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f1acd22455
Fixing following problems: Issue number one: Enable mod with a23 compatibility in a23b. Save configuration. Start a24. Better result: Mod will be enabled and invisible in mod selection screen producing various errors. Worse result: Game will crash and refuse to start. Issue number two: Mods can silently set loaded mods without restarting the engine, so mods can unlist themselves from compatibility detection. Solution: Enable necessary mods instead if running with gui and open mod page. Open information window on top of mod page to infom why mod page is showing up. On mod page show mods which failed in compatibility check and color the resposnible ones. Disable start button without enabled mods. Show non existed mods if they failed in compatibility check. Else just log to mainlog and close. Another fixes: Display in enabled mods really enabled mods as current logic confuses players about which mods they have enabled and is not helpful (ref #4881) Note: this will not solve issue with mods claiming being compatible with engine version while in fact being incompatible. Comments by: @vladislavbelov, @Stan, @Imarok Tested by: @wraitii Differential revision: D3592 Fixes: #6044 #4881 This was SVN commit r25410.
69 lines
2.6 KiB
C++
69 lines
2.6 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MOD
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#define INCLUDED_MOD
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#include "ps/CStr.h"
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#include "ps/GameSetup/CmdLineArgs.h"
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#include "scriptinterface/ScriptInterface.h"
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class ScriptContext;
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extern std::vector<CStr> g_modsLoaded;
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extern CmdLineArgs g_args;
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namespace Mod
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{
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JS::Value GetAvailableMods(const ScriptInterface& scriptInterface);
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const std::vector<CStr>& GetEnabledMods();
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const std::vector<CStr>& GetIncompatibleMods();
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const std::vector<CStr>& GetFailedMods();
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/**
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* This reads the version numbers from the launched mods.
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* It caches the result, since the reading of zip files is slow and
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* JS pages can request the version numbers too often easily.
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* Make sure this is called after each MountMods call.
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*/
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void CacheEnabledModVersions(const shared_ptr<ScriptContext>& scriptContext);
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const std::vector<CStr>& GetModsFromArguments(const CmdLineArgs& args, int flags);
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bool AreModsCompatible(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods, const JS::RootedValue& availableMods);
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bool CheckAndEnableMods(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods);
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bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version);
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void SetDefaultMods(const CmdLineArgs& args, int flags);
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void ClearIncompatibleMods();
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/**
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* Get the loaded mods and their version.
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* "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
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*
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* @param scriptInterface the ScriptInterface in which to create the return data.
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* @return list of loaded mods with the format [[modA, versionA], [modB, versionB], ...]
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*/
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JS::Value GetLoadedModsWithVersions(const ScriptInterface& scriptInterface);
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/**
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* Gets info (version and mods loaded) on the running engine
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*
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* @param scriptInterface the ScriptInterface in which to create the return data.
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* @return list of objects containing data
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*/
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JS::Value GetEngineInfo(const ScriptInterface& scriptInterface);
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}
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#endif // INCLUDED_MOD
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