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vcmi/lib/CModHandler.h
Ivan Savenko ef0cd0ba6e 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
2023-08-14 23:55:04 +03:00

415 lines
13 KiB
C++

/*
* 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 <type>.<name>, 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<void(si32)> 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<void(si32)> & 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<void(si32)> & 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 <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & scope;
}
};
std::multimap<std::string, ObjectData> registeredObjects;
std::vector<ObjectCallback> 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<ObjectData> 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<void(si32)> & callback);
///fullName = [remoteScope:]type.name
void requestIdentifier(const std::string & scope, const std::string & fullName, const std::function<void(si32)> & callback);
void requestIdentifier(const std::string & type, const JsonNode & name, const std::function<void(si32)> & callback);
void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & 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<void(si32)> & callback);
void tryRequestIdentifier(const std::string & type, const JsonNode & name, const std::function<void(si32)> & callback);
/// get identifier immediately. If identifier is not know and not silent call will result in error message
std::optional<si32> getIdentifier(const std::string & scope, const std::string & type, const std::string & name, bool silent = false);
std::optional<si32> getIdentifier(const std::string & type, const JsonNode & name, bool silent = false);
std::optional<si32> getIdentifier(const JsonNode & name, bool silent = false);
std::optional<si32> 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 <typename Handler> 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<JsonNode> originalData;
std::map<std::string, ModInfo> 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<std::string> & 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<std::string, ContentTypeHandler> 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<bool> 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 <TModID> dependencies;
/// list of mods that can't be used in the same time as this one
std::set <TModID> 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 <TModID, CModInfo> allMods;
std::vector <TModID> activeMods;//active mods, in order in which they were loaded
CModInfo coreMod;
bool hasCircularDependency(const TModID & mod, std::set<TModID> currentList = std::set<TModID>()) 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 <TModID> validateAndSortDependencies(std::vector <TModID> modsToResolve) const;
std::vector<std::string> 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<const std::string, const std::string>;
using ModList = std::list<StringPair>;
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<CContentHandler> 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<TModID> getModDependencies(const TModID & modId, bool & isModFound) const;
/// returns list of all (active) mods
std::vector<std::string> getAllMods();
std::vector<std::string> 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 <typename Handler> 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<TModID> saveActiveMods;
std::vector<TModID> 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