName == modName) | ||||
| 				logGlobal->warnStream() << "Redundant namespace definition for " << objectName; | ||||
|  | ||||
| 			JsonNode & remoteConf = modData[remoteName].patches[objectName]; | ||||
|  | ||||
| 			JsonUtils::merge(remoteConf, entry.second); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void CContentHandler::ContentTypeHandler::loadMod(std::string modName) | ||||
| { | ||||
| 	ModInfo & modInfo = modData[modName]; | ||||
|  | ||||
| 	// apply patches | ||||
| 	if (!modInfo.patches.isNull()) | ||||
| 		JsonUtils::merge(modInfo.modData, modInfo.patches); | ||||
|  | ||||
| 	BOOST_FOREACH(auto entry, modInfo.modData.Struct()) | ||||
| 	{ | ||||
| 		const std::string & name = entry.first; | ||||
| 		JsonNode & data = entry.second; | ||||
|  | ||||
| 		if (vstd::contains(data.Struct(), "index") && !data["index"].isNull()) | ||||
| 		{ | ||||
| 			// try to add H3 object data | ||||
| 			size_t index = data["index"].Float(); | ||||
|  | ||||
| 			if (originalData.size() > index) | ||||
| 			{ | ||||
| 				JsonUtils::merge(originalData[index], data); | ||||
| 				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) | ||||
|  | ||||
| 				continue; | ||||
| 			} | ||||
| 		} | ||||
| 		// normal new object | ||||
| 		JsonUtils::validate(data, "vcmi:" + objectName, name); | ||||
| 		handler->loadObject(modName, name, data); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| CContentHandler::CContentHandler() | ||||
| { | ||||
| 	handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, GameConstants::F_NUMBER * 2, "heroClass"))); | ||||
| 	handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, GameConstants::ARTIFACTS_QUANTITY, "artifact"))); | ||||
| 	handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, GameConstants::CREATURES_COUNT, "creature"))); | ||||
| 	handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, GameConstants::F_NUMBER, "faction"))); | ||||
| 	handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, GameConstants::HEROES_QUANTITY, "hero"))); | ||||
|  | ||||
| 	//TODO: spells, bonuses, something else? | ||||
| } | ||||
|  | ||||
| void CContentHandler::preloadModData(std::string modName, JsonNode modConfig) | ||||
| { | ||||
| 	BOOST_FOREACH(auto & handler, handlers) | ||||
| 	{ | ||||
| 		handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >()); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void CContentHandler::loadMod(std::string modName) | ||||
| { | ||||
| 	BOOST_FOREACH(auto & handler, handlers) | ||||
| 	{ | ||||
| 		handler.second.loadMod(modName); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| CModHandler::CModHandler() | ||||
| { | ||||
| 	for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i) | ||||
| 	{ | ||||
| 		identifiers.registerObject("resource." + GameConstants::RESOURCE_NAMES[i], i); | ||||
| 		identifiers.registerObject("core", "resource", GameConstants::RESOURCE_NAMES[i], i); | ||||
| 	} | ||||
|  | ||||
| 	for(int i=0; i<GameConstants::PRIMARY_SKILLS; ++i) | ||||
| 		identifiers.registerObject("primSkill." + PrimarySkill::names[i], i); | ||||
| 		identifiers.registerObject("core", "primSkill", PrimarySkill::names[i], i); | ||||
|  | ||||
| 	loadConfigFromFile ("defaultMods"); | ||||
| } | ||||
| @@ -190,8 +313,12 @@ bool CModHandler::checkDependencies(const std::vector <TModID> & input) const | ||||
|  | ||||
| std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input) const | ||||
| { | ||||
| 	// Algorithm may not be the fastest one but VCMI does not needs any speed here | ||||
| 	// Unless user have dozens of mods with complex dependencies this cide should be fine | ||||
| 	// Topological sort algorithm | ||||
| 	// May not be the fastest one but VCMI does not needs any speed here | ||||
| 	// Unless user have dozens of mods with complex dependencies this code should be fine | ||||
|  | ||||
| 	// first - sort input to have input strictly based on name (and not on hashmap or anything else) | ||||
| 	boost::range::sort(input); | ||||
|  | ||||
| 	std::vector <TModID> output; | ||||
| 	output.reserve(input.size()); | ||||
| @@ -211,17 +338,20 @@ std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input | ||||
|  | ||||
| 	while (!input.empty()) | ||||
| 	{ | ||||
| 		std::set <TModID> toResolve; // list of mods resolved on this iteration | ||||
|  | ||||
| 		for (auto it = input.begin(); it != input.end();) | ||||
| 		{ | ||||
| 			if (isResolved(allMods.at(*it))) | ||||
| 			{ | ||||
| 				resolvedMods.insert(*it); | ||||
| 				toResolve.insert(*it); | ||||
| 				output.push_back(*it); | ||||
| 				it = input.erase(it); | ||||
| 				continue; | ||||
| 			} | ||||
| 			it++; | ||||
| 		} | ||||
| 		resolvedMods.insert(toResolve.begin(), toResolve.end()); | ||||
| 	} | ||||
|  | ||||
| 	return output; | ||||
| @@ -238,8 +368,6 @@ void CModHandler::initialize(std::vector<std::string> availableMods) | ||||
| 	else | ||||
| 		modConfig = JsonNode(ResourceID(confName)); | ||||
|  | ||||
| 	CResourceHandler::get()->createResource("config/modSettings.json"); | ||||
|  | ||||
| 	const JsonNode & modList = modConfig["activeMods"]; | ||||
| 	JsonNode resultingList; | ||||
|  | ||||
| @@ -312,28 +440,48 @@ void CModHandler::handleData(Handler handler, const JsonNode & source, std::stri | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void CModHandler::loadActiveMods() | ||||
| void CModHandler::loadGameContent() | ||||
| { | ||||
| 	CStopWatch timer, totalTime; | ||||
|  | ||||
| 	CContentHandler content; | ||||
| 	logGlobal->infoStream() << "\tInitializing content hander: " << timer.getDiff() << " ms"; | ||||
|  | ||||
| 	// first - load virtual "core" mod tht contains all data | ||||
| 	// TODO? move all data into real mods? RoE, AB, SoD, WoG | ||||
| 	content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json"))); | ||||
| 	logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms"; | ||||
|  | ||||
| 	BOOST_FOREACH(const TModID & modName, activeMods) | ||||
| 	{ | ||||
|         logGlobal->infoStream() << "\t\tLoading mod " << allMods[modName].name; | ||||
| 		logGlobal->infoStream() << "\t\t" << allMods[modName].name; | ||||
|  | ||||
| 		std::string modFileName = "mods/" + modName + "/mod.json"; | ||||
|  | ||||
| 		const JsonNode config = JsonNode(ResourceID(modFileName)); | ||||
| 		JsonUtils::validate(config, "vcmi:mod", modName); | ||||
|  | ||||
| 		handleData(VLC->townh, config, "factions", "vcmi:faction"); | ||||
| 		handleData(VLC->creh, config, "creatures", "vcmi:creature"); | ||||
| 		handleData(VLC->arth, config, "artifacts", "vcmi:artifact"); | ||||
| 		//todo: spells | ||||
|  | ||||
| 		handleData(&VLC->heroh->classes, config,"heroClasses", "vcmi:heroClass"); | ||||
| 		handleData(VLC->heroh, config, "heroes", "vcmi:hero"); | ||||
| 		content.preloadModData(modName, config); | ||||
| 	} | ||||
| 	logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms"; | ||||
|  | ||||
| 	content.loadMod("core"); | ||||
| 	logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms"; | ||||
|  | ||||
| 	BOOST_FOREACH(const TModID & modName, activeMods) | ||||
| 	{ | ||||
| 		content.loadMod(modName); | ||||
| 		logGlobal->infoStream() << "\t\t" << allMods[modName].name; | ||||
| 	} | ||||
| 	logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms"; | ||||
|  | ||||
| 	logGlobal->infoStream() << "\tDone loading data"; | ||||
|  | ||||
| 	VLC->creh->loadCrExpBon(); | ||||
| 	VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded | ||||
| 	identifiers.finalize(); | ||||
|  | ||||
| 	logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms"; | ||||
| } | ||||
|  | ||||
| void CModHandler::reload() | ||||
| @@ -380,37 +528,42 @@ void CModHandler::reload() | ||||
| 		const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::TOWN].begin()->second; | ||||
| 		auto & townInfos = VLC->dobjinfo->gobjs[Obj::TOWN]; | ||||
|  | ||||
| 		BOOST_FOREACH(auto & town, VLC->townh->towns) | ||||
| 		BOOST_FOREACH(auto & faction, VLC->townh->factions) | ||||
| 		{ | ||||
| 			auto & cientInfo = town.second.clientInfo; | ||||
|  | ||||
| 			if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], town.first)) // no obj info for this type | ||||
| 			TFaction index = faction->index; | ||||
| 			CTown * town = faction->town; | ||||
| 			if (town) | ||||
| 			{ | ||||
| 				CGDefInfo * info = new CGDefInfo(*baseInfo); | ||||
| 				info->subid = town.first; | ||||
| 				auto & cientInfo = town->clientInfo; | ||||
|  | ||||
| 				townInfos[town.first] = info; | ||||
| 			} | ||||
| 			townInfos[town.first]->name = cientInfo.advMapCastle; | ||||
|  | ||||
| 			VLC->dobjinfo->villages[town.first] = new CGDefInfo(*townInfos[town.first]); | ||||
| 			VLC->dobjinfo->villages[town.first]->name = cientInfo.advMapVillage; | ||||
|  | ||||
| 			VLC->dobjinfo->capitols[town.first] = new CGDefInfo(*townInfos[town.first]); | ||||
| 			VLC->dobjinfo->capitols[town.first]->name = cientInfo.advMapCapitol; | ||||
|  | ||||
| 			for (int i = 0; i < town.second.dwellings.size(); ++i) | ||||
| 			{ | ||||
| 				const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i | ||||
|  | ||||
| 				BOOST_FOREACH (auto cre, town.second.creatures[i]) //both unupgraded and upgraded get same dwelling | ||||
| 				if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], index)) // no obj info for this type | ||||
| 				{ | ||||
| 					CGDefInfo * info = new CGDefInfo(*baseInfo); | ||||
| 					info->subid = cre; | ||||
| 					info->name = town.second.dwellings[i]; | ||||
| 					VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info; | ||||
| 					info->subid = index; | ||||
|  | ||||
| 					VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id | ||||
| 					townInfos[index] = info; | ||||
| 				} | ||||
| 				townInfos[index]->name = cientInfo.advMapCastle; | ||||
|  | ||||
| 				VLC->dobjinfo->villages[index] = new CGDefInfo(*townInfos[index]); | ||||
| 				VLC->dobjinfo->villages[index]->name = cientInfo.advMapVillage; | ||||
|  | ||||
| 				VLC->dobjinfo->capitols[index] = new CGDefInfo(*townInfos[index]); | ||||
| 				VLC->dobjinfo->capitols[index]->name = cientInfo.advMapCapitol; | ||||
|  | ||||
| 				for (int i = 0; i < town->dwellings.size(); ++i) | ||||
| 				{ | ||||
| 					const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i | ||||
|  | ||||
| 					BOOST_FOREACH (auto cre, town->creatures[i]) //both unupgraded and upgraded get same dwelling | ||||
| 					{ | ||||
| 						CGDefInfo * info = new CGDefInfo(*baseInfo); | ||||
| 						info->subid = cre; | ||||
| 						info->name = town->dwellings[i]; | ||||
| 						VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info; | ||||
|  | ||||
| 						VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
|   | ||||
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