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Refactor ModConfiguration
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10 changed files with 501 additions and 409 deletions
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src/content/mod_configuration.h
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src/content/mod_configuration.h
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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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#pragma once
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#include "mods.h"
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/**
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* ModConfiguration is a subset of installed mods. This class
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* is used to resolve dependencies and return a sorted list of mods.
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*
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* This class should not be extended from, but instead used as a
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* component in other classes.
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*/
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class ModConfiguration
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{
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public:
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/**
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* @returns true if all dependencies are fullfilled.
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*/
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inline bool isConsistent() const { return m_unsatisfied_mods.empty(); }
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inline const std::vector<ModSpec> &getUnsatisfiedMods() const
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{
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return m_unsatisfied_mods;
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}
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/**
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* List of mods sorted such that they can be loaded in the
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* given order with all dependencies being fulfilled.
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*
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* I.e: every mod in this list has only dependencies on mods which
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* appear earlier in the vector.
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*/
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const std::vector<ModSpec> &getMods() const { return m_sorted_mods; }
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void printUnsatisfiedModsError() const;
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/**
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* Adds all mods in the given path. used for games, modpacks
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* and world-specific mods (worldmods-folders)
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*
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* @param path To search, should be absolute
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* @param virtual_path Virtual path for this directory, see comment in ModSpec
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*/
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void addModsInPath(const std::string &path, const std::string &virtual_path);
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/**
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* Adds all mods in `new_mods`
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*/
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void addMods(const std::vector<ModSpec> &new_mods);
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/**
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* Adds game mods
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*/
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void addGameMods(const SubgameSpec &gamespec);
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/**
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* Adds mods specifed by a world.mt config
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*
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* @param settings_path Path to world.mt
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* @param modPaths Map from virtual name to mod path
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*/
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void addModsFromConfig(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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* Call this function once all mods have been added
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*/
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void checkConflictsAndDeps();
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private:
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std::vector<ModSpec> m_sorted_mods;
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/**
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* move mods from m_unsatisfied_mods to m_sorted_mods
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* in an order that satisfies dependencies
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*/
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void resolveDependencies();
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// mods with unmet dependencies. Before dependencies are resolved,
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// this is where all mods are stored. Afterwards this contains
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// only the ones with really unsatisfied dependencies.
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std::vector<ModSpec> m_unsatisfied_mods;
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// set of mod names for which an unresolved name conflict
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// exists. A name conflict happens when two or more mods
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// at the same level have the same name but different paths.
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// Levels (mods in higher levels override mods in lower levels):
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// 1. game mod in modpack; 2. game mod;
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// 3. world mod in modpack; 4. world mod;
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// 5. addon mod in modpack; 6. addon mod.
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std::unordered_set<std::string> m_name_conflicts;
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};
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