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Refactor ModConfiguration
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1d512ef7f4
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10 changed files with 501 additions and 409 deletions
255
src/content/mod_configuration.cpp
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255
src/content/mod_configuration.cpp
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/*
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Minetest
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Copyright (C) 2013-22 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mod_configuration.h"
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#include "log.h"
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#include "settings.h"
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#include "filesys.h"
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void ModConfiguration::printUnsatisfiedModsError() const
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{
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for (const ModSpec &mod : m_unsatisfied_mods) {
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errorstream << "mod \"" << mod.name
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<< "\" has unsatisfied dependencies: ";
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for (const std::string &unsatisfied_depend : mod.unsatisfied_depends)
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errorstream << " \"" << unsatisfied_depend << "\"";
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errorstream << std::endl;
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}
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}
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void ModConfiguration::addModsInPath(const std::string &path, const std::string &virtual_path)
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{
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addMods(flattenMods(getModsInPath(path, virtual_path)));
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}
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void ModConfiguration::addMods(const std::vector<ModSpec> &new_mods)
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{
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// Maintain a map of all existing m_unsatisfied_mods.
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// Keys are mod names and values are indices into m_unsatisfied_mods.
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std::map<std::string, u32> existing_mods;
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for (u32 i = 0; i < m_unsatisfied_mods.size(); ++i) {
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existing_mods[m_unsatisfied_mods[i].name] = i;
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}
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// Add new mods
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for (int want_from_modpack = 1; want_from_modpack >= 0; --want_from_modpack) {
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// First iteration:
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// Add all the mods that come from modpacks
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// Second iteration:
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// Add all the mods that didn't come from modpacks
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std::set<std::string> seen_this_iteration;
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for (const ModSpec &mod : new_mods) {
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if (mod.part_of_modpack != (bool)want_from_modpack)
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continue;
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if (existing_mods.count(mod.name) == 0) {
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// GOOD CASE: completely new mod.
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m_unsatisfied_mods.push_back(mod);
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existing_mods[mod.name] = m_unsatisfied_mods.size() - 1;
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} else if (seen_this_iteration.count(mod.name) == 0) {
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// BAD CASE: name conflict in different levels.
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u32 oldindex = existing_mods[mod.name];
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const ModSpec &oldmod = m_unsatisfied_mods[oldindex];
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warningstream << "Mod name conflict detected: \""
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<< mod.name << "\"" << std::endl
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<< "Will not load: " << oldmod.path
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<< std::endl
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<< "Overridden by: " << mod.path
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<< std::endl;
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m_unsatisfied_mods[oldindex] = mod;
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// If there was a "VERY BAD CASE" name conflict
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// in an earlier level, ignore it.
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m_name_conflicts.erase(mod.name);
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} else {
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// VERY BAD CASE: name conflict in the same level.
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u32 oldindex = existing_mods[mod.name];
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const ModSpec &oldmod = m_unsatisfied_mods[oldindex];
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warningstream << "Mod name conflict detected: \""
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<< mod.name << "\"" << std::endl
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<< "Will not load: " << oldmod.path
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<< std::endl
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<< "Will not load: " << mod.path
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<< std::endl;
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m_unsatisfied_mods[oldindex] = mod;
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m_name_conflicts.insert(mod.name);
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}
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seen_this_iteration.insert(mod.name);
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}
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}
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}
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void ModConfiguration::addGameMods(const SubgameSpec &gamespec)
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{
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std::string game_virtual_path;
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game_virtual_path.append("games/").append(gamespec.id).append("/mods");
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addModsInPath(gamespec.gamemods_path, game_virtual_path);
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}
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void ModConfiguration::addModsFromConfig(
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const std::string &settings_path,
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const std::unordered_map<std::string, std::string> &modPaths)
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{
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Settings conf;
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std::unordered_map<std::string, std::string> load_mod_names;
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conf.readConfigFile(settings_path.c_str());
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std::vector<std::string> names = conf.getNames();
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for (const std::string &name : names) {
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const auto &value = conf.get(name);
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if (name.compare(0, 9, "load_mod_") == 0 && value != "false" &&
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value != "nil")
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load_mod_names[name.substr(9)] = value;
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}
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// List of enabled non-game non-world mods
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std::vector<ModSpec> addon_mods;
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// Map of modname to a list candidate mod paths. Used to list
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// alternatives if a particular mod cannot be found.
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std::unordered_map<std::string, std::vector<std::string>> candidates;
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/*
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* Iterate through all installed mods except game mods and world mods
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*
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* If the mod is enabled, add it to `addon_mods`. *
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*
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* Alternative candidates for a modname are stored in `candidates`,
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* and used in an error message later.
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*
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* If not enabled, add `load_mod_modname = false` to world.mt
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*/
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for (const auto &modPath : modPaths) {
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std::vector<ModSpec> addon_mods_in_path = flattenMods(getModsInPath(modPath.second, modPath.first));
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for (const auto &mod : addon_mods_in_path) {
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const auto &pair = load_mod_names.find(mod.name);
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if (pair != load_mod_names.end()) {
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if (is_yes(pair->second) || pair->second == mod.virtual_path) {
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addon_mods.push_back(mod);
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} else {
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candidates[pair->first].emplace_back(mod.virtual_path);
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}
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} else {
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conf.setBool("load_mod_" + mod.name, false);
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}
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}
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}
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conf.updateConfigFile(settings_path.c_str());
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addMods(addon_mods);
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// Remove all loaded mods from `load_mod_names`
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// NB: as deps have not yet been resolved, `m_unsatisfied_mods` will contain all mods.
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for (const ModSpec &mod : m_unsatisfied_mods)
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load_mod_names.erase(mod.name);
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// Complain about mods declared to be loaded, but not found
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if (!load_mod_names.empty()) {
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errorstream << "The following mods could not be found:";
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for (const auto &pair : load_mod_names)
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errorstream << " \"" << pair.first << "\"";
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errorstream << std::endl;
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for (const auto &pair : load_mod_names) {
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const auto &candidate = candidates.find(pair.first);
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if (candidate != candidates.end()) {
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errorstream << "Unable to load " << pair.first << " as the specified path "
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<< pair.second << " could not be found. "
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<< "However, it is available in the following locations:"
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<< std::endl;
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for (const auto &path : candidate->second) {
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errorstream << " - " << path << std::endl;
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}
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}
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}
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}
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}
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void ModConfiguration::checkConflictsAndDeps()
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{
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// report on name conflicts
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if (!m_name_conflicts.empty()) {
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std::string s = "Unresolved name conflicts for mods ";
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bool add_comma = false;
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for (const auto& it : m_name_conflicts) {
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if (add_comma)
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s.append(", ");
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s.append("\"").append(it).append("\"");
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add_comma = true;
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}
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s.append(".");
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throw ModError(s);
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}
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// get the mods in order
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resolveDependencies();
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}
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void ModConfiguration::resolveDependencies()
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{
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// Step 1: Compile a list of the mod names we're working with
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std::set<std::string> modnames;
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for (const ModSpec &mod : m_unsatisfied_mods) {
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modnames.insert(mod.name);
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}
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// Step 2: get dependencies (including optional dependencies)
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// of each mod, split mods into satisfied and unsatisfied
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std::list<ModSpec> satisfied;
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std::list<ModSpec> unsatisfied;
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for (ModSpec mod : m_unsatisfied_mods) {
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mod.unsatisfied_depends = mod.depends;
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// check which optional dependencies actually exist
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for (const std::string &optdep : mod.optdepends) {
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if (modnames.count(optdep) != 0)
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mod.unsatisfied_depends.insert(optdep);
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}
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// if a mod has no depends it is initially satisfied
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if (mod.unsatisfied_depends.empty())
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satisfied.push_back(mod);
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else
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unsatisfied.push_back(mod);
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}
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// Step 3: mods without unmet dependencies can be appended to
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// the sorted list.
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while (!satisfied.empty()) {
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ModSpec mod = satisfied.back();
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m_sorted_mods.push_back(mod);
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satisfied.pop_back();
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for (auto it = unsatisfied.begin(); it != unsatisfied.end();) {
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ModSpec &mod2 = *it;
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mod2.unsatisfied_depends.erase(mod.name);
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if (mod2.unsatisfied_depends.empty()) {
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satisfied.push_back(mod2);
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it = unsatisfied.erase(it);
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} else {
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++it;
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}
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}
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}
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// Step 4: write back list of unsatisfied mods
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m_unsatisfied_mods.assign(unsatisfied.begin(), unsatisfied.end());
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}
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