minetest/src/mods.h
Loïc Blot 6c184947c3
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
2018-03-16 08:41:33 +01:00

164 lines
4.6 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "irrlichttypes.h"
#include <list>
#include <set>
#include <vector>
#include <string>
#include <map>
#include <json/json.h>
#include <unordered_set>
#include "util/basic_macros.h"
#include "config.h"
#include "metadata.h"
#define MODNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_"
struct ModSpec
{
std::string name;
std::string path;
//if normal mod:
std::unordered_set<std::string> depends;
std::unordered_set<std::string> optdepends;
std::unordered_set<std::string> unsatisfied_depends;
bool part_of_modpack = false;
bool is_modpack = false;
// if modpack:
std::map<std::string,ModSpec> modpack_content;
ModSpec(const std::string &name_ = "", const std::string &path_ = ""):
name(name_),
path(path_)
{}
ModSpec(const std::string &name_, const std::string &path_, bool part_of_modpack_):
name(name_),
path(path_),
part_of_modpack(part_of_modpack_)
{}
};
// Retrieves depends, optdepends, is_modpack and modpack_content
void parseModContents(ModSpec &mod);
std::map<std::string,ModSpec> getModsInPath(const std::string &path,
bool part_of_modpack = false);
// replaces modpack Modspecs with their content
std::vector<ModSpec> flattenMods(std::map<std::string,ModSpec> mods);
// a ModConfiguration is a subset of installed mods, expected to have
// all dependencies fullfilled, so it can be used as a list of mods to
// load when the game starts.
class ModConfiguration
{
public:
// checks if all dependencies are fullfilled.
bool isConsistent() const
{
return m_unsatisfied_mods.empty();
}
const std::vector<ModSpec> &getMods() const
{
return m_sorted_mods;
}
const std::vector<ModSpec> &getUnsatisfiedMods() const
{
return m_unsatisfied_mods;
}
void printUnsatisfiedModsError() const;
protected:
ModConfiguration(const std::string &worldpath);
// adds all mods in the given path. used for games, modpacks
// and world-specific mods (worldmods-folders)
void addModsInPath(const std::string &path);
// adds all mods in the set.
void addMods(const std::vector<ModSpec> &new_mods);
void addModsFromConfig(const std::string &settings_path, const std::set<std::string> &mods);
void checkConflictsAndDeps();
protected:
// list of mods sorted such that they can be loaded in the
// given order with all dependencies being fullfilled. I.e.,
// every mod in this list has only dependencies on mods which
// appear earlier in the vector.
std::vector<ModSpec> m_sorted_mods;
private:
// move mods from m_unsatisfied_mods to m_sorted_mods
// in an order that satisfies dependencies
void resolveDependencies();
// mods with unmet dependencies. Before dependencies are resolved,
// this is where all mods are stored. Afterwards this contains
// only the ones with really unsatisfied dependencies.
std::vector<ModSpec> m_unsatisfied_mods;
// set of mod names for which an unresolved name conflict
// exists. A name conflict happens when two or more mods
// at the same level have the same name but different paths.
// Levels (mods in higher levels override mods in lower levels):
// 1. game mod in modpack; 2. game mod;
// 3. world mod in modpack; 4. world mod;
// 5. addon mod in modpack; 6. addon mod.
std::unordered_set<std::string> m_name_conflicts;
// Deleted default constructor
ModConfiguration() = default;
};
#ifndef SERVER
class ClientModConfiguration: public ModConfiguration
{
public:
ClientModConfiguration(const std::string &path);
};
#endif
class ModMetadata: public Metadata
{
public:
ModMetadata() = delete;
ModMetadata(const std::string &mod_name);
~ModMetadata() = default;
virtual void clear();
bool save(const std::string &root_path);
bool load(const std::string &root_path);
bool isModified() const { return m_modified; }
const std::string &getModName() const { return m_mod_name; }
virtual bool setString(const std::string &name, const std::string &var);
private:
std::string m_mod_name;
bool m_modified = false;
};