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Update Available mods when installing them
Differential revision: D4211
Since 498f0d420b available mods where cached and not updated when new
where installed.
Fixing above.
This was SVN commit r25850.
This commit is contained in:
+10
-9
@@ -56,6 +56,16 @@ public:
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const std::vector<CStr>& GetIncompatibleMods() const;
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const std::vector<ModData>& GetAvailableMods() const;
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/**
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* Fetches available mods and stores some metadata about them.
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* This may open the zipped mod archives, depending on the situation,
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* and/or try to write files to the user mod folder,
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* which can be quite slow, so should be run rarely.
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* TODO: if this did not need the scriptInterface to parse JSON,
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* we could run it in different contexts and possibly cleaner.
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*/
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void UpdateAvailableMods(const ScriptInterface& scriptInterface);
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/**
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* Enables specified mods (& mods required by the engine).
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* @param addPublic - if true, enable the public mod.
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@@ -83,15 +93,6 @@ public:
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*/
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static bool AreModsPlayCompatible(const std::vector<const Mod::ModData*>& modsA, const std::vector<const Mod::ModData*>& modsB);
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private:
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/**
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* Fetches available mods and stores some metadata about them.
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* This may open the zipped mod archives, depending on the situation,
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* and/or try to write files to the user mod folder,
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* which can be quite slow, so should be run rarely.
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* TODO: if this did not need the scriptInterface to parse JSON,
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* we could run it in different contexts and possibly cleaner.
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*/
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void UpdateAvailableMods(const ScriptInterface& scriptInterface);
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/**
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* Checks a list of @a mods and returns the incompatible mods, if any.
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