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- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)
Overall, the logic around mounting & enabled mods should be easier to
understand.
Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
57 lines
1.8 KiB
C++
57 lines
1.8 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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#include "precompiled.h"
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#include "JSInterface_Mod.h"
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#include "ps/Mod.h"
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#include "scriptinterface/FunctionWrapper.h"
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extern void RestartEngine();
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namespace JSI_Mod
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{
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Mod* ModGetter(const ScriptRequest&, JS::CallArgs&)
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{
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return &g_Mods;
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}
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bool SetModsAndRestartEngine(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods)
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{
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if (!g_Mods.EnableMods(scriptInterface, mods, false))
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return false;
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RestartEngine();
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return true;
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}
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bool HasIncompatibleMods()
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{
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return g_Mods.GetIncompatibleMods().size() > 0;
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&Mod::GetEngineInfo, ModGetter>(rq, "GetEngineInfo");
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ScriptFunction::Register<&Mod::GetAvailableMods, ModGetter>(rq, "GetAvailableMods");
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ScriptFunction::Register<&Mod::GetEnabledMods, ModGetter>(rq, "GetEnabledMods");
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ScriptFunction::Register<HasIncompatibleMods> (rq, "HasIncompatibleMods");
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ScriptFunction::Register<&Mod::GetIncompatibleMods, ModGetter>(rq, "GetIncompatibleMods");
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ScriptFunction::Register<&SetModsAndRestartEngine>(rq, "SetModsAndRestartEngine");
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}
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}
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