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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)
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@@ -3,6 +3,7 @@
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#include "filesystem/CResourceLoader.h"
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#include "VCMI_Lib.h"
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#include "JsonNode.h"
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/*
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* CModHandler.h, part of VCMI engine
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@@ -18,6 +19,7 @@ class CModHandler;
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class CModIndentifier;
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class CModInfo;
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class JsonNode;
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class IHandlerBase;
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/// class that stores all object identifiers strings and maps them to numeric ID's
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/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
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@@ -26,17 +28,60 @@ class CIdentifierStorage
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std::map<std::string, si32 > registeredObjects;
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std::map<std::string, std::vector<boost::function<void(si32)> > > missingObjects;
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//Check if identifier can be valid (camelCase, point as separator)
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/// Check if identifier can be valid (camelCase, point as separator)
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void checkIdentifier(std::string & ID);
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public:
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/// request identifier for specific object name. If ID is not yet resolved callback will be queued
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/// and will be called later
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void requestIdentifier(std::string name, const boost::function<void(si32)> & callback);
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/// registers new object, calls all associated callbacks
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void registerObject(std::string name, si32 identifier);
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void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
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/// called at the very end of loading to check for any missing ID's
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void finalize() const;
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void finalize();
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};
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/// class used to load all game data into handlers. Used only during loading
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class CContentHandler
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{
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/// internal type to handle loading of one data type (e.g. artifacts, creatures)
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class ContentTypeHandler
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{
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struct ModInfo
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{
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/// mod data from this mod and for this mod
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JsonNode modData;
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/// mod data for this mod from other mods (patches)
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JsonNode patches;
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};
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/// handler to which all data will be loaded
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IHandlerBase * handler;
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std::string objectName;
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/// contains all loaded H3 data
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std::vector<JsonNode> originalData;
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std::map<std::string, ModInfo> modData;
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public:
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ContentTypeHandler(IHandlerBase * handler, size_t size, std::string objectName);
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/// local version of methods in ContentHandler
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void preloadModData(std::string modName, std::vector<std::string> fileList);
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void loadMod(std::string modName);
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};
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std::map<std::string, ContentTypeHandler> handlers;
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public:
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/// fully initialize object. Will cause reading of H3 config files
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CContentHandler();
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/// preloads all data from fileList as data from modName
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void preloadModData(std::string modName, JsonNode modConfig);
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/// actually loads data in mod
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void loadMod(std::string modName);
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};
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typedef std::string TModID;
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@@ -99,7 +144,7 @@ public:
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std::vector<std::string> getActiveMods();
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/// load content from all available mods
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void loadActiveMods();
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void loadGameContent();
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/// actions that should be triggered on map restart
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/// TODO: merge into appropriate handlers?
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