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Server: delegate mod management & config to ServerModConfiguration (#7131)
* Server: delegate mod management & config to ServerModConfiguration (rename it to ServerModManager) * Use c++11 range based loops * Add unittests + experimental/default mod as a test case to permit testing mod loading in future tests
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13 changed files with 359 additions and 74 deletions
3
src/server/CMakeLists.txt
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src/server/CMakeLists.txt
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set(server_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/mods.cpp
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PARENT_SCOPE)
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100
src/server/mods.cpp
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src/server/mods.cpp
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/*
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Minetest
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Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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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 "mods.h"
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#include "filesys.h"
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#include "log.h"
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#include "scripting_server.h"
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#include "subgame.h"
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/**
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* Manage server mods
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*
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* All new calls to this class must be tested in test_servermodmanager.cpp
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*/
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/**
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* Creates a ServerModManager which targets worldpath
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* @param worldpath
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*/
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ServerModManager::ServerModManager(const std::string &worldpath) :
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ModConfiguration(worldpath)
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{
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SubgameSpec gamespec = findWorldSubgame(worldpath);
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// Add all game mods and all world mods
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addModsInPath(gamespec.gamemods_path);
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addModsInPath(worldpath + DIR_DELIM + "worldmods");
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// Load normal mods
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std::string worldmt = worldpath + DIR_DELIM + "world.mt";
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addModsFromConfig(worldmt, gamespec.addon_mods_paths);
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}
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// This function cannot be currenctly easily tested but it should be ASAP
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void ServerModManager::loadMods(ServerScripting *script)
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{
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// Print mods
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infostream << "Server: Loading mods: ";
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for (const ModSpec &mod : m_sorted_mods) {
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infostream << mod.name << " ";
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}
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infostream << std::endl;
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// Load and run "mod" scripts
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for (const ModSpec &mod : m_sorted_mods) {
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if (!string_allowed(mod.name, MODNAME_ALLOWED_CHARS)) {
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throw ModError("Error loading mod \"" + mod.name +
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"\": Mod name does not follow naming "
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"conventions: "
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"Only characters [a-z0-9_] are allowed.");
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}
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std::string script_path = mod.path + DIR_DELIM + "init.lua";
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infostream << " [" << padStringRight(mod.name, 12) << "] [\""
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<< script_path << "\"]" << std::endl;
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script->loadMod(script_path, mod.name);
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}
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}
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const ModSpec *ServerModManager::getModSpec(const std::string &modname) const
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{
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std::vector<ModSpec>::const_iterator it;
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for (it = m_sorted_mods.begin(); it != m_sorted_mods.end(); ++it) {
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const ModSpec &mod = *it;
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if (mod.name == modname)
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return &mod;
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}
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return NULL;
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}
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void ServerModManager::getModNames(std::vector<std::string> &modlist) const
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{
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for (const ModSpec &spec : m_sorted_mods)
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modlist.push_back(spec.name);
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}
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void ServerModManager::getModsMediaPaths(std::vector<std::string> &paths) const
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{
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for (const ModSpec &spec : m_sorted_mods) {
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paths.push_back(spec.path + DIR_DELIM + "textures");
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paths.push_back(spec.path + DIR_DELIM + "sounds");
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paths.push_back(spec.path + DIR_DELIM + "media");
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paths.push_back(spec.path + DIR_DELIM + "models");
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paths.push_back(spec.path + DIR_DELIM + "locale");
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}
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}
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43
src/server/mods.h
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src/server/mods.h
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/*
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Minetest
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Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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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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class ServerScripting;
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/**
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* Manage server mods
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*
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* All new calls to this class must be tested in test_servermodmanager.cpp
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*/
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class ServerModManager : public ModConfiguration
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{
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public:
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/**
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* Creates a ServerModManager which targets worldpath
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* @param worldpath
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*/
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ServerModManager(const std::string &worldpath);
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void loadMods(ServerScripting *script);
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const ModSpec *getModSpec(const std::string &modname) const;
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void getModNames(std::vector<std::string> &modlist) const;
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void getModsMediaPaths(std::vector<std::string> &paths) const;
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};
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