*/
#include "mods.h"
+#include "main.h"
#include "filesys.h"
#include "strfnd.h"
#include "log.h"
#include "subgame.h"
#include "settings.h"
+#include "strfnd.h"
+#include <cctype>
+#include "convert_json.h"
+
+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);
+ }
+ }
+ }
+ }
+}
-std::map<std::string, ModSpec> getModsInPath(std::string path)
+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, depends);
- result.insert(std::make_pair(modname,spec));
- }
+ ModSpec spec(modname, modpath);
+ spec.part_of_modpack = part_of_modpack;
+ parseModContents(spec);
+ result.insert(std::make_pair(modname, spec));
}
return result;
}
}
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)
+ModConfiguration::ModConfiguration(std::string worldpath)
{
- std::vector<ModSpec> result;
- for(std::vector<ModSpec>::iterator it = mods.begin();
- it != mods.end(); ++it)
+ 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)
{
- ModSpec& mod = *it;
- if(exclude_mod_names.count(mod.name) == 0)
- result.push_back(mod);
- }
- return result;
+ 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::addModsInPathFiltered(std::string path, std::set<std::string> exclude_mods)
+void ModConfiguration::addModsInPath(std::string path)
{
- addMods(filterMods(flattenMods(getModsInPath(path)),exclude_mods));
+ addMods(flattenMods(getModsInPath(path)));
}
-
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);
+ // 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];
+ actionstream<<"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);
}
}
+}
- // 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);
+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
- m_unsatisfied_mods.push_back(mod_new);
+ unsatisfied.push_back(mod);
}
- // Step 2: mods without unmet dependencies can be appended to
+ // Step 3: mods without unmet dependencies can be appended to
// the sorted list.
- while(!satisfied_mods.empty())
- {
- ModSpec mod = satisfied_mods.back();
+ while(!satisfied.empty()){
+ ModSpec mod = satisfied.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(); )
- {
+ 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_mods.push_back(mod2);
- it = m_unsatisfied_mods.erase(it);
+ if(mod2.unsatisfied_depends.empty()){
+ satisfied.push_back(mod2);
+ it = unsatisfied.erase(it);
}
- else
+ else{
++it;
+ }
}
}
+
+ // Step 4: write back list of unsatisfied mods
+ m_unsatisfied_mods.assign(unsatisfied.begin(), unsatisfied.end());
}
-ModConfiguration::ModConfiguration(std::string worldpath)
+#if USE_CURL
+Json::Value getModstoreUrl(std::string url)
{
- // Add all world mods and all game mods
- addModsInPath(worldpath + DIR_DELIM + "worldmods");
- SubgameSpec gamespec = findWorldSubgame(worldpath);
- addModsInPath(gamespec.gamemods_path);
+ struct curl_slist *chunk = NULL;
- // 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));
- }
+ bool special_http_header = true;
+
+ try{
+ special_http_header = g_settings->getBool("modstore_disable_special_http_header");
+ }
+ catch(SettingNotFoundException &e) {
}
- 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);
+ if (special_http_header)
+ chunk = curl_slist_append(chunk, "Accept: application/vnd.minetest.mmdb-v1+json");
+
+ Json::Value retval = fetchJsonValue(url,chunk);
+
+ if (chunk != NULL)
+ curl_slist_free_all(chunk);
+
+ return retval;
}
+
+#endif