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vcmi/lib/CModHandler.cpp
Ivan Savenko c6cc6e6301 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)
2013-04-21 12:49:26 +00:00

572 lines
18 KiB
C++

#include "StdInc.h"
#include "CModHandler.h"
#include "CDefObjInfoHandler.h"
#include "JsonNode.h"
#include "filesystem/CResourceLoader.h"
#include "filesystem/ISimpleResourceLoader.h"
#include "CCreatureHandler.h"
#include "CArtHandler.h"
#include "CTownHandler.h"
#include "CHeroHandler.h"
#include "CObjectHandler.h"
#include "StringConstants.h"
#include "CStopWatch.h"
#include "IHandlerBase.h"
/*
* CModHandler.cpp, 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
*
*/
void CIdentifierStorage::checkIdentifier(std::string & ID)
{
if (boost::algorithm::ends_with(ID, "."))
logGlobal->warnStream() << "BIG WARNING: identifier " << ID << " seems to be broken!";
else
{
size_t pos = 0;
do
{
if (std::tolower(ID[pos]) != ID[pos] ) //Not in camelCase
{
logGlobal->warnStream() << "Warning: identifier " << ID << " is not in camelCase!";
ID[pos] = std::tolower(ID[pos]);// Try to fix the ID
}
pos = ID.find('.', pos);
}
while(pos++ != std::string::npos);
}
}
void CIdentifierStorage::requestIdentifier(std::string name, const boost::function<void(si32)> & callback)
{
checkIdentifier(name);
// old version with immediate callback posibility. Can't be used for some cases
/* auto iter = registeredObjects.find(name);
if (iter != registeredObjects.end())
callback(iter->second); //already registered - trigger callback immediately
else
{
if(boost::algorithm::starts_with(name, "primSkill."))
logGlobal->warnStream() << "incorrect primSkill name requested";
missingObjects[name].push_back(callback); // queue callback
}*/
missingObjects[name].push_back(callback); // queue callback
}
void CIdentifierStorage::registerObject(std::string scope, std::string type, std::string name, si32 identifier)
{
//TODO: use scope
std::string fullID = type + '.' + name;
checkIdentifier(fullID);
// do not allow to register same object twice
assert(registeredObjects.find(fullID) == registeredObjects.end());
registeredObjects[fullID] = identifier;
// old version with immediate callback posibility. Can't be used for some cases
/*auto iter = missingObjects.find(fullID);
if (iter != missingObjects.end())
{
//call all awaiting callbacks
BOOST_FOREACH(auto function, iter->second)
{
function(identifier);
}
missingObjects.erase(iter);
}*/
}
void CIdentifierStorage::finalize()
{
for (auto it = missingObjects.begin(); it!= missingObjects.end();)
{
auto object = registeredObjects.find(it->first);
if (object != registeredObjects.end())
{
BOOST_FOREACH(auto function, it->second)
{
function(object->second);
}
it = missingObjects.erase(it);
}
else
it++;
}
// print list of missing objects and crash
// in future should try to do some cleanup (like returning all id's as 0)
if (!missingObjects.empty())
{
BOOST_FOREACH(auto object, missingObjects)
{
logGlobal->errorStream() << "Error: object " << object.first << " was not found!";
}
BOOST_FOREACH(auto object, registeredObjects)
{
logGlobal->traceStream() << object.first << " -> " << object.second;
}
logGlobal->errorStream() << "All known identifiers were dumped into log file";
}
assert(missingObjects.empty());
}
CContentHandler::ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, size_t size, std::string objectName):
handler(handler),
objectName(objectName),
originalData(handler->loadLegacyData(size))
{
}
void CContentHandler::ContentTypeHandler::preloadModData(std::string modName, std::vector<std::string> fileList)
{
JsonNode data = JsonUtils::assembleFromFiles(fileList);
ModInfo & modInfo = modData[modName];
BOOST_FOREACH(auto entry, data.Struct())
{
size_t colon = entry.first.find(':');
if (colon == std::string::npos)
{
// normal object, local to this mod
modInfo.modData[entry.first].swap(entry.second);
}
else
{
std::string remoteName = entry.first.substr(0, colon);
std::string objectName = entry.first.substr(colon + 1);
// patching this mod? Send warning and continue - this situation can be handled normally
if (remoteName == modName)
logGlobal->warnStream() << "Redundant namespace definition for " << objectName;
JsonNode & remoteConf = modData[remoteName].patches[objectName];
JsonUtils::merge(remoteConf, entry.second);
}
}
}
void CContentHandler::ContentTypeHandler::loadMod(std::string modName)
{
ModInfo & modInfo = modData[modName];
// apply patches
if (!modInfo.patches.isNull())
JsonUtils::merge(modInfo.modData, modInfo.patches);
BOOST_FOREACH(auto entry, modInfo.modData.Struct())
{
const std::string & name = entry.first;
JsonNode & data = entry.second;
if (vstd::contains(data.Struct(), "index") && !data["index"].isNull())
{
// try to add H3 object data
size_t index = data["index"].Float();
if (originalData.size() > index)
{
JsonUtils::merge(originalData[index], data);
JsonUtils::validate(originalData[index], "vcmi:" + objectName, name);
handler->loadObject(modName, name, originalData[index], index);
originalData[index].clear(); // do not use same data twice (same ID)
continue;
}
}
// normal new object
JsonUtils::validate(data, "vcmi:" + objectName, name);
handler->loadObject(modName, name, data);
}
}
CContentHandler::CContentHandler()
{
handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, GameConstants::F_NUMBER * 2, "heroClass")));
handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, GameConstants::ARTIFACTS_QUANTITY, "artifact")));
handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, GameConstants::CREATURES_COUNT, "creature")));
handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, GameConstants::F_NUMBER, "faction")));
handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, GameConstants::HEROES_QUANTITY, "hero")));
//TODO: spells, bonuses, something else?
}
void CContentHandler::preloadModData(std::string modName, JsonNode modConfig)
{
BOOST_FOREACH(auto & handler, handlers)
{
handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >());
}
}
void CContentHandler::loadMod(std::string modName)
{
BOOST_FOREACH(auto & handler, handlers)
{
handler.second.loadMod(modName);
}
}
CModHandler::CModHandler()
{
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
{
identifiers.registerObject("core", "resource", GameConstants::RESOURCE_NAMES[i], i);
}
for(int i=0; i<GameConstants::PRIMARY_SKILLS; ++i)
identifiers.registerObject("core", "primSkill", PrimarySkill::names[i], i);
loadConfigFromFile ("defaultMods");
}
void CModHandler::loadConfigFromFile (std::string name)
{
const JsonNode config(ResourceID("config/" + name + ".json"));
const JsonNode & hardcodedFeatures = config["hardcodedFeatures"];
settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
const JsonNode & gameModules = config["modules"];
modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
modules.MITHRIL = gameModules["MITHRIL"].Bool();
}
// currentList is passed by value to get current list of depending mods
bool CModHandler::hasCircularDependency(TModID modID, std::set <TModID> currentList) const
{
const CModInfo & mod = allMods.at(modID);
// Mod already present? We found a loop
if (vstd::contains(currentList, modID))
{
logGlobal->errorStream() << "Error: Circular dependency detected! Printing dependency list:";
logGlobal->errorStream() << "\t" << mod.name << " -> ";
return true;
}
currentList.insert(modID);
// recursively check every dependency of this mod
BOOST_FOREACH(const TModID & dependency, mod.dependencies)
{
if (hasCircularDependency(dependency, currentList))
{
logGlobal->errorStream() << "\t" << mod.name << " ->\n"; // conflict detected, print dependency list
return true;
}
}
return false;
}
bool CModHandler::checkDependencies(const std::vector <TModID> & input) const
{
BOOST_FOREACH(const TModID & id, input)
{
const CModInfo & mod = allMods.at(id);
BOOST_FOREACH(const TModID & dep, mod.dependencies)
{
if (!vstd::contains(input, dep))
{
logGlobal->errorStream() << "Error: Mod " << mod.name << " requires missing " << dep << "!";
return false;
}
}
BOOST_FOREACH(const TModID & conflicting, mod.conflicts)
{
if (vstd::contains(input, conflicting))
{
logGlobal->errorStream() << "Error: Mod " << mod.name << " conflicts with " << allMods.at(conflicting).name << "!";
return false;
}
}
if (hasCircularDependency(id))
return false;
}
return true;
}
std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input) const
{
// Topological sort algorithm
// May not be the fastest one but VCMI does not needs any speed here
// Unless user have dozens of mods with complex dependencies this code should be fine
// first - sort input to have input strictly based on name (and not on hashmap or anything else)
boost::range::sort(input);
std::vector <TModID> output;
output.reserve(input.size());
std::set <TModID> resolvedMods;
// Check if all mod dependencies are resolved (moved to resolvedMods)
auto isResolved = [&](const CModInfo mod) -> bool
{
BOOST_FOREACH(const TModID & dependency, mod.dependencies)
{
if (!vstd::contains(resolvedMods, dependency))
return false;
}
return true;
};
while (!input.empty())
{
std::set <TModID> toResolve; // list of mods resolved on this iteration
for (auto it = input.begin(); it != input.end();)
{
if (isResolved(allMods.at(*it)))
{
toResolve.insert(*it);
output.push_back(*it);
it = input.erase(it);
continue;
}
it++;
}
resolvedMods.insert(toResolve.begin(), toResolve.end());
}
return output;
}
void CModHandler::initialize(std::vector<std::string> availableMods)
{
std::string confName = "config/modSettings.json";
JsonNode modConfig;
// Porbably new install. Create initial configuration
if (!CResourceHandler::get()->existsResource(ResourceID(confName)))
CResourceHandler::get()->createResource(confName);
else
modConfig = JsonNode(ResourceID(confName));
const JsonNode & modList = modConfig["activeMods"];
JsonNode resultingList;
std::vector <TModID> detectedMods;
BOOST_FOREACH(std::string name, availableMods)
{
boost::to_lower(name);
std::string modFileName = "mods/" + name + "/mod.json";
if (CResourceHandler::get()->existsResource(ResourceID(modFileName)))
{
const JsonNode config = JsonNode(ResourceID(modFileName));
if (config.isNull())
continue;
if (!modList[name].isNull() && modList[name].Bool() == false )
{
resultingList[name].Bool() = false;
continue; // disabled mod
}
resultingList[name].Bool() = true;
CModInfo & mod = allMods[name];
mod.identifier = name;
mod.name = config["name"].String();
mod.description = config["description"].String();
mod.dependencies = config["depends"].convertTo<std::set<std::string> >();
mod.conflicts = config["conflicts"].convertTo<std::set<std::string> >();
detectedMods.push_back(name);
}
else
logGlobal->warnStream() << "\t\t Directory " << name << " does not contains VCMI mod";
}
if (!checkDependencies(detectedMods))
{
logGlobal->errorStream() << "Critical error: failed to load mods! Exiting...";
exit(1);
}
activeMods = resolveDependencies(detectedMods);
modConfig["activeMods"] = resultingList;
CResourceHandler::get()->createResource("CONFIG/modSettings.json");
std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc);
file << modConfig;
}
std::vector<std::string> CModHandler::getActiveMods()
{
return activeMods;
}
template<typename Handler>
void CModHandler::handleData(Handler handler, const JsonNode & source, std::string listName, std::string schemaName)
{
JsonNode config = JsonUtils::assembleFromFiles(source[listName].convertTo<std::vector<std::string> >());
BOOST_FOREACH(auto & entry, config.Struct())
{
if (!entry.second.isNull()) // may happens if mod removed object by setting json entry to null
{
JsonUtils::validate(entry.second, schemaName, entry.first);
handler->load(entry.first, entry.second);
}
}
}
void CModHandler::loadGameContent()
{
CStopWatch timer, totalTime;
CContentHandler content;
logGlobal->infoStream() << "\tInitializing content hander: " << timer.getDiff() << " ms";
// first - load virtual "core" mod tht contains all data
// TODO? move all data into real mods? RoE, AB, SoD, WoG
content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")));
logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms";
BOOST_FOREACH(const TModID & modName, activeMods)
{
logGlobal->infoStream() << "\t\t" << allMods[modName].name;
std::string modFileName = "mods/" + modName + "/mod.json";
const JsonNode config = JsonNode(ResourceID(modFileName));
JsonUtils::validate(config, "vcmi:mod", modName);
content.preloadModData(modName, config);
}
logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms";
content.loadMod("core");
logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms";
BOOST_FOREACH(const TModID & modName, activeMods)
{
content.loadMod(modName);
logGlobal->infoStream() << "\t\t" << allMods[modName].name;
}
logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms";
logGlobal->infoStream() << "\tDone loading data";
VLC->creh->loadCrExpBon();
VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
identifiers.finalize();
logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms";
}
void CModHandler::reload()
{
{
//recreate adventure map defs
assert(!VLC->dobjinfo->gobjs[Obj::MONSTER].empty()); //make sure that at least some def info was found
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::MONSTER].begin()->second;
BOOST_FOREACH(auto & crea, VLC->creh->creatures)
{
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::MONSTER], crea->idNumber)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = crea->idNumber;
info->name = crea->advMapDef;
VLC->dobjinfo->gobjs[Obj::MONSTER][crea->idNumber] = info;
}
}
}
{
assert(!VLC->dobjinfo->gobjs[Obj::ARTIFACT].empty());
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::ARTIFACT].begin()->second;
BOOST_FOREACH(auto & art, VLC->arth->artifacts)
{
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::ARTIFACT], art->id)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = art->id;
info->name = art->advMapDef;
VLC->dobjinfo->gobjs[Obj::ARTIFACT][art->id] = info;
}
}
}
{
assert(!VLC->dobjinfo->gobjs[Obj::TOWN].empty()); //make sure that at least some def info was found
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::TOWN].begin()->second;
auto & townInfos = VLC->dobjinfo->gobjs[Obj::TOWN];
BOOST_FOREACH(auto & faction, VLC->townh->factions)
{
TFaction index = faction->index;
CTown * town = faction->town;
if (town)
{
auto & cientInfo = town->clientInfo;
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], index)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = index;
townInfos[index] = info;
}
townInfos[index]->name = cientInfo.advMapCastle;
VLC->dobjinfo->villages[index] = new CGDefInfo(*townInfos[index]);
VLC->dobjinfo->villages[index]->name = cientInfo.advMapVillage;
VLC->dobjinfo->capitols[index] = new CGDefInfo(*townInfos[index]);
VLC->dobjinfo->capitols[index]->name = cientInfo.advMapCapitol;
for (int i = 0; i < town->dwellings.size(); ++i)
{
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
BOOST_FOREACH (auto cre, town->creatures[i]) //both unupgraded and upgraded get same dwelling
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = cre;
info->name = town->dwellings[i];
VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
}
}
}
}
}
}