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Load media from subfolders (#9065)
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@ -152,7 +152,11 @@ Mod directory structure
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│ ├── models
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│ ├── textures
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│ │ ├── modname_stuff.png
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│ │ └── modname_something_else.png
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│ │ ├── modname_something_else.png
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│ │ ├── subfolder_foo
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│ │ │ ├── modname_more_stuff.png
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│ │ │ └── another_subfolder
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│ │ └── bar_subfolder
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│ ├── sounds
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│ ├── media
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│ ├── locale
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@ -221,18 +225,20 @@ registered callbacks.
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`minetest.settings` can be used to read custom or existing settings at load
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time, if necessary. (See [`Settings`])
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### `models`
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Models for entities or meshnodes.
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### `textures`, `sounds`, `media`
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### `textures`, `sounds`, `media`, `models`, `locale`
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Media files (textures, sounds, whatever) that will be transferred to the
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client and will be available for use by the mod.
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client and will be available for use by the mod and translation files for
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the clients (see [Translations]).
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### `locale`
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It is suggested to use the folders for the purpous they are thought for,
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eg. put textures into `textures`, translation files into `locale`,
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models for entities or meshnodes into `models` et cetera.
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Translation files for the clients. (See [Translations])
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These folders and subfolders can contain subfolders.
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Subfolders with names starting with `_` or `.` are ignored.
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If a subfolder contains a media file with the same name as a media file
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in one of its parents, the parent's file is used.
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Naming conventions
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------------------
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@ -0,0 +1,3 @@
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This is for testing loading textures from subfolders.
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If it works correctly, the default_grass_side.png file in this folder is used but
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default_grass.png is not overwritten by the file in this folder.
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@ -2494,19 +2494,25 @@ void Server::fillMediaCache()
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// Collect all media file paths
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std::vector<std::string> paths;
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m_modmgr->getModsMediaPaths(paths);
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fs::GetRecursiveDirs(paths, m_gamespec.path + DIR_DELIM + "textures");
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// The paths are ordered in descending priority
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fs::GetRecursiveDirs(paths, porting::path_user + DIR_DELIM + "textures" + DIR_DELIM + "server");
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fs::GetRecursiveDirs(paths, m_gamespec.path + DIR_DELIM + "textures");
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m_modmgr->getModsMediaPaths(paths);
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// Collect media file information from paths into cache
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for (const std::string &mediapath : paths) {
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std::vector<fs::DirListNode> dirlist = fs::GetDirListing(mediapath);
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for (const fs::DirListNode &dln : dirlist) {
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if (dln.dir) // Ignore dirs
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if (dln.dir) // Ignore dirs (already in paths)
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continue;
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const std::string &filename = dln.name;
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if (m_media.find(filename) != m_media.end()) // Do not override
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continue;
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std::string filepath = mediapath;
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filepath.append(DIR_DELIM).append(dln.name);
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addMediaFile(dln.name, filepath);
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filepath.append(DIR_DELIM).append(filename);
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addMediaFile(filename, filepath);
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}
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}
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@ -99,10 +99,10 @@ void ServerModManager::getModNames(std::vector<std::string> &modlist) const
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void ServerModManager::getModsMediaPaths(std::vector<std::string> &paths) const
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{
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for (const ModSpec &spec : m_sorted_mods) {
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paths.push_back(spec.path + DIR_DELIM + "textures");
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paths.push_back(spec.path + DIR_DELIM + "sounds");
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paths.push_back(spec.path + DIR_DELIM + "media");
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paths.push_back(spec.path + DIR_DELIM + "models");
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paths.push_back(spec.path + DIR_DELIM + "locale");
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fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "textures");
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fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "sounds");
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fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "media");
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fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "models");
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fs::GetRecursiveDirs(paths, spec.path + DIR_DELIM + "locale");
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}
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}
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@ -169,6 +169,4 @@ void TestServerModManager::testGetModMediaPaths()
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std::vector<std::string> result;
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sm.getModsMediaPaths(result);
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UASSERTEQ(bool, result.empty(), false);
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// We should have 5 folders for each mod (textures, media, locale, model, sounds)
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UASSERTEQ(unsigned long, result.size() % 5, 0);
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}
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