mirror of
https://github.com/minetest/minetest.git
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158 lines
4.2 KiB
C++
158 lines
4.2 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MODS_HEADER
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#define MODS_HEADER
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#include "irrlichttypes.h"
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#include <irrList.h>
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#include <list>
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#include <set>
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#include <vector>
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#include <string>
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#include <map>
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#include <exception>
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#include <list>
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#define MODNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_"
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class ModError : public std::exception
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{
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public:
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ModError(const std::string &s)
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{
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m_s = "ModError: ";
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m_s += s;
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}
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virtual ~ModError() throw()
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{}
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virtual const char * what() const throw()
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{
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return m_s.c_str();
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}
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std::string m_s;
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};
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struct ModSpec
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{
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std::string name;
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std::string path;
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//if normal mod:
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std::set<std::string> depends;
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std::set<std::string> optdepends;
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std::set<std::string> unsatisfied_depends;
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bool part_of_modpack;
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bool is_modpack;
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// if modpack:
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std::map<std::string,ModSpec> modpack_content;
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ModSpec(const std::string name_="", const std::string path_=""):
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name(name_),
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path(path_),
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depends(),
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optdepends(),
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unsatisfied_depends(),
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part_of_modpack(false),
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is_modpack(false),
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modpack_content()
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{}
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};
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// Retrieves depends, optdepends, is_modpack and modpack_content
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void parseModContents(ModSpec &mod);
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std::map<std::string,ModSpec> getModsInPath(std::string path, bool part_of_modpack = false);
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// If failed, returned modspec has name==""
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ModSpec findCommonMod(const std::string &modname);
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// expands modpack contents, but does not replace them.
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std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods);
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// replaces modpack Modspecs with their content
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std::vector<ModSpec> flattenMods(std::map<std::string,ModSpec> mods);
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// a ModConfiguration is a subset of installed mods, expected to have
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// all dependencies fullfilled, so it can be used as a list of mods to
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// load when the game starts.
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class ModConfiguration
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{
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public:
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ModConfiguration():
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m_unsatisfied_mods(),
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m_sorted_mods(),
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m_name_conflicts()
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{}
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ModConfiguration(std::string worldpath);
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// checks if all dependencies are fullfilled.
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bool isConsistent()
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{
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return m_unsatisfied_mods.empty();
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}
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std::vector<ModSpec> getMods()
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{
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return m_sorted_mods;
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}
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std::vector<ModSpec> getUnsatisfiedMods()
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{
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return m_unsatisfied_mods;
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}
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private:
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// adds all mods in the given path. used for games, modpacks
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// and world-specific mods (worldmods-folders)
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void addModsInPath(std::string path);
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// adds all mods in the set.
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void addMods(std::vector<ModSpec> new_mods);
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// move mods from m_unsatisfied_mods to m_sorted_mods
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// in an order that satisfies dependencies
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void resolveDependencies();
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// mods with unmet dependencies. Before dependencies are resolved,
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// this is where all mods are stored. Afterwards this contains
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// only the ones with really unsatisfied dependencies.
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std::vector<ModSpec> m_unsatisfied_mods;
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// list of mods sorted such that they can be loaded in the
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// given order with all dependencies being fullfilled. I.e.,
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// every mod in this list has only dependencies on mods which
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// appear earlier in the vector.
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std::vector<ModSpec> m_sorted_mods;
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// set of mod names for which an unresolved name conflict
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// exists. A name conflict happens when two or more mods
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// at the same level have the same name but different paths.
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// Levels (mods in higher levels override mods in lower levels):
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// 1. common mod in modpack; 2. common mod;
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// 3. game mod in modpack; 4. game mod;
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// 5. world mod in modpack; 6. world mod;
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// 7. addon mod in modpack; 8. addon mod.
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std::set<std::string> m_name_conflicts;
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};
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#endif
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