Line data Source code
1 : /* Copyright (C) 2021 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_MOD
19 : #define INCLUDED_MOD
20 :
21 : #include "ps/CStr.h"
22 : #include "scriptinterface/ScriptForward.h"
23 :
24 : #include <vector>
25 :
26 : #define g_Mods (Mod::Instance())
27 :
28 4 : class Mod
29 : {
30 : friend class TestMod;
31 : public:
32 : // Singleton-like interface.
33 : static Mod& Instance();
34 :
35 : /**
36 : * Parsed mod.json data for C++ usage.
37 : * Note that converting to/from JS is lossy.
38 : */
39 20 : struct ModData
40 : {
41 : // 'Folder name' of the mod, e.g. 'public' for the main 0 A.D. mod.
42 : CStr m_Pathname;
43 : // "name" property in the mod.json
44 : CStr m_Name;
45 :
46 : CStr m_Version;
47 : std::vector<CStr> m_Dependencies;
48 : // If true, the mod is assumed to be 'GUI-only', i.e. ignored for MP or replay compatibility checks.
49 : bool m_IgnoreInCompatibilityChecks;
50 :
51 : // For convenience when exporting to JS, keep a record of the full file.
52 : CStr m_Text;
53 : };
54 :
55 : const std::vector<CStr>& GetEnabledMods() const;
56 : const std::vector<CStr>& GetIncompatibleMods() const;
57 : const std::vector<ModData>& GetAvailableMods() const;
58 :
59 : /**
60 : * Fetches available mods and stores some metadata about them.
61 : * This may open the zipped mod archives, depending on the situation,
62 : * and/or try to write files to the user mod folder,
63 : * which can be quite slow, so should be run rarely.
64 : * TODO: if this did not need the scriptInterface to parse JSON,
65 : * we could run it in different contexts and possibly cleaner.
66 : */
67 : void UpdateAvailableMods(const ScriptInterface& scriptInterface);
68 :
69 : /**
70 : * Enables specified mods (& mods required by the engine).
71 : * @param addPublic - if true, enable the public mod.
72 : * @return whether the mods were enabled successfully. This can fail if e.g. mods are incompatible.
73 : * If true, GetEnabledMods() should be non-empty, GetIncompatibleMods() empty. Otherwise, GetIncompatibleMods() is non-empty.
74 : */
75 : bool EnableMods(const std::vector<CStr>& mods, const bool addPublic);
76 :
77 : /**
78 : * Get data for the given mod.
79 : * @param the mod path name (e.g. 'public')
80 : * @return the mod data or nullptr if unavailable.
81 : * TODO: switch to std::optional or something related.
82 : */
83 : const ModData* GetModData(const CStr& mod) const;
84 :
85 : /**
86 : * Get a list of the enabled mod's data (intended for compatibility checks).
87 : * "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
88 : */
89 : const std::vector<const Mod::ModData*> GetEnabledModsData() const;
90 :
91 : /**
92 : * @return whether the two lists are compatible for replaying / MP play.
93 : */
94 : static bool AreModsPlayCompatible(const std::vector<const Mod::ModData*>& modsA, const std::vector<const Mod::ModData*>& modsB);
95 : private:
96 :
97 : /**
98 : * Checks a list of @a mods and returns the incompatible mods, if any.
99 : */
100 : std::vector<CStr> CheckForIncompatibleMods(const std::vector<CStr>& mods) const;
101 : bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const;
102 :
103 : std::vector<CStr> m_EnabledMods;
104 : // Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded.
105 : std::vector<CStr> m_IncompatibleMods;
106 :
107 : std::vector<ModData> m_AvailableMods;
108 : };
109 :
110 : #endif // INCLUDED_MOD
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