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[CSM] implement client side mod loading (#5123)
* client side mods are located in clientmods/ * move builtin/preview.lua to clientmods/preview/init.lua as a preview mod * refactor ModConfiguration class to work properly with client and server using child objects * move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server * remove mods.{cpp,h} unused functions * use UNORDERED_SET instead of std::set in some modspec storages
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9 changed files with 196 additions and 150 deletions
57
src/mods.h
57
src/mods.h
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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#include <map>
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#include <json/json.h>
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#include "util/cpp11_container.h"
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#include "config.h"
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#include "metadata.h"
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@ -37,9 +38,9 @@ struct ModSpec
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std::string name;
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std::string path;
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//if normal mod:
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std::set<std::string> depends;
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std::set<std::string> optdepends;
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std::set<std::string> unsatisfied_depends;
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UNORDERED_SET<std::string> depends;
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UNORDERED_SET<std::string> optdepends;
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UNORDERED_SET<std::string> unsatisfied_depends;
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bool part_of_modpack;
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bool is_modpack;
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@ -62,12 +63,6 @@ void parseModContents(ModSpec &mod);
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std::map<std::string,ModSpec> getModsInPath(std::string path, bool part_of_modpack = false);
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// If failed, returned modspec has name==""
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ModSpec findCommonMod(const std::string &modname);
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// expands modpack contents, but does not replace them.
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std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods);
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// replaces modpack Modspecs with their content
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std::vector<ModSpec> flattenMods(std::map<std::string,ModSpec> mods);
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@ -77,17 +72,8 @@ std::vector<ModSpec> flattenMods(std::map<std::string,ModSpec> mods);
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class ModConfiguration
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{
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public:
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ModConfiguration():
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m_unsatisfied_mods(),
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m_sorted_mods(),
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m_name_conflicts()
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{}
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ModConfiguration(std::string worldpath);
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// checks if all dependencies are fullfilled.
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bool isConsistent()
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bool isConsistent() const
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{
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return m_unsatisfied_mods.empty();
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}
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@ -97,19 +83,24 @@ public:
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return m_sorted_mods;
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}
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std::vector<ModSpec> getUnsatisfiedMods()
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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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private:
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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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// 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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void addModsInPath(std::string path);
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void addModsInPath(const std::string &path);
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// adds all mods in the set.
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void addMods(std::vector<ModSpec> new_mods);
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void addMods(const std::vector<ModSpec> &new_mods);
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void checkConflictsAndDeps();
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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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@ -132,10 +123,28 @@ private:
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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::set<std::string> m_name_conflicts;
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UNORDERED_SET<std::string> m_name_conflicts;
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// Deleted default constructor
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ModConfiguration() {}
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};
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class ServerModConfiguration: public ModConfiguration
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{
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public:
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ServerModConfiguration(const std::string &worldpath);
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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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#if USE_CURL
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Json::Value getModstoreUrl(std::string url);
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#else
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