forked from mirrors/0ad
Move GetAvailableMods
Reviewed by: elexis Differential Revision: https://code.wildfiregames.com/D1106 This was SVN commit r20591.
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@@ -17,20 +17,9 @@
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#include "precompiled.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptVal.h"
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#include "lib/file/file_system.h"
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#include "lib/file/vfs/vfs.h"
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#include "lib/utf8.h"
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#include "ps/Filesystem.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/GameSetup/Paths.h"
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#include "ps/Mod.h"
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#include "ps/Profile.h"
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#include "ps/scripting/JSInterface_Mod.h"
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#include <algorithm>
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#include "ps/Mod.h"
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extern void restart_engine();
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@@ -46,71 +35,7 @@ extern void restart_engine();
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*/
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JS::Value JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
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{
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ScriptInterface* scriptInterface = pCxPrivate->pScriptInterface;
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JSContext* cx = scriptInterface->GetContext();
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JSAutoRequest rq(cx);
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JS::RootedObject obj(cx, JS_NewPlainObject(cx));
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const Paths paths(g_args);
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// loop over all possible paths
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OsPath modPath = paths.RData()/"mods";
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OsPath modUserPath = paths.UserData()/"mods";
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DirectoryNames modDirs;
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DirectoryNames modDirsUser;
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GetDirectoryEntries(modPath, NULL, &modDirs);
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// Sort modDirs so that we can do a fast lookup below
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std::sort(modDirs.begin(), modDirs.end());
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PIVFS vfs = CreateVfs(1); // No cache needed; TODO but 0 crashes
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for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
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{
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vfs->Clear();
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if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
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continue;
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CVFSFile modinfo;
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if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
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continue;
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JS::RootedValue json(cx);
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if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
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continue;
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// Valid mod, add it to our structure
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JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
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}
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GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
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bool dev = InDevelopmentCopy();
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for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
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{
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// If we are in a dev copy we do not mount mods in the user mod folder that
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// are already present in the mod folder, thus we skip those here.
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if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
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continue;
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vfs->Clear();
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if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
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continue;
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CVFSFile modinfo;
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if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
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continue;
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JS::RootedValue json(cx);
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if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
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continue;
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// Valid mod, add it to our structure
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JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
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}
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return JS::ObjectValue(*obj);
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return Mod::GetAvailableMods(*(pCxPrivate->pScriptInterface));
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}
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void JSI_Mod::RestartEngine(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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