/* * CModHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "JsonNode.h" #include "CModVersion.h" #ifdef __UCLIBC__ #undef major #undef minor #undef patch #endif VCMI_LIB_NAMESPACE_BEGIN class CModHandler; class CModIndentifier; class CModInfo; class JsonNode; class IHandlerBase; /// class that stores all object identifiers strings and maps them to numeric ID's /// if possible, objects ID's should be in format ., camelCase e.g. "creature.grandElf" class DLL_LINKAGE CIdentifierStorage { enum ELoadingState { LOADING, FINALIZING, FINISHED }; struct ObjectCallback // entry created on ID request { std::string localScope; /// scope from which this ID was requested std::string remoteScope; /// scope in which this object must be found std::string type; /// type, e.g. creature, faction, hero, etc std::string name; /// string ID std::function callback; bool optional; /// Builds callback from identifier in form "targetMod:type.name" static ObjectCallback fromNameWithType(const std::string & scope, const std::string & fullName, const std::function & callback, bool optional); /// Builds callback from identifier in form "targetMod:name" static ObjectCallback fromNameAndType(const std::string & scope, const std::string & type, const std::string & fullName, const std::function & callback, bool optional); private: ObjectCallback() = default; }; struct ObjectData // entry created on ID registration { si32 id; std::string scope; /// scope in which this ID located bool operator==(const ObjectData & other) const { return id == other.id && scope == other.scope; } template void serialize(Handler &h, const int version) { h & id; h & scope; } }; std::multimap registeredObjects; std::vector scheduledRequests; ELoadingState state; /// Check if identifier can be valid (camelCase, point as separator) static void checkIdentifier(std::string & ID); void requestIdentifier(ObjectCallback callback); bool resolveIdentifier(const ObjectCallback & callback); std::vector getPossibleIdentifiers(const ObjectCallback & callback); public: CIdentifierStorage(); virtual ~CIdentifierStorage() = default; /// request identifier for specific object name. /// Function callback will be called during ID resolution phase of loading void requestIdentifier(const std::string & scope, const std::string & type, const std::string & name, const std::function & callback); ///fullName = [remoteScope:]type.name void requestIdentifier(const std::string & scope, const std::string & fullName, const std::function & callback); void requestIdentifier(const std::string & type, const JsonNode & name, const std::function & callback); void requestIdentifier(const JsonNode & name, const std::function & callback); /// try to request ID. If ID with such name won't be loaded, callback function will not be called void tryRequestIdentifier(const std::string & scope, const std::string & type, const std::string & name, const std::function & callback); void tryRequestIdentifier(const std::string & type, const JsonNode & name, const std::function & callback); /// get identifier immediately. If identifier is not know and not silent call will result in error message std::optional getIdentifier(const std::string & scope, const std::string & type, const std::string & name, bool silent = false); std::optional getIdentifier(const std::string & type, const JsonNode & name, bool silent = false); std::optional getIdentifier(const JsonNode & name, bool silent = false); std::optional getIdentifier(const std::string & scope, const std::string & fullName, bool silent = false); /// registers new object void registerObject(const std::string & scope, const std::string & type, const std::string & name, si32 identifier); /// called at the very end of loading to check for any missing ID's void finalize(); template void serialize(Handler &h, const int version) { h & registeredObjects; h & state; } }; /// internal type to handle loading of one data type (e.g. artifacts, creatures) class DLL_LINKAGE ContentTypeHandler { public: struct ModInfo { /// mod data from this mod and for this mod JsonNode modData; /// mod data for this mod from other mods (patches) JsonNode patches; }; /// handler to which all data will be loaded IHandlerBase * handler; std::string objectName; /// contains all loaded H3 data std::vector originalData; std::map modData; ContentTypeHandler(IHandlerBase * handler, const std::string & objectName); /// local version of methods in ContentHandler /// returns true if loading was successful bool preloadModData(const std::string & modName, const std::vector & fileList, bool validate); bool loadMod(const std::string & modName, bool validate); void loadCustom(); void afterLoadFinalization(); }; /// class used to load all game data into handlers. Used only during loading class DLL_LINKAGE CContentHandler { /// preloads all data from fileList as data from modName. bool preloadModData(const std::string & modName, JsonNode modConfig, bool validate); /// actually loads data in mod bool loadMod(const std::string & modName, bool validate); std::map handlers; public: void init(); /// preloads all data from fileList as data from modName. void preloadData(CModInfo & mod); /// actually loads data in mod void load(CModInfo & mod); void loadCustom(); /// all data was loaded, time for final validation / integration void afterLoadFinalization(); const ContentTypeHandler & operator[] (const std::string & name) const; }; using TModID = std::string; class DLL_LINKAGE CModInfo { /// cached result of checkModGameplayAffecting() call /// Do not serialize - depends on local mod version, not server/save mod version mutable std::optional modGameplayAffecting; public: enum EValidationStatus { PENDING, FAILED, PASSED }; /// identifier, identical to name of folder with mod std::string identifier; /// human-readable strings std::string name; std::string description; /// version of the mod CModVersion version; /// Base language of mod, all mod strings are assumed to be in this language std::string baseLanguage; /// vcmi versions compatible with the mod CModVersion vcmiCompatibleMin, vcmiCompatibleMax; /// list of mods that should be loaded before this one std::set dependencies; /// list of mods that can't be used in the same time as this one std::set conflicts; /// CRC-32 checksum of the mod ui32 checksum; EValidationStatus validation; JsonNode config; CModInfo(); CModInfo(const std::string & identifier, const JsonNode & local, const JsonNode & config); JsonNode saveLocalData() const; void updateChecksum(ui32 newChecksum); /// return true if this mod can affect gameplay, e.g. adds or modifies any game objects bool checkModGameplayAffecting() const; bool isEnabled() const; void setEnabled(bool on); static std::string getModDir(const std::string & name); static std::string getModFile(const std::string & name); private: /// true if mod is enabled by user, e.g. in Launcher UI bool explicitlyEnabled; /// true if mod can be loaded - compatible and has no missing deps bool implicitlyEnabled; void loadLocalData(const JsonNode & data); }; class DLL_LINKAGE CModHandler { std::map allMods; std::vector activeMods;//active mods, in order in which they were loaded CModInfo coreMod; bool hasCircularDependency(const TModID & mod, std::set currentList = std::set()) const; /** * 1. Set apart mods with resolved dependencies from mods which have unresolved dependencies * 2. Sort resolved mods using topological algorithm * 3. Log all problem mods and their unresolved dependencies * * @param modsToResolve list of valid mod IDs (checkDependencies returned true - TODO: Clarify it.) * @return a vector of the topologically sorted resolved mods: child nodes (dependent mods) have greater index than parents */ std::vector validateAndSortDependencies(std::vector modsToResolve) const; std::vector getModList(const std::string & path) const; void loadMods(const std::string & path, const std::string & parent, const JsonNode & modSettings, bool enableMods); void loadOneMod(std::string modName, const std::string & parent, const JsonNode & modSettings, bool enableMods); void loadTranslation(const TModID & modName); bool validateTranslations(TModID modName) const; public: /// returns true if scope is reserved for internal use and can not be used by mods static bool isScopeReserved(const TModID & scope); /// reserved scope name for referencing built-in (e.g. H3) objects static const TModID & scopeBuiltin(); /// reserved scope name for accessing objects from any loaded mod static const TModID & scopeGame(); /// reserved scope name for accessing object for map loading static const TModID & scopeMap(); class DLL_LINKAGE Incompatibility: public std::exception { public: using StringPair = std::pair; using ModList = std::list; Incompatibility(ModList && _missingMods): missingMods(std::move(_missingMods)) { std::ostringstream _ss; for(const auto & m : missingMods) _ss << m.first << ' ' << m.second << std::endl; message = _ss.str(); } const char * what() const noexcept override { return message.c_str(); } private: //list of mods required to load the game // first: mod name // second: mod version const ModList missingMods; std::string message; }; CIdentifierStorage identifiers; std::shared_ptr content; //(!)Do not serialize /// receives list of available mods and trying to load mod.json from all of them void initializeConfig(); void loadMods(bool onlyEssential = false); void loadModFilesystems(); /// returns ID of mod that provides selected file resource TModID findResourceOrigin(const ResourceID & name); std::string getModLanguage(const TModID & modId) const; std::set getModDependencies(const TModID & modId, bool & isModFound) const; /// returns list of all (active) mods std::vector getAllMods(); std::vector getActiveMods(); const CModInfo & getModInfo(const TModID & modId) const; /// load content from all available mods void load(); void afterLoad(bool onlyEssential); CModHandler(); virtual ~CModHandler() = default; static std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier); static void parseIdentifier(const std::string & fullIdentifier, std::string & scope, std::string & type, std::string & identifier); static std::string makeFullIdentifier(const std::string & scope, const std::string & type, const std::string & identifier); template void serialize(Handler &h, const int version) { if(h.saving) { h & activeMods; for(const auto & m : activeMods) h & allMods[m].version; } else { loadMods(); std::vector saveActiveMods; std::vector newActiveMods; h & saveActiveMods; Incompatibility::ModList missingMods; for(const auto & m : activeMods) { if (vstd::contains(saveActiveMods, m)) continue; auto & modInfo = allMods.at(m); if(modInfo.checkModGameplayAffecting()) missingMods.emplace_back(m, modInfo.version.toString()); } for(const auto & m : saveActiveMods) { CModVersion mver; h & mver; if (allMods.count(m) == 0) { missingMods.emplace_back(m, mver.toString()); continue; } auto & modInfo = allMods.at(m); bool modAffectsGameplay = modInfo.checkModGameplayAffecting(); bool modVersionCompatible = modInfo.version.isNull() || mver.isNull() || modInfo.version.compatible(mver); bool modEnabledLocally = vstd::contains(activeMods, m); bool modCanBeEnabled = modEnabledLocally && modVersionCompatible; allMods[m].setEnabled(modCanBeEnabled); if (modCanBeEnabled) newActiveMods.push_back(m); if (!modCanBeEnabled && modAffectsGameplay) missingMods.emplace_back(m, mver.toString()); } if(!missingMods.empty()) throw Incompatibility(std::move(missingMods)); std::swap(activeMods, newActiveMods); } h & identifiers; } }; VCMI_LIB_NAMESPACE_END