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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
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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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