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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mods.h"
#include "filesys.h"
#include "strfnd.h"
#include "log.h"
#include "subgame.h"
#include "settings.h"
#include "strfnd.h"
#include <cctype>

static bool parseDependsLine(std::istream &is,
		std::string &dep, std::set<char> &symbols)
{
	std::getline(is, dep);
	dep = trim(dep);
	symbols.clear();
	size_t pos = dep.size();
	while(pos > 0 && !string_allowed(dep.substr(pos-1, 1), MODNAME_ALLOWED_CHARS)){
		// last character is a symbol, not part of the modname
		symbols.insert(dep[pos-1]);
		--pos;
	}
	dep = trim(dep.substr(0, pos));
	return dep != "";
}

void parseModContents(ModSpec &spec)
{
	// NOTE: this function works in mutual recursion with getModsInPath

	spec.depends.clear();
	spec.optdepends.clear();
	spec.is_modpack = false;
	spec.modpack_content.clear();

	// Handle modpacks (defined by containing modpack.txt)
	std::ifstream modpack_is((spec.path+DIR_DELIM+"modpack.txt").c_str());
	if(modpack_is.good()){ //a modpack, recursively get the mods in it
		modpack_is.close(); // We don't actually need the file
		spec.is_modpack = true;
		spec.modpack_content = getModsInPath(spec.path, true);

		// modpacks have no dependencies; they are defined and
		// tracked separately for each mod in the modpack
	}
	else{ // not a modpack, parse the dependencies
		std::ifstream is((spec.path+DIR_DELIM+"depends.txt").c_str());
		while(is.good()){
			std::string dep;
			std::set<char> symbols;
			if(parseDependsLine(is, dep, symbols)){
				if(symbols.count('?') != 0){
					spec.optdepends.insert(dep);
				}
				else{
					spec.depends.insert(dep);
				}
			}
		}

		// FIXME: optdepends.txt is deprecated
		// remove this code at some point in the future
		std::ifstream is2((spec.path+DIR_DELIM+"optdepends.txt").c_str());
		while(is2.good()){
			std::string dep;
			std::set<char> symbols;
			if(parseDependsLine(is2, dep, symbols))
				spec.optdepends.insert(dep);
		}
	}
}

std::map<std::string, ModSpec> getModsInPath(std::string path, bool part_of_modpack)
{
	// NOTE: this function works in mutual recursion with parseModContents

	std::map<std::string, ModSpec> result;
	std::vector<fs::DirListNode> dirlist = fs::GetDirListing(path);
	for(u32 j=0; j<dirlist.size(); j++){
		if(!dirlist[j].dir)
			continue;
		std::string modname = dirlist[j].name;
		// Ignore all directories beginning with a ".", especially
		// VCS directories like ".git" or ".svn"
		if(modname[0] == '.')
			continue;
		std::string modpath = path + DIR_DELIM + modname;

		ModSpec spec(modname, modpath);
		spec.part_of_modpack = part_of_modpack;
		parseModContents(spec);
		result.insert(std::make_pair(modname, spec));
	}
	return result;
}

ModSpec findCommonMod(const std::string &modname)
{
	// Try to find in {$user,$share}/games/common/$modname
	std::vector<std::string> find_paths;
	find_paths.push_back(porting::path_user + DIR_DELIM + "games" +
			DIR_DELIM + "common" + DIR_DELIM + "mods" + DIR_DELIM + modname);
	find_paths.push_back(porting::path_share + DIR_DELIM + "games" +
			DIR_DELIM + "common" + DIR_DELIM + "mods" + DIR_DELIM + modname);
	for(u32 i=0; i<find_paths.size(); i++){
		const std::string &try_path = find_paths[i];
		if(fs::PathExists(try_path)){
			ModSpec spec(modname, try_path);
			parseModContents(spec);
			return spec;
		}
	}
	// Failed to find mod
	return ModSpec();
}

std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods)
{
	std::map<std::string, ModSpec> result;
	for(std::map<std::string,ModSpec>::iterator it = mods.begin();
		it != mods.end(); ++it)
	{
		ModSpec mod = (*it).second;
		if(mod.is_modpack)
		{
			std::map<std::string, ModSpec> content = 
				flattenModTree(mod.modpack_content);
			result.insert(content.begin(),content.end());
			result.insert(std::make_pair(mod.name,mod));
		} 
		else //not a modpack
		{
			result.insert(std::make_pair(mod.name,mod));
		}
	}
	return result;
}

std::vector<ModSpec> flattenMods(std::map<std::string, ModSpec> mods)
{
	std::vector<ModSpec> result;
	for(std::map<std::string,ModSpec>::iterator it = mods.begin();
		it != mods.end(); ++it)
	{
		ModSpec mod = (*it).second;
		if(mod.is_modpack)
		{
			std::vector<ModSpec> content = flattenMods(mod.modpack_content);
			result.reserve(result.size() + content.size());
			result.insert(result.end(),content.begin(),content.end());
			
		} 
		else //not a modpack
		{
			result.push_back(mod);
		}
	}
	return result;
}

ModConfiguration::ModConfiguration(std::string worldpath)
{
	SubgameSpec gamespec = findWorldSubgame(worldpath);

	// Add common mods
	std::map<std::string, ModSpec> common_mods;
	std::vector<std::string> inexistent_common_mods;
	Settings gameconf;
	if(getGameConfig(gamespec.path, gameconf)){
		if(gameconf.exists("common_mods")){
			Strfnd f(gameconf.get("common_mods"));
			while(!f.atend()){
				std::string modname = trim(f.next(","));
				if(modname.empty())
					continue;
				ModSpec spec = findCommonMod(modname);
				if(spec.name.empty())
					inexistent_common_mods.push_back(modname);
				else
					common_mods.insert(std::make_pair(modname, spec));
			}
		}
	}
	if(!inexistent_common_mods.empty()){
		std::string s = "Required common mods ";
		for(u32 i=0; i<inexistent_common_mods.size(); i++){
			if(i != 0) s += ", ";
			s += std::string("\"") + inexistent_common_mods[i] + "\"";
		}
		s += " could not be found.";
		throw ModError(s);
	}
	addMods(flattenMods(common_mods));

	// Add all game mods and all world mods
	addModsInPath(gamespec.gamemods_path);
	addModsInPath(worldpath + DIR_DELIM + "worldmods");

	// check world.mt file for mods explicitely declared to be
	// loaded or not by a load_mod_<modname> = ... line.
	std::string worldmt = worldpath+DIR_DELIM+"world.mt";
	Settings worldmt_settings;
	worldmt_settings.readConfigFile(worldmt.c_str());
	std::vector<std::string> names = worldmt_settings.getNames();
	std::set<std::string> exclude_mod_names;
	for(std::vector<std::string>::iterator it = names.begin(); 
		it != names.end(); ++it)
	{	
		std::string name = *it;  
		// for backwards compatibility: exclude only mods which are
		// explicitely excluded. if mod is not mentioned at all, it is
		// enabled. So by default, all installed mods are enabled.
		if (name.compare(0,9,"load_mod_") == 0 &&
			!worldmt_settings.getBool(name))
		{
			exclude_mod_names.insert(name.substr(9));
		}
	}

	// Collect all mods in gamespec.addon_mods_paths,
	// excluding those in the set exclude_mod_names
	std::vector<ModSpec> addon_mods;
	for(std::set<std::string>::const_iterator it_path = gamespec.addon_mods_paths.begin();
			it_path != gamespec.addon_mods_paths.end(); ++it_path)
	{
		std::vector<ModSpec> addon_mods_in_path = flattenMods(getModsInPath(*it_path));
		for(std::vector<ModSpec>::iterator it = addon_mods_in_path.begin();
			it != addon_mods_in_path.end(); ++it)
		{
			ModSpec& mod = *it;
			if(exclude_mod_names.count(mod.name) == 0)
				addon_mods.push_back(mod);
		}
	}

	addMods(addon_mods);

	// report on name conflicts
	if(!m_name_conflicts.empty()){
		std::string s = "Unresolved name conflicts for mods ";
		for(std::set<std::string>::const_iterator it = m_name_conflicts.begin();
				it != m_name_conflicts.end(); ++it)
		{
			if(it != m_name_conflicts.begin()) s += ", ";
			s += std::string("\"") + (*it) + "\"";
		}
		s += ".";
		throw ModError(s);
	}

	// get the mods in order
	resolveDependencies();
}

void ModConfiguration::addModsInPath(std::string path)
{
	addMods(flattenMods(getModsInPath(path)));
}

void ModConfiguration::addMods(std::vector<ModSpec> new_mods)
{
	// Maintain a map of all existing m_unsatisfied_mods.
	// Keys are mod names and values are indices into m_unsatisfied_mods.
	std::map<std::string, u32> existing_mods;
	for(u32 i = 0; i < m_unsatisfied_mods.size(); ++i){
		existing_mods[m_unsatisfied_mods[i].name] = i;
	}

	// Add new mods
	for(int want_from_modpack = 1; want_from_modpack >= 0; --want_from_modpack){
		// First iteration:
		// Add all the mods that come from modpacks
		// Second iteration:
		// Add all the mods that didn't come from modpacks
		
		std::set<std::string> seen_this_iteration;

		for(std::vector<ModSpec>::const_iterator it = new_mods.begin();
				it != new_mods.end(); ++it){
			const ModSpec &mod = *it;
			if(mod.part_of_modpack != want_from_modpack)
				continue;
			if(existing_mods.count(mod.name) == 0){
				// GOOD CASE: completely new mod.
				m_unsatisfied_mods.push_back(mod);
				existing_mods[mod.name] = m_unsatisfied_mods.size() - 1;
			}
			else if(seen_this_iteration.count(mod.name) == 0){
				// BAD CASE: name conflict in different levels.
				u32 oldindex = existing_mods[mod.name];
				const ModSpec &oldmod = m_unsatisfied_mods[oldindex];
				errorstream<<"WARNING: Mod name conflict detected: \""
					<<mod.name<<"\""<<std::endl
					<<"Will not load: "<<oldmod.path<<std::endl
					<<"Overridden by: "<<mod.path<<std::endl;
				m_unsatisfied_mods[oldindex] = mod;

				// If there was a "VERY BAD CASE" name conflict
				// in an earlier level, ignore it.
				m_name_conflicts.erase(mod.name);
			}
			else{
				// VERY BAD CASE: name conflict in the same level.
				u32 oldindex = existing_mods[mod.name];
				const ModSpec &oldmod = m_unsatisfied_mods[oldindex];
				errorstream<<"WARNING: Mod name conflict detected: \""
					<<mod.name<<"\""<<std::endl
					<<"Will not load: "<<oldmod.path<<std::endl
					<<"Will not load: "<<mod.path<<std::endl;
				m_unsatisfied_mods[oldindex] = mod;
				m_name_conflicts.insert(mod.name);
			}
			seen_this_iteration.insert(mod.name);
		}
	}
}

void ModConfiguration::resolveDependencies()
{
	// Step 1: Compile a list of the mod names we're working with
	std::set<std::string> modnames;
	for(std::vector<ModSpec>::iterator it = m_unsatisfied_mods.begin();
		it != m_unsatisfied_mods.end(); ++it){
		modnames.insert((*it).name);
	}

	// Step 2: get dependencies (including optional dependencies)
	// of each mod, split mods into satisfied and unsatisfied
	std::list<ModSpec> satisfied;
	std::list<ModSpec> unsatisfied;
	for(std::vector<ModSpec>::iterator it = m_unsatisfied_mods.begin();
			it != m_unsatisfied_mods.end(); ++it){
		ModSpec mod = *it;
		mod.unsatisfied_depends = mod.depends;
		// check which optional dependencies actually exist
		for(std::set<std::string>::iterator it_optdep = mod.optdepends.begin();
				it_optdep != mod.optdepends.end(); ++it_optdep){
			std::string optdep = *it_optdep;
			if(modnames.count(optdep) != 0)
				mod.unsatisfied_depends.insert(optdep);
		}
		// if a mod has no depends it is initially satisfied
		if(mod.unsatisfied_depends.empty())
			satisfied.push_back(mod);
		else
			unsatisfied.push_back(mod);
	}

	// Step 3: mods without unmet dependencies can be appended to
	// the sorted list.
	while(!satisfied.empty()){
		ModSpec mod = satisfied.back();
		m_sorted_mods.push_back(mod);
		satisfied.pop_back();
		for(std::list<ModSpec>::iterator it = unsatisfied.begin();
				it != unsatisfied.end(); ){
			ModSpec& mod2 = *it;
			mod2.unsatisfied_depends.erase(mod.name);
			if(mod2.unsatisfied_depends.empty()){
				satisfied.push_back(mod2);
				it = unsatisfied.erase(it);
			}
			else{
				++it;
			}
		}	
	}

	// Step 4: write back list of unsatisfied mods
	m_unsatisfied_mods.assign(unsatisfied.begin(), unsatisfied.end());
}