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forked from 0ad/0ad
0ad/source/ps/Mod.h
wraitii 8f8e29c092 Fix incompatible mods start: show both incompatible and enabled mods;
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".

Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.
2021-05-22 07:33:49 +00:00

87 lines
3.1 KiB
C++

/* Copyright (C) 2021 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/>.
*/
#ifndef INCLUDED_MOD
#define INCLUDED_MOD
#include "ps/CStr.h"
#include "scriptinterface/ScriptForward.h"
#include <vector>
#define g_Mods (Mod::Instance())
class Mod
{
friend class TestMod;
public:
// Singleton-like interface.
static Mod& Instance();
JS::Value GetAvailableMods(const ScriptInterface& scriptInterface) const;
const std::vector<CStr>& GetEnabledMods() const;
const std::vector<CStr>& GetIncompatibleMods() const;
/**
* Enables specified mods (& mods required by the engine).
* @param addPublic - if true, enable the public mod.
* @return whether the mods were enabled successfully. This can fail if e.g. mods are incompatible.
* If true, GetEnabledMods() should be non-empty, GetIncompatibleMods() empty. Otherwise, GetIncompatibleMods() is non-empty.
*/
bool EnableMods(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods, const bool addPublic);
/**
* Get the loaded mods and their version.
* "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return list of loaded mods with the format [[modA, versionA], [modB, versionB], ...]
*/
JS::Value GetLoadedModsWithVersions(const ScriptInterface& scriptInterface) const;
/**
* Gets info (version and mods loaded) on the running engine
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return list of objects containing data
*/
JS::Value GetEngineInfo(const ScriptInterface& scriptInterface) const;
private:
/**
* This reads the version numbers from the launched mods.
* It caches the result, since the reading of zip files is slow and
* JS pages can request the version numbers too often easily.
* Make sure this is called after each MountMods call.
*/
void CacheEnabledModVersions(const ScriptInterface& scriptInterface);
/**
* Checks a list of @a mods and returns the incompatible mods, if any.
*/
std::vector<CStr> CheckForIncompatibleMods(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods, const JS::RootedValue& availableMods) const;
bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const;
std::vector<CStr> m_ModsLoaded;
// Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded.
std::vector<CStr> m_IncompatibleMods;
std::vector<std::vector<CStr>> m_LoadedModVersions;
};
#endif // INCLUDED_MOD