minetest/src/mods.h
ShadowNinja 9269a0ecc7 Fix server crashing on Lua errors
Previously, the server called FATAL_ERROR when a Lua error occured.
This caused a (mostly useless) core dump.
The server now simply throws an exception, which is caught and printed before
exiting with a non-zero return value.
This also fixes a number of instances where errors were logged multiple times.
2015-10-31 13:28:58 -04:00

209 lines
5.1 KiB
C++

/*
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.
*/
#ifndef MODS_HEADER
#define MODS_HEADER
#include "irrlichttypes.h"
#include <list>
#include <set>
#include <vector>
#include <string>
#include <map>
#include "json/json.h"
#include "config.h"
#define MODNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_"
struct ModSpec
{
std::string name;
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_=""):
name(name_),
path(path_),
depends(),
optdepends(),
unsatisfied_depends(),
part_of_modpack(false),
is_modpack(false),
modpack_content()
{}
};
// 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);
// 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.
class ModConfiguration
{
public:
ModConfiguration():
m_unsatisfied_mods(),
m_sorted_mods(),
m_name_conflicts()
{}
ModConfiguration(std::string worldpath);
// checks if all dependencies are fullfilled.
bool isConsistent()
{
return m_unsatisfied_mods.empty();
}
std::vector<ModSpec> getMods()
{
return m_sorted_mods;
}
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);
// 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.,
// every mod in this list has only dependencies on mods which
// 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. game mod in modpack; 2. game mod;
// 3. world mod in modpack; 4. world mod;
// 5. addon mod in modpack; 6. addon mod.
std::set<std::string> m_name_conflicts;
};
#if USE_CURL
Json::Value getModstoreUrl(std::string url);
#else
inline Json::Value getModstoreUrl(std::string url) {
return Json::Value();
}
#endif
struct ModLicenseInfo {
int id;
std::string shortinfo;
std::string url;
};
struct ModAuthorInfo {
int id;
std::string username;
};
struct ModStoreMod {
int id;
std::string title;
std::string basename;
ModAuthorInfo author;
float rating;
bool valid;
};
struct ModStoreCategoryInfo {
int id;
std::string name;
};
struct ModStoreVersionEntry {
int id;
std::string date;
std::string file;
bool approved;
//ugly version number
int mtversion;
};
struct ModStoreTitlePic {
int id;
std::string file;
std::string description;
int mod;
};
struct ModStoreModDetails {
/* version_set?? */
std::vector<ModStoreCategoryInfo> categories;
ModAuthorInfo author;
ModLicenseInfo license;
ModStoreTitlePic titlepic;
int id;
std::string title;
std::string basename;
std::string description;
std::string repository;
float rating;
std::vector<std::string> depends;
std::vector<std::string> softdeps;
std::string download_url;
std::string screenshot_url;
std::vector<ModStoreVersionEntry> versions;
bool valid;
};
#endif