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Use a database for mod storage (#11763)
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21 changed files with 798 additions and 127 deletions
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@ -380,8 +380,8 @@ public:
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
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const std::string* getModFile(std::string filename);
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ModMetadataDatabase *getModStorageDatabase() override { return m_mod_storage_database; }
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std::string getModStoragePath() const override;
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bool registerModStorage(ModMetadata *meta) override;
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void unregisterModStorage(const std::string &name) override;
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@ -590,6 +590,7 @@ private:
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// Client modding
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ClientScripting *m_script = nullptr;
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std::unordered_map<std::string, ModMetadata *> m_mod_storages;
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ModMetadataDatabase *m_mod_storage_database = nullptr;
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float m_mod_storage_save_timer = 10.0f;
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std::vector<ModSpec> m_mods;
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StringMap m_mod_vfs;
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