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0ad/source/ps/scripting/JSInterface_Mod.cpp

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/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptVal.h"
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/utf8.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/Mod.h"
#include "ps/Profile.h"
#include "ps/scripting/JSInterface_Mod.h"
#include <algorithm>
extern void restart_engine();
/**
* Returns a JS object containing a listing of available mods that
* have a modname.json file in their modname folder. The returned
* object looks like { modname1: json1, modname2: json2, ... } where
* jsonN is the content of the modnameN/modnameN.json file as a JS
* object.
*
* @return JS object with available mods as the keys of the modname.json
* properties.
*/
JS::Value JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
{
ScriptInterface* scriptInterface = pCxPrivate->pScriptInterface;
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedObject obj(cx, JS_NewPlainObject(cx));
const Paths paths(g_args);
// loop over all possible paths
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
DirectoryNames modDirs;
DirectoryNames modDirsUser;
GetDirectoryEntries(modPath, NULL, &modDirs);
// Sort modDirs so that we can do a fast lookup below
std::sort(modDirs.begin(), modDirs.end());
PIVFS vfs = CreateVfs(1); // No cache needed; TODO but 0 crashes
for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
{
vfs->Clear();
if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(cx);
if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
continue;
// Valid mod, add it to our structure
JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
}
GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
bool dev = InDevelopmentCopy();
for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
{
// If we are in a dev copy we do not mount mods in the user mod folder that
// are already present in the mod folder, thus we skip those here.
if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
continue;
vfs->Clear();
if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(cx);
if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
continue;
// Valid mod, add it to our structure
JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
}
return JS::ObjectValue(*obj);
}
void JSI_Mod::RestartEngine(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
restart_engine();
}
void JSI_Mod::SetMods(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::vector<CStr>& mods)
{
g_modsLoaded = mods;
}
void JSI_Mod::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<JS::Value, &JSI_Mod::GetAvailableMods>("GetAvailableMods");
scriptInterface.RegisterFunction<void, &JSI_Mod::RestartEngine>("RestartEngine");
scriptInterface.RegisterFunction<void, std::vector<CStr>, &JSI_Mod::SetMods>("SetMods");
}