minetest/src/server/mods.cpp

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/*
Minetest
Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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.
*/
#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
*/
/**
* Creates a ServerModManager which targets worldpath
* @param worldpath
*/
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ServerModManager::ServerModManager(const std::string &worldpath):
configuration()
{
SubgameSpec gamespec = findWorldSubgame(worldpath);
// Add all game mods and all world mods
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configuration.addGameMods(gamespec);
configuration.addModsInPath(worldpath + DIR_DELIM + "worldmods", "worldmods");
// Load normal mods
std::string worldmt = worldpath + DIR_DELIM + "world.mt";
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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: ";
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for (const ModSpec &mod : configuration.getMods()) {
infostream << mod.name << " ";
}
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infostream << std::endl;
// Load and run "mod" scripts
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for (const ModSpec &mod : configuration.getMods()) {
mod.checkAndLog();
std::string script_path = mod.path + DIR_DELIM + "init.lua";
auto t = porting::getTimeMs();
script->loadMod(script_path, mod.name);
infostream << "Mod \"" << mod.name << "\" loaded after "
<< (porting::getTimeMs() - t) << " ms" << std::endl;
}
// Run a callback when mods are loaded
script->on_mods_loaded();
}
const ModSpec *ServerModManager::getModSpec(const std::string &modname) const
{
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for (const auto &mod : configuration.getMods()) {
if (mod.name == modname)
return &mod;
}
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return nullptr;
}
void ServerModManager::getModNames(std::vector<std::string> &modlist) const
{
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for (const ModSpec &spec : configuration.getMods())
modlist.push_back(spec.name);
}
void ServerModManager::getModsMediaPaths(std::vector<std::string> &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
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const auto &mods = configuration.getMods();
for (auto it = mods.crbegin(); it != mods.crend(); it++) {
const ModSpec &spec = *it;
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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");
}
}