+}
+
+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;
+}
+
+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 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> include_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))
+ {
+ include_mod_names.insert(name.substr(9));
+ }
+ }
+
+ // Collect all mods that are also in include_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(include_mod_names.count(mod.name) != 0)
+ addon_mods.push_back(mod);
+ else
+ worldmt_settings.setBool("load_mod_" + mod.name, false);
+ }
+ }
+ worldmt_settings.updateConfigFile(worldmt.c_str());
+
+ 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 != (bool)want_from_modpack)