wraitii
8f8e29c092
As noted by Angen ina26535d023
, refs3bcf360107
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.
87 lines
3.1 KiB
C++
87 lines
3.1 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MOD
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#define INCLUDED_MOD
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#include "ps/CStr.h"
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#include "scriptinterface/ScriptForward.h"
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#include <vector>
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#define g_Mods (Mod::Instance())
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class Mod
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{
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friend class TestMod;
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public:
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// Singleton-like interface.
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static Mod& Instance();
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JS::Value GetAvailableMods(const ScriptInterface& scriptInterface) const;
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const std::vector<CStr>& GetEnabledMods() const;
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const std::vector<CStr>& GetIncompatibleMods() const;
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/**
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* Enables specified mods (& mods required by the engine).
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* @param addPublic - if true, enable the public mod.
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* @return whether the mods were enabled successfully. This can fail if e.g. mods are incompatible.
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* If true, GetEnabledMods() should be non-empty, GetIncompatibleMods() empty. Otherwise, GetIncompatibleMods() is non-empty.
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*/
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bool EnableMods(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods, const bool addPublic);
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/**
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* Get the loaded mods and their version.
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* "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
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*
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* @param scriptInterface the ScriptInterface in which to create the return data.
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* @return list of loaded mods with the format [[modA, versionA], [modB, versionB], ...]
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*/
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JS::Value GetLoadedModsWithVersions(const ScriptInterface& scriptInterface) const;
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/**
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* Gets info (version and mods loaded) on the running engine
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*
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* @param scriptInterface the ScriptInterface in which to create the return data.
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* @return list of objects containing data
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*/
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JS::Value GetEngineInfo(const ScriptInterface& scriptInterface) const;
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private:
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/**
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* This reads the version numbers from the launched mods.
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* It caches the result, since the reading of zip files is slow and
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* JS pages can request the version numbers too often easily.
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* Make sure this is called after each MountMods call.
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*/
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void CacheEnabledModVersions(const ScriptInterface& scriptInterface);
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/**
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* Checks a list of @a mods and returns the incompatible mods, if any.
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*/
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std::vector<CStr> CheckForIncompatibleMods(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods, const JS::RootedValue& availableMods) const;
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bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const;
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std::vector<CStr> m_ModsLoaded;
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// Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded.
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std::vector<CStr> m_IncompatibleMods;
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std::vector<std::vector<CStr>> m_LoadedModVersions;
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};
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#endif // INCLUDED_MOD
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