0ad/source/ps/Mod.h
wraitii 498f0d420b Mod data parsing rework
Parses mod.json data not only in temporary JS values, but in a proper
C++ struct.
This will ultimately make it more convenient to pass more than just the
version to JS in D3968, and it enforces the schema a bit more.

Differential Revision: https://code.wildfiregames.com/D3988
This was SVN commit r25546.
2021-05-25 06:12:45 +00:00

110 lines
3.6 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();
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;
/**
* Gets a dictionary of available mods and their complete, parsed mod.json data.
*/
JS::Value GetAvailableMods(const ScriptRequest& rq) const;
/**
* Fetches available mods and stores some metadata about them.
* This may open the zipped mod archives, depending on the situation,
* and/or try to write files to the user mod folder,
* which can be quite slow, so should be run rarely.
* TODO: if this did not need the scriptInterface to parse JSON,
* we could run it in different contexts and possibly cleaner.
*/
void UpdateAvailableMods(const ScriptInterface& scriptInterface);
/**
* Parsed mod.json data for C++ usage.
*/
struct ModData
{
// 'Folder name' of the mod, e.g. 'public' for the main 0 A.D. mod.
CStr m_Pathname;
// "name" property in the mod.json
CStr m_Name;
CStr m_Version;
std::vector<CStr> m_Dependencies;
// For convenience when exporting to JS, keep a record of the full file.
CStr m_Text;
};
private:
/**
* Checks a list of @a mods and returns the incompatible mods, if any.
*/
std::vector<CStr> CheckForIncompatibleMods(const std::vector<CStr>& mods) const;
bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const;
std::vector<CStr> m_EnabledMods;
// Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded.
std::vector<CStr> m_IncompatibleMods;
std::vector<ModData> m_AvailableMods;
};
#endif // INCLUDED_MOD