// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2018 nerzhul, Loic Blot #include "mods.h" #include "filesys.h" #include "log.h" #include "scripting_server.h" #include "content/subgames.h" #include "porting.h" /** * Manage server mods * * All new calls to this class must be tested in test_servermodmanager.cpp */ ServerModManager::ServerModManager(const std::string &worldpath, SubgameSpec gamespec) { // Add all game mods and all world mods configuration.addGameMods(gamespec); configuration.addModsInPath(worldpath + DIR_DELIM + "worldmods", "worldmods"); // Load normal mods std::string worldmt = worldpath + DIR_DELIM + "world.mt"; configuration.addModsFromConfig(worldmt, gamespec.addon_mods_paths); configuration.checkConflictsAndDeps(); } // This function cannot be currenctly easily tested but it should be ASAP void ServerModManager::loadMods(ServerScripting &script) { // Print mods infostream << "Server: Loading mods: "; for (const ModSpec &mod : configuration.getMods()) { infostream << mod.name << " "; } infostream << std::endl; // Load and run "mod" scripts auto t0 = porting::getTimeMs(); for (const ModSpec &mod : configuration.getMods()) { mod.checkAndLog(); auto t1 = porting::getTimeMs(); std::string script_path = mod.path + DIR_DELIM + "init.lua"; script.loadMod(script_path, mod.name); infostream << "Mod \"" << mod.name << "\" loaded after " << (porting::getTimeMs() - t1) << " ms" << std::endl; } // Run a callback when mods are loaded script.on_mods_loaded(); infostream << "All mods loaded after " << (porting::getTimeMs() - t0) << " ms" << std::endl; } const ModSpec *ServerModManager::getModSpec(const std::string &modname) const { for (const auto &mod : configuration.getMods()) { if (mod.name == modname) return &mod; } return nullptr; } void ServerModManager::getModNames(std::vector &modlist) const { for (const ModSpec &spec : configuration.getMods()) modlist.push_back(spec.name); } void ServerModManager::getModsMediaPaths(std::vector &paths) const { // Iterate mods in reverse load order: Media loading expects higher priority media files first // and mods loading later should be able to override media of already loaded mods const auto &mods = configuration.getMods(); for (auto it = mods.crbegin(); it != mods.crend(); it++) { const ModSpec &spec = *it; fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "textures"); fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "sounds"); fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "media"); fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "models"); fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "locale"); fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "fonts"); } }