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Merge pull request #675 from ShubusCorporation/do/fix/mod_system_and_interface_bugs
Fixed: Mods dependency issues leading to hanging & 'Restart Scenario' button functionality
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commit
db1f9a15b0
@ -451,6 +451,13 @@ void CServerHandler::sendStartGame(bool allowOnlyAI) const
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{
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verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
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LobbyStartGame lsg;
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if(client)
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{
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lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
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lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
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lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
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* si = * lsg.initializedStartInfo;
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}
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sendLobbyPack(lsg);
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}
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@ -716,50 +716,41 @@ 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> input) const
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std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> modsToResolve) const
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{
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// Topological sort algorithm
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// May not be the fastest one but VCMI does not needs any speed here
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// Unless user have dozens of mods with complex dependencies this code should be fine
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std::vector<TModID> brokenMods;
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// first - sort input to have input strictly based on name (and not on hashmap or anything else)
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boost::range::sort(input);
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std::vector <TModID> output;
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output.reserve(input.size());
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std::set <TModID> resolvedMods;
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// Check if all mod dependencies are resolved (moved to resolvedMods)
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auto isResolved = [&](const CModInfo & mod) -> bool
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auto looksValid = [&](const CModInfo & mod) -> bool
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{
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auto res = true;
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for(const TModID & dependency : mod.dependencies)
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{
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if (!vstd::contains(resolvedMods, dependency))
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return false;
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if(!(res = vstd::contains(modsToResolve, dependency)))
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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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}
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return true;
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return res;
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};
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while (!input.empty())
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while(true)
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{
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std::set <TModID> toResolve; // list of mods resolved on this iteration
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for (auto it = input.begin(); it != input.end();)
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for(auto mod : modsToResolve)
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{
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if (isResolved(allMods.at(*it)))
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{
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toResolve.insert(*it);
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output.push_back(*it);
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it = input.erase(it);
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continue;
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}
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it++;
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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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resolvedMods.insert(toResolve.begin(), toResolve.end());
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if(!brokenMods.empty())
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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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continue;
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}
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break;
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}
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return output;
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boost::range::sort(modsToResolve);
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return modsToResolve;
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}
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std::vector<std::string> CModHandler::getModList(std::string path)
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@ -228,6 +228,8 @@ void CVCMIServer::prepareToStartGame()
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if(state == EServerState::GAMEPLAY)
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{
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restartGameplay = true;
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* si = * gh->gs->initialOpts;
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si->seedToBeUsed = si->seedPostInit = 0;
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state = EServerState::LOBBY;
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// FIXME: dirry hack to make sure old CGameHandler::run is finished
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boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
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