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Refactor ModConfiguration
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1d512ef7f4
commit
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10 changed files with 501 additions and 409 deletions
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/basic_macros.h"
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#include "config.h"
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#include "metadata.h"
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#include "subgames.h"
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class ModMetadataDatabase;
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@ -87,8 +88,12 @@ struct ModSpec
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void checkAndLog() const;
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};
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// Retrieves depends, optdepends, is_modpack and modpack_content
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void parseModContents(ModSpec &mod);
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/**
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* Retrieves depends, optdepends, is_modpack and modpack_content
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*
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* @returns false if not a mod
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*/
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bool parseModContents(ModSpec &mod);
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/**
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* Gets a list of all mods and modpacks in path
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@ -104,85 +109,6 @@ std::map<std::string, ModSpec> getModsInPath(const std::string &path,
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// replaces modpack Modspecs with their content
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std::vector<ModSpec> flattenMods(const std::map<std::string, ModSpec> &mods);
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// a ModConfiguration is a subset of installed mods, expected to have
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// all dependencies fullfilled, so it can be used as a list of mods to
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// load when the game starts.
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class ModConfiguration
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{
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public:
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// checks if all dependencies are fullfilled.
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bool isConsistent() const { return m_unsatisfied_mods.empty(); }
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const std::vector<ModSpec> &getMods() const { return m_sorted_mods; }
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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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void printUnsatisfiedModsError() const;
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protected:
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ModConfiguration(const std::string &worldpath);
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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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// adds all mods in the set.
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void addMods(const std::vector<ModSpec> &new_mods);
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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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void checkConflictsAndDeps();
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protected:
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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 fullfilled. I.e.,
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// every mod in this list has only dependencies on mods which
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// appear earlier in the vector.
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std::vector<ModSpec> m_sorted_mods;
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private:
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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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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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// Deleted default constructor
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ModConfiguration() = default;
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};
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#ifndef SERVER
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class ClientModConfiguration : public ModConfiguration
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{
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public:
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ClientModConfiguration(const std::string &path);
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};
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#endif
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class ModMetadata : public Metadata
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{
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