/* 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 . */ #ifndef INCLUDED_MOD #define INCLUDED_MOD #include "ps/CStr.h" #include "scriptinterface/ScriptForward.h" #include #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& GetEnabledMods() const; const std::vector& GetIncompatibleMods() const; /** * Enables the mod selector only, leaving incompatible mods as-is. * This is used, in combination with the JS code, to show the user * a clear interface in case of incompatible mods. */ void SwitchToModSelector(const ScriptInterface& scriptInterface); /** * 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& 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 CheckForIncompatibleMods(const ScriptInterface& scriptInterface, const std::vector& mods, const JS::RootedValue& availableMods) const; bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const; std::vector m_ModsLoaded; // Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded. std::vector m_IncompatibleMods; std::vector> m_LoadedModVersions; }; #endif // INCLUDED_MOD