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