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Deprecate modpack.txt and use modpack.conf instead (#7892)
* Deprecate modpack.txt and use modpack.conf instead
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parent
3a9fe2bd5b
commit
70bf3439ab
@ -76,10 +76,17 @@ local function start_install(calling_dialog, package)
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if not path then
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gamedata.errormessage = msg
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else
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core.log("action", "Installed package to " .. path)
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local conf_path
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local name_is_title = false
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if result.package.type == "mod" then
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local actual_type = pkgmgr.get_folder_type(path)
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if actual_type.type == "modpack" then
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conf_path = path .. DIR_DELIM .. "modpack.conf"
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else
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conf_path = path .. DIR_DELIM .. "mod.conf"
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end
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elseif result.package.type == "game" then
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conf_path = path .. DIR_DELIM .. "game.conf"
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name_is_title = true
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@ -25,30 +25,49 @@ function get_mods(path,retval,modpack)
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local toadd = {}
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retval[#retval + 1] = toadd
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local mod_conf = Settings(prefix .. DIR_DELIM .. "mod.conf"):to_table()
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-- Get config file
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local mod_conf
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local modpack_conf = io.open(prefix .. DIR_DELIM .. "modpack.conf")
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if modpack_conf then
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toadd.is_modpack = true
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modpack_conf:close()
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mod_conf = Settings(prefix .. DIR_DELIM .. "modpack.conf"):to_table()
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if mod_conf.name then
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name = mod_conf.name
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end
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else
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mod_conf = Settings(prefix .. DIR_DELIM .. "mod.conf"):to_table()
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if mod_conf.name then
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name = mod_conf.name
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end
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end
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-- Read from config
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toadd.name = name
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toadd.author = mod_conf.author
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toadd.release = tonumber(mod_conf.release or "0")
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toadd.path = prefix
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toadd.type = "mod"
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if modpack ~= nil and modpack ~= "" then
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toadd.modpack = modpack
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else
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-- Check modpack.txt
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-- Note: modpack.conf is already checked above
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local modpackfile = io.open(prefix .. DIR_DELIM .. "modpack.txt")
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if modpackfile then
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modpackfile:close()
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toadd.is_modpack = true
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end
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-- Deal with modpack contents
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if modpack and modpack ~= "" then
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toadd.modpack = modpack
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elseif toadd.is_modpack then
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toadd.type = "modpack"
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toadd.is_modpack = true
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get_mods(prefix, retval, name)
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end
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end
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end
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end
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end
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--modmanager implementation
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@ -114,6 +133,12 @@ function pkgmgr.get_folder_type(path)
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return { type = "mod", path = path }
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end
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testfile = io.open(path .. DIR_DELIM .. "modpack.conf","r")
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if testfile ~= nil then
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testfile:close()
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return { type = "modpack", path = path }
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end
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testfile = io.open(path .. DIR_DELIM .. "modpack.txt","r")
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if testfile ~= nil then
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testfile:close()
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@ -422,7 +447,7 @@ function pkgmgr.install_dir(type, path, basename, targetpath)
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else
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local clean_path = nil
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if basename ~= nil then
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clean_path = "mp_" .. basename
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clean_path = basename
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end
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if not clean_path then
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clean_path = get_last_folder(cleanup_path(basefolder.path))
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@ -68,8 +68,12 @@ Modpack support
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**NOTE: Not implemented yet.**
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Mods can be put in a subdirectory, if the parent directory, which otherwise
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should be a mod, contains a file named `modpack.txt`. This file shall be
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empty, except for lines starting with `#`, which are comments.
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should be a mod, contains a file named `modpack.conf`.
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The file is a key-value store of modpack details.
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* `name`: The modpack name.
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* `description`: Description of mod to be shown in the Mods tab of the main
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menu.
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Mod directory structure
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------------------------
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@ -119,8 +119,14 @@ Modpacks
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--------
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Mods can be put in a subdirectory, if the parent directory, which otherwise
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should be a mod, contains a file named `modpack.txt`. This file shall be
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empty, except for lines starting with `#`, which are comments.
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should be a mod, contains a file named `modpack.conf`.
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The file is a key-value store of modpack details.
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* `name`: The modpack name.
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* `description`: Description of mod to be shown in the Mods tab of the main
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menu.
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Note: to support 0.4.x, please also create an empty modpack.txt file.
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Mod directory structure
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-----------------------
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@ -41,6 +41,12 @@ ContentType getContentType(const ContentSpec &spec)
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return ECT_MODPACK;
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}
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std::ifstream modpack2_is((spec.path + DIR_DELIM + "modpack.conf").c_str());
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if (modpack2_is.good()) {
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modpack2_is.close();
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return ECT_MODPACK;
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}
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std::ifstream init_is((spec.path + DIR_DELIM + "init.lua").c_str());
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if (init_is.good()) {
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init_is.close();
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@ -73,7 +79,7 @@ void parseContentInfo(ContentSpec &spec)
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break;
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case ECT_MODPACK:
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spec.type = "modpack";
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conf_path = spec.path + DIR_DELIM + "mod.conf";
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conf_path = spec.path + DIR_DELIM + "modpack.conf";
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break;
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case ECT_GAME:
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spec.type = "game";
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@ -66,12 +66,16 @@ void parseModContents(ModSpec &spec)
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// Handle modpacks (defined by containing modpack.txt)
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std::ifstream modpack_is((spec.path + DIR_DELIM + "modpack.txt").c_str());
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if (modpack_is.good()) { // a modpack, recursively get the mods in it
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modpack_is.close(); // We don't actually need the file
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std::ifstream modpack2_is((spec.path + DIR_DELIM + "modpack.conf").c_str());
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if (modpack_is.good() || modpack2_is.good()) {
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if (modpack_is.good())
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modpack_is.close();
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if (modpack2_is.good())
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modpack2_is.close();
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spec.is_modpack = true;
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spec.modpack_content = getModsInPath(spec.path, true);
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// modpacks have no dependencies; they are defined and
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// tracked separately for each mod in the modpack
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} else {
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// Attempt to load dependencies from mod.conf
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