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47bcf2f7ac
* Use a settings object when generating world.mt and set player_backend to sqlite. * Update subgame.cpp
326 lines
9.6 KiB
C++
326 lines
9.6 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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#include "subgame.h"
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#include "porting.h"
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#include "filesys.h"
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#include "settings.h"
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#include "log.h"
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#include "util/strfnd.h"
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#include "defaultsettings.h" // for override_default_settings
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#include "mapgen.h" // for MapgenParams
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#include "util/string.h"
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#ifndef SERVER
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#include "client/tile.h" // getImagePath
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#endif
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bool getGameMinetestConfig(const std::string &game_path, Settings &conf)
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{
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std::string conf_path = game_path + DIR_DELIM + "minetest.conf";
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return conf.readConfigFile(conf_path.c_str());
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}
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bool getGameConfig(const std::string &game_path, Settings &conf)
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{
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std::string conf_path = game_path + DIR_DELIM + "game.conf";
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return conf.readConfigFile(conf_path.c_str());
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}
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std::string getGameName(const std::string &game_path)
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{
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Settings conf;
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if(!getGameConfig(game_path, conf))
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return "";
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if(!conf.exists("name"))
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return "";
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return conf.get("name");
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}
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struct GameFindPath
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{
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std::string path;
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bool user_specific;
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GameFindPath(const std::string &path, bool user_specific):
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path(path),
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user_specific(user_specific)
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{}
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};
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std::string getSubgamePathEnv()
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{
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char *subgame_path = getenv("MINETEST_SUBGAME_PATH");
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return subgame_path ? std::string(subgame_path) : "";
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}
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SubgameSpec findSubgame(const std::string &id)
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{
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if(id == "")
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return SubgameSpec();
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std::string share = porting::path_share;
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std::string user = porting::path_user;
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std::vector<GameFindPath> find_paths;
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Strfnd search_paths(getSubgamePathEnv());
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while (!search_paths.at_end()) {
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std::string path = search_paths.next(PATH_DELIM);
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find_paths.push_back(GameFindPath(
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path + DIR_DELIM + id, false));
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find_paths.push_back(GameFindPath(
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path + DIR_DELIM + id + "_game", false));
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}
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find_paths.push_back(GameFindPath(
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user + DIR_DELIM + "games" + DIR_DELIM + id + "_game", true));
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find_paths.push_back(GameFindPath(
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user + DIR_DELIM + "games" + DIR_DELIM + id, true));
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find_paths.push_back(GameFindPath(
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share + DIR_DELIM + "games" + DIR_DELIM + id + "_game", false));
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find_paths.push_back(GameFindPath(
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share + DIR_DELIM + "games" + DIR_DELIM + id, false));
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// Find game directory
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std::string game_path;
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bool user_game = true; // Game is in user's directory
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for(u32 i=0; i<find_paths.size(); i++){
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const std::string &try_path = find_paths[i].path;
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if(fs::PathExists(try_path)){
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game_path = try_path;
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user_game = find_paths[i].user_specific;
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break;
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}
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}
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if(game_path == "")
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return SubgameSpec();
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std::string gamemod_path = game_path + DIR_DELIM + "mods";
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// Find mod directories
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std::set<std::string> mods_paths;
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if(!user_game)
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mods_paths.insert(share + DIR_DELIM + "mods");
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if(user != share || user_game)
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mods_paths.insert(user + DIR_DELIM + "mods");
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std::string game_name = getGameName(game_path);
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if(game_name == "")
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game_name = id;
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std::string menuicon_path;
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#ifndef SERVER
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menuicon_path = getImagePath(game_path + DIR_DELIM + "menu" + DIR_DELIM + "icon.png");
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#endif
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return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name,
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menuicon_path);
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}
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SubgameSpec findWorldSubgame(const std::string &world_path)
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{
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std::string world_gameid = getWorldGameId(world_path, true);
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// See if world contains an embedded game; if so, use it.
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std::string world_gamepath = world_path + DIR_DELIM + "game";
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if(fs::PathExists(world_gamepath)){
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SubgameSpec gamespec;
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gamespec.id = world_gameid;
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gamespec.path = world_gamepath;
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gamespec.gamemods_path= world_gamepath + DIR_DELIM + "mods";
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gamespec.name = getGameName(world_gamepath);
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if(gamespec.name == "")
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gamespec.name = "unknown";
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return gamespec;
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}
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return findSubgame(world_gameid);
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}
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std::set<std::string> getAvailableGameIds()
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{
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std::set<std::string> gameids;
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std::set<std::string> gamespaths;
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gamespaths.insert(porting::path_share + DIR_DELIM + "games");
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gamespaths.insert(porting::path_user + DIR_DELIM + "games");
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Strfnd search_paths(getSubgamePathEnv());
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while (!search_paths.at_end())
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gamespaths.insert(search_paths.next(PATH_DELIM));
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for (std::set<std::string>::const_iterator i = gamespaths.begin();
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i != gamespaths.end(); ++i){
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std::vector<fs::DirListNode> dirlist = fs::GetDirListing(*i);
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for(u32 j=0; j<dirlist.size(); j++){
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if(!dirlist[j].dir)
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continue;
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// If configuration file is not found or broken, ignore game
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Settings conf;
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if(!getGameConfig(*i + DIR_DELIM + dirlist[j].name, conf))
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continue;
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// Add it to result
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const char *ends[] = {"_game", NULL};
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std::string shorter = removeStringEnd(dirlist[j].name, ends);
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if(shorter != "")
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gameids.insert(shorter);
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else
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gameids.insert(dirlist[j].name);
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}
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}
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return gameids;
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}
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std::vector<SubgameSpec> getAvailableGames()
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{
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std::vector<SubgameSpec> specs;
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std::set<std::string> gameids = getAvailableGameIds();
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for(std::set<std::string>::const_iterator i = gameids.begin();
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i != gameids.end(); ++i)
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specs.push_back(findSubgame(*i));
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return specs;
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}
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#define LEGACY_GAMEID "minetest"
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bool getWorldExists(const std::string &world_path)
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{
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return (fs::PathExists(world_path + DIR_DELIM + "map_meta.txt") ||
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fs::PathExists(world_path + DIR_DELIM + "world.mt"));
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}
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std::string getWorldGameId(const std::string &world_path, bool can_be_legacy)
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{
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std::string conf_path = world_path + DIR_DELIM + "world.mt";
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Settings conf;
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bool succeeded = conf.readConfigFile(conf_path.c_str());
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if(!succeeded){
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if(can_be_legacy){
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// If map_meta.txt exists, it is probably an old minetest world
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if(fs::PathExists(world_path + DIR_DELIM + "map_meta.txt"))
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return LEGACY_GAMEID;
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}
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return "";
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}
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if(!conf.exists("gameid"))
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return "";
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// The "mesetint" gameid has been discarded
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if(conf.get("gameid") == "mesetint")
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return "minetest";
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return conf.get("gameid");
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}
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std::string getWorldPathEnv()
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{
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char *world_path = getenv("MINETEST_WORLD_PATH");
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return world_path ? std::string(world_path) : "";
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}
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std::vector<WorldSpec> getAvailableWorlds()
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{
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std::vector<WorldSpec> worlds;
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std::set<std::string> worldspaths;
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Strfnd search_paths(getWorldPathEnv());
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while (!search_paths.at_end())
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worldspaths.insert(search_paths.next(PATH_DELIM));
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worldspaths.insert(porting::path_user + DIR_DELIM + "worlds");
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infostream << "Searching worlds..." << std::endl;
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for (std::set<std::string>::const_iterator i = worldspaths.begin();
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i != worldspaths.end(); ++i) {
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infostream << " In " << (*i) << ": " <<std::endl;
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std::vector<fs::DirListNode> dirvector = fs::GetDirListing(*i);
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for(u32 j=0; j<dirvector.size(); j++){
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if(!dirvector[j].dir)
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continue;
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std::string fullpath = *i + DIR_DELIM + dirvector[j].name;
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std::string name = dirvector[j].name;
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// Just allow filling in the gameid always for now
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bool can_be_legacy = true;
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std::string gameid = getWorldGameId(fullpath, can_be_legacy);
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WorldSpec spec(fullpath, name, gameid);
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if(!spec.isValid()){
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infostream<<"(invalid: "<<name<<") ";
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} else {
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infostream<<name<<" ";
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worlds.push_back(spec);
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}
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}
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infostream<<std::endl;
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}
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// Check old world location
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do{
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std::string fullpath = porting::path_user + DIR_DELIM + "world";
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if(!fs::PathExists(fullpath))
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break;
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std::string name = "Old World";
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std::string gameid = getWorldGameId(fullpath, true);
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WorldSpec spec(fullpath, name, gameid);
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infostream<<"Old world found."<<std::endl;
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worlds.push_back(spec);
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}while(0);
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infostream<<worlds.size()<<" found."<<std::endl;
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return worlds;
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}
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bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamespec)
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{
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// Override defaults with those provided by the game.
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// We clear and reload the defaults because the defaults
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// might have been overridden by other subgame config
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// files that were loaded before.
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g_settings->clearDefaults();
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set_default_settings(g_settings);
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Settings game_defaults;
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getGameMinetestConfig(gamespec.path, game_defaults);
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override_default_settings(g_settings, &game_defaults);
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infostream << "Initializing world at " << path << std::endl;
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fs::CreateAllDirs(path);
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// Create world.mt if does not already exist
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std::string worldmt_path = path + DIR_DELIM "world.mt";
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if (!fs::PathExists(worldmt_path)) {
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Settings conf;
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conf.set("gameid", gamespec.id);
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conf.set("backend", "sqlite3");
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conf.set("player_backend", "sqlite3");
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conf.setBool("creative_mode", g_settings->getBool("creative_mode"));
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conf.setBool("enable_damage", g_settings->getBool("enable_damage"));
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if (!conf.updateConfigFile(worldmt_path.c_str()))
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return false;
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}
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// Create map_meta.txt if does not already exist
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std::string map_meta_path = path + DIR_DELIM + "map_meta.txt";
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if (!fs::PathExists(map_meta_path)){
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verbosestream << "Creating map_meta.txt (" << map_meta_path << ")" << std::endl;
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fs::CreateAllDirs(path);
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std::ostringstream oss(std::ios_base::binary);
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Settings conf;
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MapgenParams params;
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params.readParams(g_settings);
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params.writeParams(&conf);
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conf.writeLines(oss);
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oss << "[end_of_params]\n";
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fs::safeWriteToFile(map_meta_path, oss.str());
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}
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return true;
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}
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