minetest/src/content/mod_configuration.cpp

314 lines
9.8 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013-22 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "mod_configuration.h"
#include "log.h"
#include "settings.h"
#include "filesys.h"
#include "gettext.h"
#include "exceptions.h"
#include "util/numeric.h"
#include <optional>
#include <algorithm>
std::string ModConfiguration::getUnsatisfiedModsError() const
{
std::ostringstream error;
error << gettext("Some mods have unsatisfied dependencies:") << std::endl;
for (const ModSpec &mod : m_unsatisfied_mods) {
//~ Error when a mod is missing dependencies. Ex: "Mod Title is missing: mod1, mod2, mod3"
error << " - " << fmtgettext("%s is missing:", mod.name.c_str());
for (const std::string &unsatisfied_depend : mod.unsatisfied_depends)
error << " " << unsatisfied_depend;
error << "\n";
}
error << "\n"
<< gettext("Install and enable the required mods, or disable the mods causing errors.") << "\n"
<< gettext("Note: this may be caused by a dependency cycle, in which case try updating the mods.");
return error.str();
}
void ModConfiguration::addModsInPath(const std::string &path, const std::string &virtual_path)
{
addMods(flattenMods(getModsInPath(path, virtual_path)));
}
void ModConfiguration::addMods(const 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 (bool want_from_modpack : {true, false}) {
// 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 (const ModSpec &mod : new_mods) {
if (mod.part_of_modpack != want_from_modpack)
continue;
// unrelated to this code, but we want to assert it somewhere
assert(fs::IsPathAbsolute(mod.path));
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];
warningstream << "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];
warningstream << "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::addGameMods(const SubgameSpec &gamespec)
{
std::string game_virtual_path;
game_virtual_path.append("games/").append(gamespec.id).append("/mods");
addModsInPath(gamespec.gamemods_path, game_virtual_path);
m_first_mod = gamespec.first_mod;
m_last_mod = gamespec.last_mod;
}
void ModConfiguration::addModsFromConfig(
const std::string &settings_path,
const std::unordered_map<std::string, std::string> &modPaths)
{
Settings conf;
std::unordered_map<std::string, std::string> load_mod_names;
conf.readConfigFile(settings_path.c_str());
std::vector<std::string> names = conf.getNames();
for (const std::string &name : names) {
const auto &value = conf.get(name);
if (name.compare(0, 9, "load_mod_") == 0 && value != "false" &&
value != "nil")
load_mod_names[name.substr(9)] = value;
}
// List of enabled non-game non-world mods
std::vector<ModSpec> addon_mods;
// Map of modname to a list candidate mod paths. Used to list
// alternatives if a particular mod cannot be found.
std::unordered_map<std::string, std::vector<std::string>> candidates;
/*
* Iterate through all installed mods except game mods and world mods
*
* If the mod is enabled, add it to `addon_mods`. *
*
* Alternative candidates for a modname are stored in `candidates`,
* and used in an error message later.
*/
for (const auto &modPath : modPaths) {
std::vector<ModSpec> addon_mods_in_path = flattenMods(getModsInPath(modPath.second, modPath.first));
for (const auto &mod : addon_mods_in_path) {
const auto &pair = load_mod_names.find(mod.name);
if (pair != load_mod_names.end()) {
if (is_yes(pair->second) || pair->second == mod.virtual_path) {
addon_mods.push_back(mod);
} else {
candidates[pair->first].emplace_back(mod.virtual_path);
}
} else {
conf.remove("load_mod_" + mod.name);
}
}
}
conf.updateConfigFile(settings_path.c_str());
addMods(addon_mods);
// Remove all loaded mods from `load_mod_names`
// NB: as deps have not yet been resolved, `m_unsatisfied_mods` will contain all mods.
for (const ModSpec &mod : m_unsatisfied_mods)
load_mod_names.erase(mod.name);
// Complain about mods declared to be loaded, but not found
if (!load_mod_names.empty()) {
errorstream << "The following mods could not be found:";
for (const auto &pair : load_mod_names)
errorstream << " \"" << pair.first << "\"";
errorstream << std::endl;
for (const auto &pair : load_mod_names) {
const auto &candidate = candidates.find(pair.first);
if (candidate != candidates.end()) {
errorstream << "Unable to load " << pair.first << " as the specified path "
<< pair.second << " could not be found. "
<< "However, it is available in the following locations:"
<< std::endl;
for (const auto &path : candidate->second) {
errorstream << " - " << path << std::endl;
}
}
}
}
}
void ModConfiguration::checkConflictsAndDeps()
{
// report on name conflicts
if (!m_name_conflicts.empty()) {
std::string s = "Unresolved name conflicts for mods ";
bool add_comma = false;
for (const auto& it : m_name_conflicts) {
if (add_comma)
s.append(", ");
s.append("\"").append(it).append("\"");
add_comma = true;
}
s.append(".");
throw ModError(s);
}
// get the mods in order
resolveDependencies();
}
void ModConfiguration::resolveDependencies()
{
// Compile a list of the mod names we're working with
std::set<std::string> modnames;
std::optional<ModSpec> first_mod_spec, last_mod_spec;
for (ModSpec &mod : m_unsatisfied_mods) {
if (mod.name == m_first_mod) {
first_mod_spec = mod;
} else if (mod.name == m_last_mod) {
last_mod_spec = mod;
} else {
modnames.insert(mod.name);
}
}
// Optionally shuffle unsatisfied mods so non declared depends get found by their devs
if (g_settings->getBool("random_mod_load_order")) {
MyRandGenerator rg;
std::shuffle(m_unsatisfied_mods.begin(),
m_unsatisfied_mods.end(),
rg
);
}
// Check for presence of first and last mod
if (!m_first_mod.empty() && !first_mod_spec.has_value())
throw ModError("The mod specified as first by the game was not found.");
if (!m_last_mod.empty() && !last_mod_spec.has_value())
throw ModError("The mod specified as last by the game was not found.");
// Check and add first mod
if (first_mod_spec.has_value()) {
// Dependencies are not allowed for first mod
if (!first_mod_spec->depends.empty() || !first_mod_spec->optdepends.empty())
throw ModError("Mod specified by first_mod cannot have dependencies");
m_sorted_mods.push_back(*first_mod_spec);
}
// Get dependencies (including optional dependencies)
// of each mod, split mods into satisfied and unsatisfied
std::vector<ModSpec> satisfied;
std::list<ModSpec> unsatisfied;
for (ModSpec mod : m_unsatisfied_mods) {
if (mod.name == m_first_mod || mod.name == m_last_mod)
continue; // skip, handled separately
mod.unsatisfied_depends = mod.depends;
// check which optional dependencies actually exist
for (const std::string &optdep : mod.optdepends) {
if (modnames.count(optdep) != 0)
mod.unsatisfied_depends.insert(optdep);
}
mod.unsatisfied_depends.erase(m_first_mod); // first is already satisfied
if (last_mod_spec.has_value() && mod.unsatisfied_depends.count(last_mod_spec->name) != 0) {
throw ModError("Impossible to depend on the mod specified by last_mod");
}
// if a mod has no depends it is initially satisfied
if (mod.unsatisfied_depends.empty()) {
satisfied.push_back(mod);
} else {
unsatisfied.push_back(mod);
}
}
// All dependencies of the last mod are initially unsatisfied
if (last_mod_spec.has_value()) {
last_mod_spec->unsatisfied_depends = last_mod_spec->depends;
last_mod_spec->unsatisfied_depends.erase(m_first_mod);
}
// 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 (auto 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;
}
}
if (last_mod_spec.has_value())
last_mod_spec->unsatisfied_depends.erase(mod.name);
}
// Write back list of unsatisfied mods
m_unsatisfied_mods.assign(unsatisfied.begin(), unsatisfied.end());
// Check and add last mod
if (last_mod_spec.has_value()) {
if (last_mod_spec->unsatisfied_depends.empty())
m_sorted_mods.push_back(*last_mod_spec);
else
m_unsatisfied_mods.push_back(*last_mod_spec);
}
}