mirror of
https://github.com/vcmi/vcmi.git
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491 lines
14 KiB
C++
491 lines
14 KiB
C++
/*
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* ModManager.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ModManager.h"
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#include "ModDescription.h"
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#include "ModScope.h"
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#include "../constants/StringConstants.h"
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#include "../filesystem/Filesystem.h"
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#include "../json/JsonNode.h"
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#include "../texts/CGeneralTextHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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static std::string getModSettingsDirectory(const TModID & modName)
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{
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std::string result = modName;
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boost::to_upper(result);
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boost::algorithm::replace_all(result, ".", "/MODS/");
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return "MODS/" + result + "/MODS/";
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}
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static JsonPath getModDescriptionFile(const TModID & modName)
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{
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std::string result = modName;
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boost::to_upper(result);
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boost::algorithm::replace_all(result, ".", "/MODS/");
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return JsonPath::builtin("MODS/" + result + "/mod");
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}
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ModsState::ModsState()
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{
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modList.push_back(ModScope::scopeBuiltin());
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std::vector<TModID> testLocations = scanModsDirectory("MODS/");
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while(!testLocations.empty())
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{
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std::string target = testLocations.back();
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testLocations.pop_back();
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modList.push_back(boost::algorithm::to_lower_copy(target));
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for(const auto & submod : scanModsDirectory(getModSettingsDirectory(target)))
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testLocations.push_back(target + '.' + submod);
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}
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}
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TModList ModsState::getInstalledMods() const
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{
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return modList;
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}
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uint32_t ModsState::computeChecksum(const TModID & modName) const
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{
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boost::crc_32_type modChecksum;
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// first - add current VCMI version into checksum to force re-validation on VCMI updates
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modChecksum.process_bytes(reinterpret_cast<const void*>(GameConstants::VCMI_VERSION.data()), GameConstants::VCMI_VERSION.size());
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// second - add mod.json into checksum because filesystem does not contains this file
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// FIXME: remove workaround for core mod
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if (modName != ModScope::scopeBuiltin())
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{
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auto modConfFile = getModDescriptionFile(modName);
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ui32 configChecksum = CResourceHandler::get("initial")->load(modConfFile)->calculateCRC32();
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modChecksum.process_bytes(reinterpret_cast<const void *>(&configChecksum), sizeof(configChecksum));
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}
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// third - add all detected text files from this mod into checksum
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const auto & filesystem = CResourceHandler::get(modName);
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auto files = filesystem->getFilteredFiles([](const ResourcePath & resID)
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{
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return resID.getType() == EResType::JSON && boost::starts_with(resID.getName(), "CONFIG");
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});
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for (const ResourcePath & file : files)
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{
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ui32 fileChecksum = filesystem->load(file)->calculateCRC32();
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modChecksum.process_bytes(reinterpret_cast<const void *>(&fileChecksum), sizeof(fileChecksum));
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}
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return modChecksum.checksum();
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}
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std::vector<TModID> ModsState::scanModsDirectory(const std::string & modDir) const
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{
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size_t depth = boost::range::count(modDir, '/');
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const auto & modScanFilter = [&](const ResourcePath & id) -> bool
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{
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if(id.getType() != EResType::DIRECTORY)
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return false;
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if(!boost::algorithm::starts_with(id.getName(), modDir))
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return false;
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if(boost::range::count(id.getName(), '/') != depth)
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return false;
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return true;
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};
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auto list = CResourceHandler::get("initial")->getFilteredFiles(modScanFilter);
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//storage for found mods
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std::vector<TModID> foundMods;
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for(const auto & entry : list)
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{
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std::string name = entry.getName();
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name.erase(0, modDir.size()); //Remove path prefix
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if(name.empty())
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continue;
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if(name.find('.') != std::string::npos)
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continue;
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if (ModScope::isScopeReserved(boost::to_lower_copy(name)))
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continue;
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if(!CResourceHandler::get("initial")->existsResource(JsonPath::builtin(entry.getName() + "/MOD")))
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continue;
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foundMods.push_back(name);
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}
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return foundMods;
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}
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///////////////////////////////////////////////////////////////////////////////
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static JsonNode loadModSettings(const JsonPath & path)
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{
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if(CResourceHandler::get("local")->existsResource(ResourcePath(path)))
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{
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return JsonNode(path);
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}
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// Probably new install. Create initial configuration
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CResourceHandler::get("local")->createResource(path.getOriginalName() + ".json");
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return JsonNode();
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}
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ModsPresetState::ModsPresetState()
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{
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modConfig = loadModSettings(JsonPath::builtin("config/modSettings.json"));
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if(modConfig["presets"].isNull())
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{
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modConfig["activePreset"] = JsonNode("default");
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if(modConfig["activeMods"].isNull())
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createInitialPreset(); // new install
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else
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importInitialPreset(); // 1.5 format import
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saveConfigurationState();
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}
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}
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void ModsPresetState::createInitialPreset()
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{
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// TODO: scan mods directory for all its content? Probably unnecessary since this looks like new install, but who knows?
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modConfig["presets"]["default"]["mods"].Vector().emplace_back("vcmi");
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}
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void ModsPresetState::importInitialPreset()
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{
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JsonNode preset;
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for(const auto & mod : modConfig["activeMods"].Struct())
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{
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if(mod.second["active"].Bool())
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preset["mods"].Vector().emplace_back(mod.first);
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for(const auto & submod : mod.second["mods"].Struct())
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preset["settings"][mod.first][submod.first] = submod.second["active"];
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}
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modConfig["presets"]["default"] = preset;
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}
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const JsonNode & ModsPresetState::getActivePresetConfig() const
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{
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const std::string & currentPresetName = modConfig["activePreset"].String();
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const JsonNode & currentPreset = modConfig["presets"][currentPresetName];
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return currentPreset;
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}
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TModList ModsPresetState::getActiveRootMods() const
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{
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const JsonNode & modsToActivateJson = getActivePresetConfig()["mods"];
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std::vector<TModID> modsToActivate = modsToActivateJson.convertTo<std::vector<TModID>>();
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modsToActivate.push_back(ModScope::scopeBuiltin());
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return modsToActivate;
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}
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std::map<TModID, bool> ModsPresetState::getModSettings(const TModID & modID) const
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{
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const JsonNode & modSettingsJson = getActivePresetConfig()["settings"][modID];
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std::map<TModID, bool> modSettings = modSettingsJson.convertTo<std::map<TModID, bool>>();
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return modSettings;
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}
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std::optional<uint32_t> ModsPresetState::getValidatedChecksum(const TModID & modName) const
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{
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const JsonNode & node = modConfig["validatedMods"][modName];
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if (node.isNull())
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return std::nullopt;
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else
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return node.Integer();
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}
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void ModsPresetState::setSettingActiveInPreset(const TModID & modName, const TModID & settingName, bool isActive)
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{
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const std::string & currentPresetName = modConfig["activePreset"].String();
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JsonNode & currentPreset = modConfig["presets"][currentPresetName];
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currentPreset["settings"][modName][settingName].Bool() = isActive;
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}
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void ModsPresetState::eraseModInAllPresets(const TModID & modName)
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{
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for (auto & preset : modConfig["presets"].Struct())
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vstd::erase(preset.second["mods"].Vector(), JsonNode(modName));
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}
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void ModsPresetState::eraseModSettingInAllPresets(const TModID & modName, const TModID & settingName)
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{
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for (auto & preset : modConfig["presets"].Struct())
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preset.second["settings"][modName].Struct().erase(modName);
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}
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std::vector<TModID> ModsPresetState::getActiveMods() const
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{
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TModList activeRootMods = getActiveRootMods();
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TModList allActiveMods;
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for(const auto & activeMod : activeRootMods)
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{
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allActiveMods.push_back(activeMod);
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for(const auto & submod : getModSettings(activeMod))
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if(submod.second)
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allActiveMods.push_back(activeMod + '.' + submod.first);
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}
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return allActiveMods;
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}
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void ModsPresetState::setValidatedChecksum(const TModID & modName, std::optional<uint32_t> value)
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{
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if (value.has_value())
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modConfig["validatedMods"][modName].Integer() = *value;
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else
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modConfig["validatedMods"].Struct().erase(modName);
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}
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void ModsPresetState::saveConfigurationState() const
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{
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std::fstream file(CResourceHandler::get()->getResourceName(ResourcePath("config/modSettings.json"))->c_str(), std::ofstream::out | std::ofstream::trunc);
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file << modConfig.toCompactString();
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}
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ModsStorage::ModsStorage(const std::vector<TModID> & modsToLoad, const JsonNode & repositoryList)
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{
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JsonNode coreModConfig(JsonPath::builtin("config/gameConfig.json"));
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coreModConfig.setModScope(ModScope::scopeBuiltin());
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mods.try_emplace(ModScope::scopeBuiltin(), ModScope::scopeBuiltin(), coreModConfig, JsonNode());
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for(auto modID : modsToLoad)
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{
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if(ModScope::isScopeReserved(modID))
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continue;
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JsonNode modConfig(getModDescriptionFile(modID));
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modConfig.setModScope(modID);
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if(modConfig["modType"].isNull())
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{
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logMod->error("Can not load mod %s - invalid mod config file!", modID);
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continue;
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}
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mods.try_emplace(modID, modID, modConfig, repositoryList[modID]);
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}
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for(const auto & mod : repositoryList.Struct())
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{
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if (vstd::contains(modsToLoad, mod.first))
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continue;
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if (mod.second["modType"].isNull() || mod.second["name"].isNull())
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continue;
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mods.try_emplace(mod.first, mod.first, JsonNode(), mod.second);
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}
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}
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const ModDescription & ModsStorage::getMod(const TModID & fullID) const
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{
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return mods.at(fullID);
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}
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TModList ModsStorage::getAllMods() const
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{
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TModList result;
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for (const auto & mod : mods)
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result.push_back(mod.first);
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return result;
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}
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ModManager::ModManager()
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:ModManager(JsonNode())
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{
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}
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ModManager::ModManager(const JsonNode & repositoryList)
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: modsState(std::make_unique<ModsState>())
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, modsPreset(std::make_unique<ModsPresetState>())
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{
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//TODO: load only active mods & all their submods in game mode?
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modsStorage = std::make_unique<ModsStorage>(modsState->getInstalledMods(), repositoryList);
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eraseMissingModsFromPreset();
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addNewModsToPreset();
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std::vector<TModID> desiredModList = modsPreset->getActiveMods();
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generateLoadOrder(desiredModList);
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}
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ModManager::~ModManager() = default;
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const ModDescription & ModManager::getModDescription(const TModID & modID) const
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{
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assert(boost::to_lower_copy(modID) == modID);
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return modsStorage->getMod(modID);
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}
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bool ModManager::isModActive(const TModID & modID) const
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{
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return vstd::contains(activeMods, modID);
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}
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const TModList & ModManager::getActiveMods() const
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{
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return activeMods;
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}
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uint32_t ModManager::computeChecksum(const TModID & modName) const
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{
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return modsState->computeChecksum(modName);
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}
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std::optional<uint32_t> ModManager::getValidatedChecksum(const TModID & modName) const
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{
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return modsPreset->getValidatedChecksum(modName);
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}
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void ModManager::setValidatedChecksum(const TModID & modName, std::optional<uint32_t> value)
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{
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modsPreset->setValidatedChecksum(modName, value);
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}
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void ModManager::saveConfigurationState() const
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{
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modsPreset->saveConfigurationState();
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}
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TModList ModManager::getAllMods() const
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{
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return modsStorage->getAllMods();
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}
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void ModManager::eraseMissingModsFromPreset()
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{
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const TModList & installedMods = modsState->getInstalledMods();
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const TModList & rootMods = modsPreset->getActiveRootMods();
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for(const auto & rootMod : rootMods)
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{
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if(!vstd::contains(installedMods, rootMod))
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{
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modsPreset->eraseModInAllPresets(rootMod);
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continue;
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}
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const auto & modSettings = modsPreset->getModSettings(rootMod);
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for(const auto & modSetting : modSettings)
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{
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TModID fullModID = rootMod + '.' + modSetting.first;
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if(!vstd::contains(installedMods, fullModID))
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{
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modsPreset->eraseModSettingInAllPresets(rootMod, modSetting.first);
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continue;
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}
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}
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}
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}
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void ModManager::addNewModsToPreset()
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{
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const TModList & installedMods = modsState->getInstalledMods();
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for(const auto & modID : installedMods)
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{
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size_t dotPos = modID.find('.');
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if(dotPos == std::string::npos)
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continue; // only look up submods aka mod settings
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std::string rootMod = modID.substr(0, dotPos);
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std::string settingID = modID.substr(dotPos + 1);
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const auto & modSettings = modsPreset->getModSettings(rootMod);
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if (!modSettings.count(settingID))
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modsPreset->setSettingActiveInPreset(rootMod, settingID, modsStorage->getMod(modID).keepDisabled());
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}
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}
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void ModManager::generateLoadOrder(std::vector<TModID> modsToResolve)
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{
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// Topological sort algorithm.
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boost::range::sort(modsToResolve); // Sort mods per name
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std::vector<TModID> sortedValidMods; // Vector keeps order of elements (LIFO)
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sortedValidMods.reserve(modsToResolve.size()); // push_back calls won't cause memory reallocation
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std::set<TModID> resolvedModIDs; // Use a set for validation for performance reason, but set does not keep order of elements
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std::set<TModID> notResolvedModIDs(modsToResolve.begin(), modsToResolve.end()); // Use a set for validation for performance reason
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// Mod is resolved if it has no dependencies or all its dependencies are already resolved
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auto isResolved = [&](const ModDescription & mod) -> bool
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{
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if (mod.isTranslation() && CGeneralTextHandler::getPreferredLanguage() != mod.getBaseLanguage())
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return false;
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if(mod.getDependencies().size() > resolvedModIDs.size())
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return false;
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for(const TModID & dependency : mod.getDependencies())
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if(!vstd::contains(resolvedModIDs, dependency))
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return false;
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for(const TModID & softDependency : mod.getSoftDependencies())
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if(vstd::contains(notResolvedModIDs, softDependency))
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return false;
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for(const TModID & conflict : mod.getConflicts())
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if(vstd::contains(resolvedModIDs, conflict))
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return false;
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for(const TModID & reverseConflict : resolvedModIDs)
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if(vstd::contains(modsStorage->getMod(reverseConflict).getConflicts(), mod.getID()))
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return false;
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return true;
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};
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while(true)
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{
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std::set<TModID> resolvedOnCurrentTreeLevel;
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for(auto it = modsToResolve.begin(); it != modsToResolve.end();) // One iteration - one level of mods tree
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{
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if(isResolved(modsStorage->getMod(*it)))
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{
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resolvedOnCurrentTreeLevel.insert(*it); // Not to the resolvedModIDs, so current node children will be resolved on the next iteration
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sortedValidMods.push_back(*it);
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it = modsToResolve.erase(it);
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continue;
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}
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it++;
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}
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if(!resolvedOnCurrentTreeLevel.empty())
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{
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resolvedModIDs.insert(resolvedOnCurrentTreeLevel.begin(), resolvedOnCurrentTreeLevel.end());
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for(const auto & it : resolvedOnCurrentTreeLevel)
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notResolvedModIDs.erase(it);
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continue;
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}
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// If there are no valid mods on the current mods tree level, no more mod can be resolved, should be ended.
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break;
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}
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assert(!sortedValidMods.empty());
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activeMods = sortedValidMods;
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brokenMods = modsToResolve;
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}
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VCMI_LIB_NAMESPACE_END
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