/* 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(); /** * Parsed mod.json data for C++ usage. * Note that converting to/from JS is lossy. */ 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 m_Dependencies; // If true, the mod is assumed to be 'GUI-only', i.e. ignored for MP or replay compatibility checks. bool m_IgnoreInCompatibilityChecks; // For convenience when exporting to JS, keep a record of the full file. CStr m_Text; }; const std::vector& GetEnabledMods() const; const std::vector& GetIncompatibleMods() const; const std::vector& GetAvailableMods() 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); /** * 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 std::vector& mods, const bool addPublic); /** * Get data for the given mod. * @param the mod path name (e.g. 'public') * @return the mod data or nullptr if unavailable. * TODO: switch to std::optional or something related. */ const ModData* GetModData(const CStr& mod) const; /** * Get a list of the enabled mod's data (intended for compatibility checks). * "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks. */ const std::vector GetEnabledModsData() const; /** * @return whether the two lists are compatible for replaying / MP play. */ static bool AreModsPlayCompatible(const std::vector& modsA, const std::vector& modsB); private: /** * Checks a list of @a mods and returns the incompatible mods, if any. */ std::vector CheckForIncompatibleMods(const std::vector& mods) const; bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const; std::vector m_EnabledMods; // Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded. std::vector m_IncompatibleMods; std::vector m_AvailableMods; }; #endif // INCLUDED_MOD