#include "log.h"
#include "subgame.h"
#include "settings.h"
+#include "strfnd.h"
std::map<std::string, ModSpec> getModsInPath(std::string path)
{
}
}
+// If failed, returned modspec has name==""
+static 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))
+ return ModSpec(modname, try_path);
+ }
+ // Failed to find mod
+ return ModSpec();
+}
+
ModConfiguration::ModConfiguration(std::string worldpath)
{
+ SubgameSpec gamespec = findWorldSubgame(worldpath);
+
+ // Add common mods without dependency handling
+ 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
+ m_sorted_mods.push_back(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);
+ }
+
// Add all world mods and all game mods
addModsInPath(worldpath + DIR_DELIM + "worldmods");
- SubgameSpec gamespec = findWorldSubgame(worldpath);
addModsInPath(gamespec.gamemods_path);
// check world.mt file for mods explicitely declared to be
}
for(std::set<std::string>::const_iterator i = gamespec.addon_mods_paths.begin();
- i != gamespec.addon_mods_paths.end(); ++i)
+ i != gamespec.addon_mods_paths.end(); ++i)
addModsInPathFiltered((*i),exclude_mod_names);
}
}
// complain about mods declared to be loaded, but not found
for(std::vector<ModSpec>::iterator it = m_mods.begin();
- it != m_mods.end(); ++it)
+ it != m_mods.end(); ++it)
load_mod_names.erase((*it).name);
for(std::list<ModSpec>::iterator it = unsatisfied_mods.begin();
- it != unsatisfied_mods.end(); ++it)
+ it != unsatisfied_mods.end(); ++it)
load_mod_names.erase((*it).name);
if(!load_mod_names.empty())
{
#include "log.h"
#include "util/string.h"
-std::string getGameName(const std::string &game_path)
+bool getGameConfig(const std::string &game_path, Settings &conf)
{
std::string conf_path = game_path + DIR_DELIM + "game.conf";
+ return conf.readConfigFile(conf_path.c_str());
+}
+
+std::string getGameName(const std::string &game_path)
+{
Settings conf;
- bool succeeded = conf.readConfigFile(conf_path.c_str());
- if(!succeeded)
+ if(!getGameConfig(game_path, conf))
return "";
if(!conf.exists("name"))
return "";
for(u32 j=0; j<dirlist.size(); j++){
if(!dirlist[j].dir)
continue;
+ // If configuration file is not found or broken, ignore game
+ Settings conf;
+ if(!getGameConfig(*i + DIR_DELIM + dirlist[j].name, conf))
+ continue;
+ // Add it to result
const char *ends[] = {"_game", NULL};
std::string shorter = removeStringEnd(dirlist[j].name, ends);
if(shorter != "")