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							- /*
 
-  * CModHandler.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "filesystem/Filesystem.h"
 
- #include "VCMI_Lib.h"
 
- #include "JsonNode.h"
 
- #ifdef __UCLIBC__
 
- #undef major
 
- #undef minor
 
- #undef patch
 
- #endif
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CModHandler;
 
- class CModIndentifier;
 
- class CModInfo;
 
- class JsonNode;
 
- class IHandlerBase;
 
- /// class that stores all object identifiers strings and maps them to numeric ID's
 
- /// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
 
- class DLL_LINKAGE CIdentifierStorage
 
- {
 
- 	enum ELoadingState
 
- 	{
 
- 		LOADING,
 
- 		FINALIZING,
 
- 		FINISHED
 
- 	};
 
- 	struct ObjectCallback // entry created on ID request
 
- 	{
 
- 		std::string localScope;  /// scope from which this ID was requested
 
- 		std::string remoteScope; /// scope in which this object must be found
 
- 		std::string type;        /// type, e.g. creature, faction, hero, etc
 
- 		std::string name;        /// string ID
 
- 		std::function<void(si32)> callback;
 
- 		bool optional;
 
- 		ObjectCallback(std::string localScope, std::string remoteScope,
 
- 		               std::string type, std::string name,
 
- 		               const std::function<void(si32)> & callback,
 
- 		               bool optional);
 
- 	};
 
- 	struct ObjectData // entry created on ID registration
 
- 	{
 
- 		si32 id;
 
- 		std::string scope; /// scope in which this ID located
 
- 		bool operator==(const ObjectData & other) const
 
- 		{
 
- 			return id == other.id && scope == other.scope;
 
- 		}
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & id;
 
- 			h & scope;
 
- 		}
 
- 	};
 
- 	std::multimap<std::string, ObjectData> registeredObjects;
 
- 	std::vector<ObjectCallback> scheduledRequests;
 
- 	ELoadingState state;
 
- 	/// Check if identifier can be valid (camelCase, point as separator)
 
- 	void checkIdentifier(std::string & ID);
 
- 	void requestIdentifier(ObjectCallback callback);
 
- 	bool resolveIdentifier(const ObjectCallback & callback);
 
- 	std::vector<ObjectData> getPossibleIdentifiers(const ObjectCallback & callback);
 
- public:
 
- 	CIdentifierStorage();
 
- 	virtual ~CIdentifierStorage();
 
- 	/// request identifier for specific object name.
 
- 	/// Function callback will be called during ID resolution phase of loading
 
- 	void requestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
 
- 	///fullName = [remoteScope:]type.name
 
- 	void requestIdentifier(std::string scope, std::string fullName, const std::function<void(si32)> & callback);
 
- 	void requestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
 
- 	void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & callback);
 
- 	/// try to request ID. If ID with such name won't be loaded, callback function will not be called
 
- 	void tryRequestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
 
- 	void tryRequestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
 
- 	/// get identifier immediately. If identifier is not know and not silent call will result in error message
 
- 	boost::optional<si32> getIdentifier(std::string scope, std::string type, std::string name, bool silent = false);
 
- 	boost::optional<si32> getIdentifier(std::string type, const JsonNode & name, bool silent = false);
 
- 	boost::optional<si32> getIdentifier(const JsonNode & name, bool silent = false);
 
- 	boost::optional<si32> getIdentifier(std::string scope, std::string fullName, bool silent = false);
 
- 	/// registers new object
 
- 	void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
 
- 	/// called at the very end of loading to check for any missing ID's
 
- 	void finalize();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & registeredObjects;
 
- 		h & state;
 
- 	}
 
- };
 
- /// internal type to handle loading of one data type (e.g. artifacts, creatures)
 
- class DLL_LINKAGE ContentTypeHandler
 
- {
 
- public:
 
- 	struct ModInfo
 
- 	{
 
- 		/// mod data from this mod and for this mod
 
- 		JsonNode modData;
 
- 		/// mod data for this mod from other mods (patches)
 
- 		JsonNode patches;
 
- 	};
 
- 	/// handler to which all data will be loaded
 
- 	IHandlerBase * handler;
 
- 	std::string objectName;
 
- 	/// contains all loaded H3 data
 
- 	std::vector<JsonNode> originalData;
 
- 	std::map<std::string, ModInfo> modData;
 
- 	ContentTypeHandler(IHandlerBase * handler, std::string objectName);
 
- 	/// local version of methods in ContentHandler
 
- 	/// returns true if loading was successful
 
- 	bool preloadModData(std::string modName, std::vector<std::string> fileList, bool validate);
 
- 	bool loadMod(std::string modName, bool validate);
 
- 	void loadCustom();
 
- 	void afterLoadFinalization();
 
- };
 
- /// class used to load all game data into handlers. Used only during loading
 
- class DLL_LINKAGE CContentHandler
 
- {
 
- 	/// preloads all data from fileList as data from modName.
 
- 	bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
 
- 	/// actually loads data in mod
 
- 	bool loadMod(std::string modName, bool validate);
 
- 	std::map<std::string, ContentTypeHandler> handlers;
 
- public:
 
- 	CContentHandler();
 
- 	void init();
 
- 	/// preloads all data from fileList as data from modName.
 
- 	void preloadData(CModInfo & mod);
 
- 	/// actually loads data in mod
 
- 	void load(CModInfo & mod);
 
- 	void loadCustom();
 
- 	/// all data was loaded, time for final validation / integration
 
- 	void afterLoadFinalization();
 
- 	const ContentTypeHandler & operator[] (const std::string & name) const;
 
- };
 
- typedef std::string TModID;
 
- class DLL_LINKAGE CModInfo
 
- {
 
- public:
 
- 	enum EValidationStatus
 
- 	{
 
- 		PENDING,
 
- 		FAILED,
 
- 		PASSED
 
- 	};
 
- 	
 
- 	struct Version
 
- 	{
 
- 		int major = 0;
 
- 		int minor = 0;
 
- 		int patch = 0;
 
- 		
 
- 		Version() = default;
 
- 		Version(int mj, int mi, int p): major(mj), minor(mi), patch(p) {}
 
- 		
 
- 		static Version GameVersion();
 
- 		static Version fromString(std::string from);
 
- 		std::string toString() const;
 
- 		
 
- 		bool compatible(const Version & other, bool checkMinor = false, bool checkPatch = false) const;
 
- 		bool isNull() const;
 
- 		
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & major;
 
- 			h & minor;
 
- 			h & patch;
 
- 		}
 
- 	};
 
- 	/// identifier, identical to name of folder with mod
 
- 	std::string identifier;
 
- 	/// human-readable strings
 
- 	std::string name;
 
- 	std::string description;
 
- 	
 
- 	/// version of the mod
 
- 	Version version;
 
- 	/// Base language of mod, all mod strings are assumed to be in this language
 
- 	std::string baseLanguage;
 
- 	
 
- 	/// vcmi versions compatible with the mod
 
- 	Version vcmiCompatibleMin, vcmiCompatibleMax;
 
- 	/// list of mods that should be loaded before this one
 
- 	std::set <TModID> dependencies;
 
- 	/// list of mods that can't be used in the same time as this one
 
- 	std::set <TModID> conflicts;
 
- 	/// CRC-32 checksum of the mod
 
- 	ui32 checksum;
 
- 	/// true if mod is enabled
 
- 	bool enabled;
 
- 	EValidationStatus validation;
 
- 	JsonNode config;
 
- 	CModInfo();
 
- 	CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config);
 
- 	JsonNode saveLocalData() const;
 
- 	void updateChecksum(ui32 newChecksum);
 
- 	static std::string getModDir(std::string name);
 
- 	static std::string getModFile(std::string name);
 
- private:
 
- 	void loadLocalData(const JsonNode & data);
 
- };
 
- class DLL_LINKAGE CModHandler
 
- {
 
- 	std::map <TModID, CModInfo> allMods;
 
- 	std::vector <TModID> activeMods;//active mods, in order in which they were loaded
 
- 	CModInfo coreMod;
 
- 	void loadConfigFromFile(std::string name);
 
- 	bool hasCircularDependency(TModID mod, std::set <TModID> currentList = std::set <TModID>()) const;
 
- 	//returns false if mod list is incorrect and prints error to console. Possible errors are:
 
- 	// - missing dependency mod
 
- 	// - conflicting mod in load order
 
- 	// - circular dependencies
 
- 	bool checkDependencies(const std::vector <TModID> & input) const;
 
- 	/**
 
- 	* 1. Set apart mods with resolved dependencies from mods which have unresolved dependencies
 
- 	* 2. Sort resolved mods using topological algorithm
 
- 	* 3. Log all problem mods and their unresolved dependencies
 
- 	*
 
- 	* @param modsToResolve list of valid mod IDs (checkDependencies returned true - TODO: Clarify it.)
 
- 	* @return a vector of the topologically sorted resolved mods: child nodes (dependent mods) have greater index than parents
 
- 	*/
 
- 	std::vector <TModID> validateAndSortDependencies(std::vector <TModID> modsToResolve) const;
 
- 	std::vector<std::string> getModList(std::string path);
 
- 	void loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods);
 
- 	void loadOneMod(std::string modName, std::string parent, const JsonNode & modSettings, bool enableMods);
 
- 	void loadTranslation(TModID modName);
 
- 	bool validateTranslations(TModID modName) const;
 
- public:
 
- 	/// returns true if scope is reserved for internal use and can not be used by mods
 
- 	static bool isScopeReserved(const TModID & scope);
 
- 	/// reserved scope name for referencing built-in (e.g. H3) objects
 
- 	static const TModID & scopeBuiltin();
 
- 	/// reserved scope name for accessing objects from any loaded mod
 
- 	static const TModID & scopeGame();
 
- 	/// reserved scope name for accessing object for map loading
 
- 	static const TModID & scopeMap();
 
- 	class DLL_LINKAGE Incompatibility: public std::exception
 
- 	{
 
- 	public:
 
- 		using StringPair = std::pair<const std::string, const std::string>;
 
- 		using ModList = std::list<StringPair>;
 
- 		
 
- 		Incompatibility(ModList && _missingMods):
 
- 			missingMods(std::move(_missingMods))
 
- 		{
 
- 			std::ostringstream _ss;
 
- 			for(auto & m : missingMods)
 
- 				_ss << m.first << ' ' << m.second << std::endl;
 
- 			message = _ss.str();
 
- 		}
 
- 		
 
- 		const char * what() const noexcept override
 
- 		{
 
- 			return message.c_str();
 
- 		}
 
- 		
 
- 	private:
 
- 		//list of mods required to load the game
 
- 		// first: mod name
 
- 		// second: mod version
 
- 		const ModList missingMods;
 
- 		std::string message;
 
- 	};
 
- 	CIdentifierStorage identifiers;
 
- 	std::shared_ptr<CContentHandler> content; //(!)Do not serialize
 
- 	/// receives list of available mods and trying to load mod.json from all of them
 
- 	void initializeConfig();
 
- 	void loadMods(bool onlyEssential = false);
 
- 	void loadModFilesystems();
 
- 	std::string getModLanguage(TModID modId) const;
 
- 	std::set<TModID> getModDependencies(TModID modId, bool & isModFound) const;
 
- 	/// returns list of all (active) mods
 
- 	std::vector<std::string> getAllMods();
 
- 	std::vector<std::string> getActiveMods();
 
- 	/// load content from all available mods
 
- 	void load();
 
- 	void afterLoad(bool onlyEssential);
 
- 	struct DLL_LINKAGE hardcodedFeatures
 
- 	{
 
- 		JsonNode data;
 
- 		int CREEP_SIZE; // neutral stacks won't grow beyond this number
 
- 		int WEEKLY_GROWTH; //percent
 
- 		int NEUTRAL_STACK_EXP;
 
- 		int MAX_BUILDING_PER_TURN;
 
- 		bool DWELLINGS_ACCUMULATE_CREATURES;
 
- 		bool ALL_CREATURES_GET_DOUBLE_MONTHS;
 
- 		int MAX_HEROES_AVAILABLE_PER_PLAYER;
 
- 		int MAX_HEROES_ON_MAP_PER_PLAYER;
 
- 		bool WINNING_HERO_WITH_NO_TROOPS_RETREATS;
 
- 		bool BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
 
- 		bool NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS;
 
- 		double ATTACK_POINT_DMG_MULTIPLIER;
 
- 		double ATTACK_POINTS_DMG_MULTIPLIER_CAP;
 
- 		double DEFENSE_POINT_DMG_MULTIPLIER;
 
- 		double DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
 
- 		std::vector<int32_t> HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
 
- 		std::vector<int32_t> DEFAULT_BUILDING_SET_DWELLING_CHANCES;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & data;
 
- 			h & CREEP_SIZE;
 
- 			h & WEEKLY_GROWTH;
 
- 			h & NEUTRAL_STACK_EXP;
 
- 			h & MAX_BUILDING_PER_TURN;
 
- 			h & DWELLINGS_ACCUMULATE_CREATURES;
 
- 			h & ALL_CREATURES_GET_DOUBLE_MONTHS;
 
- 			h & MAX_HEROES_AVAILABLE_PER_PLAYER;
 
- 			h & MAX_HEROES_ON_MAP_PER_PLAYER;
 
- 			h & WINNING_HERO_WITH_NO_TROOPS_RETREATS;
 
- 			h & BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
 
- 			h & NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS;
 
- 			h & ATTACK_POINT_DMG_MULTIPLIER;
 
- 			h & ATTACK_POINTS_DMG_MULTIPLIER_CAP;
 
- 			h & DEFENSE_POINT_DMG_MULTIPLIER;
 
- 			h & DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
 
- 			if(version >= 815)
 
- 			{
 
- 				h & HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
 
- 				h & DEFAULT_BUILDING_SET_DWELLING_CHANCES;
 
- 			}
 
- 		}
 
- 	} settings;
 
- 	struct DLL_LINKAGE gameModules
 
- 	{
 
- 		bool STACK_EXP;
 
- 		bool STACK_ARTIFACT;
 
- 		bool COMMANDERS;
 
- 		bool MITHRIL;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & STACK_EXP;
 
- 			h & STACK_ARTIFACT;
 
- 			h & COMMANDERS;
 
- 			h & MITHRIL;
 
- 		}
 
- 	} modules;
 
- 	CModHandler();
 
- 	virtual ~CModHandler();
 
- 	static std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier);
 
- 	static void parseIdentifier(const std::string & fullIdentifier, std::string & scope, std::string & type, std::string & identifier);
 
- 	static std::string makeFullIdentifier(const std::string & scope, const std::string & type, const std::string & identifier);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		if(h.saving)
 
- 		{
 
- 			h & activeMods;
 
- 			for(const auto & m : activeMods)
 
- 				h & allMods[m].version;
 
- 		}
 
- 		else
 
- 		{
 
- 			loadMods();
 
- 			std::vector<TModID> newActiveMods;
 
- 			h & newActiveMods;
 
- 			
 
- 			Incompatibility::ModList missingMods;
 
- 			for(const auto & m : newActiveMods)
 
- 			{
 
- 				CModInfo::Version mver;
 
- 				h & mver;
 
- 				
 
- 				if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))
 
- 					allMods[m].enabled = true;
 
- 				else
 
- 					missingMods.emplace_back(m, mver.toString());
 
- 			}
 
- 			
 
- 			if(!missingMods.empty())
 
- 				throw Incompatibility(std::move(missingMods));
 
- 			
 
- 			std::swap(activeMods, newActiveMods);
 
- 		}
 
- 				
 
- 		h & settings;
 
- 		h & modules;
 
- 		h & identifiers;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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