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https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
Fixed mod dependencies check on save loading to prevent crashes:
- mods that don't affect game objects can be ignored when loading save - gameplay-affecting mods that were present in save must be active - gameplay-affecting mods that were not in save must not be active
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@ -649,6 +649,48 @@ void CModInfo::updateChecksum(ui32 newChecksum)
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}
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}
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bool CModInfo::checkModGameplayAffecting() const
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{
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if (modGameplayAffecting.has_value())
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return *modGameplayAffecting;
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static const std::vector<std::string> keysToTest = {
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"heroClasses",
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"artifacts",
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"creatures",
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"factions",
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"objects",
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"heroes",
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"spells",
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"skills",
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"templates",
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"scripts",
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"battlefields",
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"terrains",
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"rivers",
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"roads",
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"obstacles"
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};
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ResourceID modFileResource(CModInfo::getModFile(identifier));
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if(CResourceHandler::get("initial")->existsResource(modFileResource))
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{
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const JsonNode modConfig(modFileResource);
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for (auto const & key : keysToTest)
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{
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if (!modConfig[key].isNull())
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{
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modGameplayAffecting = true;
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return *modGameplayAffecting;
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}
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}
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}
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modGameplayAffecting = false;
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return *modGameplayAffecting;
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}
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void CModInfo::loadLocalData(const JsonNode & data)
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{
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bool validated = false;
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@ -179,6 +179,10 @@ using TModID = std::string;
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class DLL_LINKAGE CModInfo
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{
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/// cached result of checkModGameplayAffecting() call
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/// Do not serialize - depends on local mod version, not server/save mod version
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mutable std::optional<bool> modGameplayAffecting;
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public:
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enum EValidationStatus
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{
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@ -223,6 +227,9 @@ public:
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JsonNode saveLocalData() const;
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void updateChecksum(ui32 newChecksum);
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/// return true if this mod can affect gameplay, e.g. adds or modifies any game objects
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bool checkModGameplayAffecting() const;
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bool isEnabled() const;
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void setEnabled(bool on);
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@ -351,19 +358,46 @@ public:
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else
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{
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loadMods();
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std::vector<TModID> saveActiveMods;
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std::vector<TModID> newActiveMods;
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h & newActiveMods;
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h & saveActiveMods;
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Incompatibility::ModList missingMods;
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for(const auto & m : newActiveMods)
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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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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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}
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for(const auto & m : saveActiveMods)
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{
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CModVersion mver;
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h & mver;
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if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))
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allMods[m].setEnabled(true);
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else
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if (allMods.count(m) == 0)
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{
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missingMods.emplace_back(m, mver.toString());
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continue;
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}
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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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}
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