#include "subgame.h"
#include "settings.h"
#include "strfnd.h"
+#include <cctype>
-std::map<std::string, ModSpec> getModsInPath(std::string path)
+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++){
continue;
std::string modpath = path + DIR_DELIM + modname;
- // Handle modpacks (defined by containing modpack.txt)
- std::ifstream modpack_is((modpath+DIR_DELIM+"modpack.txt").c_str(),
- std::ios_base::binary);
- if(modpack_is.good()) //a modpack, recursively get the mods in it
- {
- modpack_is.close(); // We don't actually need the file
- ModSpec spec(modname,modpath);
- spec.modpack_content = getModsInPath(modpath);
- spec.is_modpack = true;
- result.insert(std::make_pair(modname,spec));
- }
- else // not a modpack, add the modspec
- {
- std::set<std::string> depends;
- std::ifstream is((modpath+DIR_DELIM+"depends.txt").c_str(),
- std::ios_base::binary);
- while(is.good())
- {
- std::string dep;
- std::getline(is, dep);
- dep = trim(dep);
- if(dep != "")
- depends.insert(dep);
- }
+ ModSpec spec(modname, modpath);
+ spec.part_of_modpack = part_of_modpack;
+ parseModContents(spec);
+ result.insert(std::make_pair(modname, spec));
+ }
+ return result;
+}
- ModSpec spec(modname, modpath, depends);
- result.insert(std::make_pair(modname,spec));
+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;
}
}
- return result;
+ // Failed to find mod
+ return ModSpec();
}
std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods)
}
else //not a modpack
{
- // infostream << "inserting mod " << mod.name << std::endl;
result.push_back(mod);
}
}
return result;
}
-std::vector<ModSpec> filterMods(std::vector<ModSpec> mods,
- std::set<std::string> exclude_mod_names)
-{
- std::vector<ModSpec> result;
- for(std::vector<ModSpec>::iterator it = mods.begin();
- it != mods.end(); ++it)
- {
- ModSpec& mod = *it;
- if(exclude_mod_names.count(mod.name) == 0)
- result.push_back(mod);
- }
- return result;
-}
-
-void ModConfiguration::addModsInPathFiltered(std::string path, std::set<std::string> exclude_mods)
-{
- addMods(filterMods(flattenMods(getModsInPath(path)),exclude_mods));
-}
-
-
-void ModConfiguration::addMods(std::vector<ModSpec> new_mods)
-{
- // Step 1: remove mods in sorted_mods from unmet dependencies
- // of new_mods. new mods without unmet dependencies are
- // temporarily stored in satisfied_mods
- std::vector<ModSpec> satisfied_mods;
- for(std::vector<ModSpec>::iterator it = m_sorted_mods.begin();
- it != m_sorted_mods.end(); ++it)
- {
- ModSpec mod = *it;
- for(std::vector<ModSpec>::iterator it_new = new_mods.begin();
- it_new != new_mods.end(); ++it_new)
- {
- ModSpec& mod_new = *it_new;
- //infostream << "erasing dependency " << mod.name << " from " << mod_new.name << std::endl;
- mod_new.unsatisfied_depends.erase(mod.name);
- }
- }
-
- // split new mods into satisfied and unsatisfied
- for(std::vector<ModSpec>::iterator it = new_mods.begin();
- it != new_mods.end(); ++it)
- {
- ModSpec mod_new = *it;
- if(mod_new.unsatisfied_depends.empty())
- satisfied_mods.push_back(mod_new);
- else
- m_unsatisfied_mods.push_back(mod_new);
- }
-
- // Step 2: mods without unmet dependencies can be appended to
- // the sorted list.
- while(!satisfied_mods.empty())
- {
- ModSpec mod = satisfied_mods.back();
- m_sorted_mods.push_back(mod);
- satisfied_mods.pop_back();
- for(std::list<ModSpec>::iterator it = m_unsatisfied_mods.begin();
- it != m_unsatisfied_mods.end(); )
- {
- ModSpec& mod2 = *it;
- mod2.unsatisfied_depends.erase(mod.name);
- if(mod2.unsatisfied_depends.empty())
- {
- satisfied_mods.push_back(mod2);
- it = m_unsatisfied_mods.erase(it);
- }
- else
- ++it;
- }
- }
-}
-
-// 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
+ // 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(spec.name.empty())
inexistent_common_mods.push_back(modname);
else
- m_sorted_mods.push_back(spec);
+ common_mods.insert(std::make_pair(modname, spec));
}
}
}
s += " could not be found.";
throw ModError(s);
}
+ addMods(flattenMods(common_mods));
- // Add all world mods and all game mods
- addModsInPath(worldpath + DIR_DELIM + "worldmods");
+ // 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.
}
}
- for(std::set<std::string>::const_iterator i = gamespec.addon_mods_paths.begin();
- i != gamespec.addon_mods_paths.end(); ++i)
- addModsInPathFiltered((*i),exclude_mod_names);
+ // 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());
}
#include <exception>
#include <list>
+#define MODNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_"
+
class ModError : public std::exception
{
public:
std::string path;
//if normal mod:
std::set<std::string> depends;
+ std::set<std::string> optdepends;
std::set<std::string> unsatisfied_depends;
+ bool part_of_modpack;
bool is_modpack;
// if modpack:
std::map<std::string,ModSpec> modpack_content;
- ModSpec(const std::string name_="", const std::string path_="",
- const std::set<std::string> depends_=std::set<std::string>()):
+ ModSpec(const std::string name_="", const std::string path_=""):
name(name_),
path(path_),
- depends(depends_),
- unsatisfied_depends(depends_),
- is_modpack(false),
- modpack_content()
+ depends(),
+ optdepends(),
+ unsatisfied_depends(),
+ part_of_modpack(false),
+ is_modpack(false),
+ modpack_content()
{}
};
-std::map<std::string,ModSpec> getModsInPath(std::string path);
+// Retrieves depends, optdepends, is_modpack and modpack_content
+void parseModContents(ModSpec &mod);
+
+std::map<std::string,ModSpec> getModsInPath(std::string path, bool part_of_modpack = false);
+
+// If failed, returned modspec has name==""
+ModSpec findCommonMod(const std::string &modname);
// expands modpack contents, but does not replace them.
std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods);
// replaces modpack Modspecs with their content
std::vector<ModSpec> flattenMods(std::map<std::string,ModSpec> mods);
-// removes Mods mentioned in exclude_mod_names
-std::vector<ModSpec> filterMods(std::vector<ModSpec> mods,
- std::set<std::string> exclude_mod_names);
-
// a ModConfiguration is a subset of installed mods, expected to have
// all dependencies fullfilled, so it can be used as a list of mods to
// load when the game starts.
public:
ModConfiguration():
m_unsatisfied_mods(),
- m_sorted_mods()
+ m_sorted_mods(),
+ m_name_conflicts()
{}
ModConfiguration(std::string worldpath);
- // adds all mods in the given path. used for games, modpacks
- // and world-specific mods (worldmods-folders)
- void addModsInPath(std::string path)
- {
- addMods(flattenMods(getModsInPath(path)));
- }
-
- // adds all mods in the given path whose name does not appear
- // in the exclude_mods set.
- void addModsInPathFiltered(std::string path, std::set<std::string> exclude_mods);
-
- // adds all mods in the set.
- void addMods(std::vector<ModSpec> mods);
-
// checks if all dependencies are fullfilled.
bool isConsistent()
{
return m_sorted_mods;
}
- std::list<ModSpec> getUnsatisfiedMods()
+ std::vector<ModSpec> getUnsatisfiedMods()
{
return m_unsatisfied_mods;
}
private:
+ // adds all mods in the given path. used for games, modpacks
+ // and world-specific mods (worldmods-folders)
+ void addModsInPath(std::string path);
- // mods with unmet dependencies. This is a list and not a
- // vector because we want easy removal of elements at every
- // position.
- std::list<ModSpec> m_unsatisfied_mods;
+ // adds all mods in the set.
+ void addMods(std::vector<ModSpec> new_mods);
+
+ // move mods from m_unsatisfied_mods to m_sorted_mods
+ // in an order that satisfies dependencies
+ void resolveDependencies();
+
+ // mods with unmet dependencies. Before dependencies are resolved,
+ // this is where all mods are stored. Afterwards this contains
+ // only the ones with really unsatisfied dependencies.
+ std::vector<ModSpec> m_unsatisfied_mods;
// list of mods sorted such that they can be loaded in the
// given order with all dependencies being fullfilled. I.e.,
// appear earlier in the vector.
std::vector<ModSpec> m_sorted_mods;
+ // set of mod names for which an unresolved name conflict
+ // exists. A name conflict happens when two or more mods
+ // at the same level have the same name but different paths.
+ // Levels (mods in higher levels override mods in lower levels):
+ // 1. common mod in modpack; 2. common mod;
+ // 3. game mod in modpack; 4. game mod;
+ // 5. world mod in modpack; 6. world mod;
+ // 7. addon mod in modpack; 8. addon mod.
+ std::set<std::string> m_name_conflicts;
+
};
#endif