Index: ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.js
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.js (nonexistent)
+++ ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.js (revision 25410)
@@ -0,0 +1,11 @@
+var g_IncompatibleModsFile = "gui/incompatible_mods/incompatible_mods.txt";
+
+function init(data)
+{
+ Engine.GetGUIObjectByName("mainText").caption = Engine.TranslateLines(Engine.ReadFile(g_IncompatibleModsFile));
+}
+
+function closePage()
+{
+ Engine.PopGuiPage();
+}
Index: ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.txt
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.txt (nonexistent)
+++ ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.txt (revision 25410)
@@ -0,0 +1,4 @@
+[font="sans-bold-20"] You tried to start game with incompatible or missing mods!
+[font="sans-16"]
+Solve the compatibility and start game again.
+You might want to save configuration before starting, when you see this page again.
Index: ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.xml
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.xml (nonexistent)
+++ ps/trunk/binaries/data/mods/mod/gui/incompatible_mods/incompatible_mods.xml (revision 25410)
@@ -0,0 +1,24 @@
+
+
+
+
+
+
+
+
+
+
Index: ps/trunk/binaries/data/mods/mod/gui/modmod/modmod.js
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/modmod/modmod.js (revision 25409)
+++ ps/trunk/binaries/data/mods/mod/gui/modmod/modmod.js (revision 25410)
@@ -1,449 +1,495 @@
/**
* @file This GUI page displays all available mods and allows the player to enabled and launch a set of compatible mods.
*/
/**
* A mod is defined by a mod.json file, for example
* {
* "name": "0ad",
* "version": "0.0.24",
* "label": "0 A.D. - Empires Ascendant",
* "url": "https://wildfiregames.com/",
* "description": "A free, open-source, historical RTS game.",
* "dependencies": []
* }
*
* Or:
* {
* "name": "mod2",
* "label": "Mod 2",
* "version": "1.1",
* "description": "",
* "dependencies": ["0ad<=0.0.24", "rote"]
* }
*
* A mod is identified by the directory name.
* A mod must define the "name", "version", "label", "description" and "dependencies" property.
* The "url" property is optional.
*
* The property "name" can consist alphanumeric characters, underscore and dash.
* The name is used for version comparison of mod dependencies.
* The property "version" may only contain numbers and up to two periods.
* The property "label" is a human-readable name of the mod.
* The property "description" is a human-readable summary of the features of the mod.
* The property "url" is reference to a website about the mod.
* The property "dependencies" is an array of strings. Each string is either a modname or a mod version comparison.
* A mod version comparison is a modname, followed by an operator (=, <, >, <= or >=), followed by a mod version.
* This allows mods to express upwards and downwards compatibility.
*/
/**
* Mod definitions loaded from the files, including invalid mods.
*/
var g_Mods = {};
/**
* Folder names of all mods that are or can be launched.
*/
var g_ModsEnabled = [];
var g_ModsDisabled = [];
var g_ModsEnabledFiltered = [];
var g_ModsDisabledFiltered = [];
/**
* Cache mod compatibility recomputed when some mod is enbaled/disabled.
*/
var g_ModsCompatibility = [];
/**
* Name of the mods installed by the ModInstaller.
*/
var g_InstalledMods;
+var g_HasFailedMods;
+
+var g_FakeMod = {
+ "name": translate("This mod does not exist"),
+ "version": "",
+ "label": "",
+ "url": "",
+ "description": "",
+ "dependencies": []
+};
+
var g_ColorNoModSelected = "255 255 100";
var g_ColorDependenciesMet = "100 255 100";
var g_ColorDependenciesNotMet = "255 100 100";
function init(data, hotloadData)
{
g_InstalledMods = data && data.installedMods || hotloadData && hotloadData.installedMods || [];
+ g_HasFailedMods = Engine.HasFailedMods();
initMods();
initGUIButtons(data);
+ if (g_HasFailedMods)
+ Engine.PushGuiPage("page_incompatible_mods.xml", {});
}
function initMods()
{
loadMods();
loadEnabledMods();
recomputeCompatibility();
validateMods();
initGUIFilters();
}
function getHotloadData()
{
return { "installedMods": g_InstalledMods };
}
function loadMods()
{
g_Mods = Engine.GetAvailableMods();
deepfreeze(g_Mods);
}
+/**
+ * Return fake mod for mods which do not exist
+*/
+function getMod(folder)
+{
+ return !!g_Mods[folder] ? g_Mods[folder] : g_FakeMod;
+}
+
function loadEnabledMods()
{
- g_ModsEnabled = Engine.ConfigDB_GetValue("user", "mod.enabledmods").split(/\s+/).filter(folder => !!g_Mods[folder]);
+ if (g_HasFailedMods)
+ g_ModsEnabled = Engine.GetFailedMods().filter(folder => folder != "mod");
+ else
+ g_ModsEnabled = Engine.GetEnabledMods().filter(folder => !!g_Mods[folder]);
g_ModsDisabled = Object.keys(g_Mods).filter(folder => g_ModsEnabled.indexOf(folder) == -1);
g_ModsEnabledFiltered = g_ModsEnabled;
g_ModsDisabledFiltered = g_ModsDisabled;
}
function validateMods()
{
for (let folder in g_Mods)
validateMod(folder, g_Mods[folder], true);
}
function initGUIFilters()
{
Engine.GetGUIObjectByName("negateFilter").checked = false;
Engine.GetGUIObjectByName("modCompatibleFilter").checked = true;
displayModLists();
}
function initGUIButtons(data)
{
// Either get back to the previous page or quit if there is no previous page
- let cancelButton = !data || data.cancelbutton;
- Engine.GetGUIObjectByName("cancelButton").hidden = !cancelButton;
- Engine.GetGUIObjectByName("quitButton").hidden = cancelButton;
+ let hasPreviousPage = !data || data.cancelbutton;
+ Engine.GetGUIObjectByName("cancelButton").hidden = !hasPreviousPage;
+ Engine.GetGUIObjectByName("quitButton").hidden = hasPreviousPage;
+ Engine.GetGUIObjectByName("startModsButton").hidden = !hasPreviousPage;
+ Engine.GetGUIObjectByName("startButton").hidden = hasPreviousPage;
Engine.GetGUIObjectByName("toggleModButton").caption = translateWithContext("mod activation", "Enable");
}
function saveMods()
{
sortEnabledMods();
Engine.ConfigDB_CreateValue("user", "mod.enabledmods", ["mod"].concat(g_ModsEnabled).join(" "));
Engine.ConfigDB_WriteFile("user", "config/user.cfg");
}
function startMods()
{
sortEnabledMods();
- Engine.SetMods(["mod"].concat(g_ModsEnabled));
- Engine.RestartEngine();
+ if (!Engine.SetModsAndRestartEngine(["mod"].concat(g_ModsEnabled)))
+ Engine.GetGUIObjectByName("message").caption = coloredText(translate('Dependencies not met'), g_ColorDependenciesNotMet);
}
function displayModLists()
{
g_ModsEnabledFiltered = displayModList("modsEnabledList", g_ModsEnabled, true);
g_ModsDisabledFiltered = displayModList("modsDisabledList", g_ModsDisabled, false);
}
function displayModList(listObjectName, folders, enabled)
{
let listObject = Engine.GetGUIObjectByName(listObjectName);
if (listObjectName == "modsDisabledList")
{
- let sortFolder = folder => String(g_Mods[folder][listObject.selected_column] || folder);
+ let sortFolder = folder => String(getMod(folder)[listObject.selected_column] || folder);
folders.sort((folder1, folder2) =>
listObject.selected_column_order *
sortFolder(folder1).localeCompare(sortFolder(folder2)));
}
folders = folders.filter(filterMod);
if (!enabled && Engine.GetGUIObjectByName("modCompatibleFilter").checked)
folders = folders.filter(folder => g_ModsCompatibility[folder]);
let selected = listObject.selected !== -1 ? listObject.list_name[listObject.selected] : null;
- listObject.list_name = folders.map(folder => colorMod(folder, g_Mods[folder].name, enabled));
+ listObject.list_name = folders.map(folder => colorMod(folder, getMod(folder).name, enabled));
listObject.list_folder = folders.map(folder => colorMod(folder, folder, enabled));
- listObject.list_label = folders.map(folder => colorMod(folder, g_Mods[folder].label, enabled));
- listObject.list_url = folders.map(folder => colorMod(folder, g_Mods[folder].url || "", enabled));
- listObject.list_version = folders.map(folder => colorMod(folder, g_Mods[folder].version, enabled));
- listObject.list_dependencies = folders.map(folder => colorMod(folder, g_Mods[folder].dependencies.join(" "), enabled));
+ listObject.list_label = folders.map(folder => colorMod(folder, getMod(folder).label, enabled));
+ listObject.list_url = folders.map(folder => colorMod(folder, getMod(folder).url || "", enabled));
+ listObject.list_version = folders.map(folder => colorMod(folder, getMod(folder).version, enabled));
+ listObject.list_dependencies = folders.map(folder => colorMod(folder, getMod(folder).dependencies.join(" "), enabled));
listObject.list = folders;
listObject.selected = selected ? listObject.list_name.indexOf(selected) : -1;
return folders;
}
function getModColor(folder, enabled)
{
if (!g_ModsCompatibility[folder])
return enabled ? g_ColorDependenciesNotMet : "gray";
- if (g_InstalledMods.indexOf(g_Mods[folder].name) != -1)
+ if (g_InstalledMods.indexOf(getMod(folder).name) != -1)
return "green";
return false;
}
function colorMod(folder, text, enabled)
{
let color = getModColor(folder, enabled);
return color ? coloredText(text, color) : text;
}
function reloadDisabledMods()
{
g_ModsDisabled = Object.keys(g_Mods).filter(folder => g_ModsEnabled.indexOf(folder) == -1);
}
function enableMod()
{
let modsDisabledList = Engine.GetGUIObjectByName("modsDisabledList");
let pos = modsDisabledList.selected;
if (pos == -1 || !g_ModsCompatibility[g_ModsDisabledFiltered[pos]])
return;
g_ModsEnabled.push(g_ModsDisabledFiltered.splice(pos, 1)[0]);
reloadDisabledMods();
recomputeCompatibility();
if (pos >= g_ModsDisabledFiltered.length)
--pos;
displayModLists();
+ Engine.GetGUIObjectByName("message").caption = "";
modsDisabledList.selected = pos;
}
function disableMod()
{
let modsEnabledList = Engine.GetGUIObjectByName("modsEnabledList");
let pos = modsEnabledList.selected;
if (pos == -1)
return;
// Find true position of disabled mod and remove it
let disabledMod = g_ModsEnabledFiltered[pos];
for (let i = 0; i < g_ModsEnabled.length; ++i)
if (g_ModsEnabled[i] == disabledMod)
{
g_ModsEnabled.splice(i, 1);
break;
}
- g_ModsDisabled.push(disabledMod);
+ if (!!g_Mods[disabledMod])
+ g_ModsDisabled.push(disabledMod);
// Remove mods that required the removed mod and cascade
// Sort them, so we know which ones can depend on the removed mod
// TODO: Find position where the removed mod would have fit (for now assume idx 0)
sortEnabledMods();
for (let i = 0; i < g_ModsEnabled.length; ++i)
if (!areDependenciesMet(g_ModsEnabled[i], true))
{
g_ModsDisabled.push(g_ModsEnabled.splice(i, 1)[0]);
--i;
}
recomputeCompatibility(true);
displayModLists();
+ Engine.GetGUIObjectByName("message").caption = "";
modsEnabledList.selected = Math.min(pos, g_ModsEnabledFiltered.length - 1);
}
function filterMod(folder)
{
- let mod = g_Mods[folder];
+ let mod = getMod(folder);
let negateFilter = Engine.GetGUIObjectByName("negateFilter").checked;
let searchText = Engine.GetGUIObjectByName("modGenericFilter").caption;
if (searchText &&
folder.indexOf(searchText) == -1 &&
mod.name.indexOf(searchText) == -1 &&
mod.label.indexOf(searchText) == -1 &&
(mod.url || "").indexOf(searchText) == -1 &&
mod.version.indexOf(searchText) == -1 &&
mod.description.indexOf(searchText) == -1 &&
mod.dependencies.indexOf(searchText) == -1)
return negateFilter;
return !negateFilter;
}
function closePage()
{
Engine.SwitchGuiPage("page_pregame.xml", {});
}
function areFilters()
{
let searchText = Engine.GetGUIObjectByName("modGenericFilter").caption;
return searchText && searchText != translate("Filter");
}
/**
* Moves an item in the list up or down.
*/
function moveCurrItem(objectName, up)
{
// Prevent moving while filters are applied
// because we would need to map filtered positions
// to not filtered positions so changes will persist.
if (areFilters())
return;
let obj = Engine.GetGUIObjectByName(objectName);
let idx = obj.selected;
if (idx == -1)
return;
let num = obj.list.length;
let idx2 = idx + (up ? -1 : 1);
if (idx2 < 0 || idx2 >= num)
return;
let tmp = g_ModsEnabled[idx];
g_ModsEnabled[idx] = g_ModsEnabled[idx2];
g_ModsEnabled[idx2] = tmp;
g_ModsEnabledFiltered = displayModList("modsEnabledList", g_ModsEnabled, true);
obj.selected = idx2;
}
function areDependenciesMet(folder, disabledAction = false)
{
// If we disabled mod it will not change satus of incompatible mods
if (disabledAction && !g_ModsCompatibility[folder])
return g_ModsCompatibility[folder];
- for (let dependency of g_Mods[folder].dependencies)
+ if (!g_Mods[folder])
+ return false;
+
+ for (let dependency of getMod(folder).dependencies)
{
if (!isDependencyMet(dependency))
return false;
}
return true;
}
function recomputeCompatibility(disabledAction = false)
{
for (let mod in g_Mods)
g_ModsCompatibility[mod] = areDependenciesMet(mod, disabledAction);
}
/**
* @param dependency is a mod name or a mod version comparison.
*/
function isDependencyMet(dependency)
{
let operator = dependency.match(g_RegExpComparisonOperator);
let [name, version] = operator ? dependency.split(operator[0]) : [dependency, undefined];
return g_ModsEnabled.some(folder =>
- g_Mods[folder].name == name &&
- (!operator || versionSatisfied(g_Mods[folder].version, operator[0], version)));
+ getMod(folder).name == name &&
+ (!operator || versionSatisfied(getMod(folder).version, operator[0], version)));
}
/**
* Compares the given versions using the given operator.
* '-' or '_' is ignored. Only numbers are supported.
* @note "5.3" < "5.3.0"
*/
function versionSatisfied(version1, operator, version2)
{
let versionList1 = version1.split(/[-_]/)[0].split(/\./g);
let versionList2 = version2.split(/[-_]/)[0].split(/\./g);
let eq = operator.indexOf("=") != -1;
let lt = operator.indexOf("<") != -1;
let gt = operator.indexOf(">") != -1;
for (let i = 0; i < Math.min(versionList1.length, versionList2.length); ++i)
{
let diff = +versionList1[i] - +versionList2[i];
if (gt && diff > 0 || lt && diff < 0)
return true;
if (gt && diff < 0 || lt && diff > 0 || eq && diff)
return false;
}
// common prefix matches
let ldiff = versionList1.length - versionList2.length;
if (!ldiff)
return eq;
// NB: 2.3 != 2.3.0
if (ldiff < 0)
return lt;
return gt;
}
function sortEnabledMods()
{
let dependencies = {};
for (let folder of g_ModsEnabled)
- dependencies[folder] = g_Mods[folder].dependencies.map(d => d.split(g_RegExpComparisonOperator)[0]);
+ dependencies[folder] = getMod(folder).dependencies.map(d => d.split(g_RegExpComparisonOperator)[0]);
g_ModsEnabled.sort((folder1, folder2) =>
- dependencies[folder1].indexOf(g_Mods[folder2].name) != -1 ? 1 :
- dependencies[folder2].indexOf(g_Mods[folder1].name) != -1 ? -1 : 0);
+ dependencies[folder1].indexOf(getMod(folder2).name) != -1 ? 1 :
+ dependencies[folder2].indexOf(getMod(folder1).name) != -1 ? -1 : 0);
g_ModsEnabledFiltered = displayModList("modsEnabledList", g_ModsEnabled, true);
}
function selectedMod(listObjectName)
{
let listObject = Engine.GetGUIObjectByName(listObjectName);
let isPickedDisabledList = listObjectName == "modsDisabledList";
let otherListObject = Engine.GetGUIObjectByName(isPickedDisabledList ?
"modsEnabledList" : "modsDisabledList");
let toggleModButton = Engine.GetGUIObjectByName("toggleModButton");
let isModSelected = listObject.selected != -1;
if (isModSelected)
{
otherListObject.selected = -1;
toggleModButton.onPress = isPickedDisabledList ? enableMod : disableMod;
}
Engine.GetGUIObjectByName("visitWebButton").enabled = isModSelected && !!getSelectedModUrl();
toggleModButton.caption = isPickedDisabledList ?
translateWithContext("mod activation", "Enable") :
translateWithContext("mod activation", "Disable");
toggleModButton.enabled = isPickedDisabledList ? isModSelected && g_ModsCompatibility[listObject.list[listObject.selected]] : isModSelected;
Engine.GetGUIObjectByName("enabledModUp").enabled = isModSelected && listObjectName == "modsEnabledList" && !areFilters();
Engine.GetGUIObjectByName("enabledModDown").enabled = isModSelected && listObjectName == "modsEnabledList" && !areFilters();
Engine.GetGUIObjectByName("globalModDescription").caption =
listObject.list[listObject.selected] ?
- g_Mods[listObject.list[listObject.selected]].description :
+ getMod(listObject.list[listObject.selected]).description :
'[color="' + g_ColorNoModSelected + '"]' + translate("No mod has been selected.") + '[/color]';
+
+ if (!g_ModsEnabled.length)
+ {
+ if (!Engine.GetGUIObjectByName("startButton").hidden)
+ Engine.GetGUIObjectByName("message").caption = coloredText(translate('Enable at least 0ad mod and save configuration'), g_ColorDependenciesNotMet);
+ else
+ Engine.GetGUIObjectByName("message").caption = coloredText(translate('Enable at least 0ad mod'), g_ColorDependenciesNotMet);
+ }
+ if (!Engine.GetGUIObjectByName("startButton").hidden)
+ Engine.GetGUIObjectByName("startButton").enabled = g_ModsEnabled.length > 0;
+ if (!Engine.GetGUIObjectByName("startModsButton").hidden)
+ Engine.GetGUIObjectByName("startModsButton").enabled = g_ModsEnabled.length > 0;
+
}
/**
* @returns {string} The url of the currently selected mod.
*/
function getSelectedModUrl()
{
let modsEnabledList = Engine.GetGUIObjectByName("modsEnabledList");
let modsDisabledList = Engine.GetGUIObjectByName("modsDisabledList");
let list = modsEnabledList.selected == -1 ? modsDisabledList : modsEnabledList;
let folder = list.list[list.selected];
- return folder && g_Mods[folder] && g_Mods[folder].url || undefined;
+ return folder && getMod(folder) && getMod(folder).url || undefined;
}
function visitModWebsite()
{
let url = getSelectedModUrl();
if (!url)
return;
if (!url.startsWith("http://") && !url.startsWith("https://"))
url = "http://" + url;
openURL(url);
}
Index: ps/trunk/binaries/data/mods/mod/gui/modmod/modmod.xml
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/modmod/modmod.xml (revision 25409)
+++ ps/trunk/binaries/data/mods/mod/gui/modmod/modmod.xml (revision 25410)
@@ -1,220 +1,225 @@
ModificationsdisplayModLists();displayModLists();FilterdisplayModLists();NegatedisplayModLists();Filter compatibleDescriptionAvailable ModsselectedMod(this.name);displayModLists();enableMod();NameVersion(Folder)Mod LabelDependenciesWebsiteEnabled ModsselectedMod(this.name);disableMod();NameVersion(Folder)Mod LabelDependenciesWebsiteChange the order in which mods are launched. This should match the mods dependencies.moveCurrItem("modsEnabledList", true);Change the order in which mods are launched. This should match the mods dependencies.moveCurrItem("modsEnabledList", false);Visit WebsitevisitModWebsite();QuitEngine.Exit();CancelclosePage();HelpEngine.PushGuiPage("page_modhelp.xml");Download ModsdownloadModsButton();Save ConfigurationsaveMods();Start ModsstartMods();
+
+
+ Start
+ startMods();
+
Index: ps/trunk/binaries/data/mods/mod/gui/page_incompatible_mods.xml
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/page_incompatible_mods.xml (nonexistent)
+++ ps/trunk/binaries/data/mods/mod/gui/page_incompatible_mods.xml (revision 25410)
@@ -0,0 +1,9 @@
+
+
+ common/modern/setup.xml
+ common/modern/styles.xml
+ common/modern/sprites.xml
+
+ modmod/styles.xml
+ incompatible_mods/incompatible_mods.xml
+
Index: ps/trunk/source/main.cpp
===================================================================
--- ps/trunk/source/main.cpp (revision 25409)
+++ ps/trunk/source/main.cpp (revision 25410)
@@ -1,750 +1,752 @@
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/*
This module drives the game when running without Atlas (our integrated
map editor). It receives input and OS messages via SDL and feeds them
into the input dispatcher, where they are passed on to the game GUI and
simulation.
It also contains main(), which either runs the above controller or
that of Atlas depending on commandline parameters.
*/
// not for any PCH effort, but instead for the (common) definitions
// included there.
#define MINIMAL_PCH 2
#include "lib/precompiled.h"
#include "lib/debug.h"
#include "lib/status.h"
#include "lib/secure_crt.h"
#include "lib/frequency_filter.h"
#include "lib/input.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/ArchiveBuilder.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Globals.h"
#include "ps/Hotkey.h"
#include "ps/Loader.h"
+#include "ps/Mod.h"
#include "ps/ModInstaller.h"
#include "ps/Profile.h"
#include "ps/Profiler2.h"
#include "ps/Pyrogenesis.h"
#include "ps/Replay.h"
#include "ps/TouchInput.h"
#include "ps/UserReport.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "ps/World.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/Paths.h"
#include "ps/XML/Xeromyces.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "network/NetSession.h"
#include "lobby/IXmppClient.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "graphics/TextureManager.h"
#include "gui/GUIManager.h"
#include "renderer/Renderer.h"
#include "rlinterface/RLInterface.h"
#include "scriptinterface/ScriptEngine.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
#include "soundmanager/ISoundManager.h"
#if OS_UNIX
#include
#include // geteuid
#endif // OS_UNIX
#if OS_MACOSX
#include "lib/sysdep/os/osx/osx_atlas.h"
#endif
#if MSC_VERSION
#include
#define getpid _getpid // Use the non-deprecated function name
#endif
#include
extern CmdLineArgs g_args;
extern CStrW g_UniqueLogPostfix;
// Marks terrain as modified so the minimap can repaint (is there a cleaner way of handling this?)
bool g_GameRestarted = false;
// Determines the lifetime of the mainloop
enum ShutdownType
{
// The application shall continue the main loop.
None,
// The process shall terminate as soon as possible.
Quit,
// The engine should be restarted in the same process, for instance to activate different mods.
Restart,
// Atlas should be started in the same process.
RestartAsAtlas
};
static ShutdownType g_Shutdown = ShutdownType::None;
// to avoid redundant and/or recursive resizing, we save the new
// size after VIDEORESIZE messages and only update the video mode
// once per frame.
// these values are the latest resize message, and reset to 0 once we've
// updated the video mode
static int g_ResizedW;
static int g_ResizedH;
static std::chrono::high_resolution_clock::time_point lastFrameTime;
bool IsQuitRequested()
{
return g_Shutdown == ShutdownType::Quit;
}
void QuitEngine()
{
g_Shutdown = ShutdownType::Quit;
}
void RestartEngine()
{
g_Shutdown = ShutdownType::Restart;
}
void StartAtlas()
{
g_Shutdown = ShutdownType::RestartAsAtlas;
}
// main app message handler
static InReaction MainInputHandler(const SDL_Event_* ev)
{
switch(ev->ev.type)
{
case SDL_WINDOWEVENT:
switch(ev->ev.window.event)
{
case SDL_WINDOWEVENT_ENTER:
RenderCursor(true);
break;
case SDL_WINDOWEVENT_LEAVE:
RenderCursor(false);
break;
case SDL_WINDOWEVENT_RESIZED:
g_ResizedW = ev->ev.window.data1;
g_ResizedH = ev->ev.window.data2;
break;
case SDL_WINDOWEVENT_MOVED:
g_VideoMode.UpdatePosition(ev->ev.window.data1, ev->ev.window.data2);
}
break;
case SDL_QUIT:
QuitEngine();
break;
case SDL_DROPFILE:
{
char* dropped_filedir = ev->ev.drop.file;
const Paths paths(g_args);
CModInstaller installer(paths.UserData() / "mods", paths.Cache());
installer.Install(std::string(dropped_filedir), g_ScriptContext, true);
SDL_free(dropped_filedir);
if (installer.GetInstalledMods().empty())
LOGERROR("Failed to install mod %s", dropped_filedir);
else
{
LOGMESSAGE("Installed mod %s", installer.GetInstalledMods().front());
RestartEngine();
}
break;
}
case SDL_HOTKEYPRESS:
std::string hotkey = static_cast(ev->ev.user.data1);
if (hotkey == "exit")
{
QuitEngine();
return IN_HANDLED;
}
else if (hotkey == "screenshot")
{
WriteScreenshot(L".png");
return IN_HANDLED;
}
else if (hotkey == "bigscreenshot")
{
int tiles = 4, tileWidth = 256, tileHeight = 256;
CFG_GET_VAL("screenshot.tiles", tiles);
CFG_GET_VAL("screenshot.tilewidth", tileWidth);
CFG_GET_VAL("screenshot.tileheight", tileHeight);
if (tiles > 0 && tileWidth > 0 && tileHeight > 0)
WriteBigScreenshot(L".bmp", tiles, tileWidth, tileHeight);
else
LOGWARNING("Invalid big screenshot size: tiles=%d tileWidth=%d tileHeight=%d", tiles, tileWidth, tileHeight);
return IN_HANDLED;
}
else if (hotkey == "togglefullscreen")
{
g_VideoMode.ToggleFullscreen();
return IN_HANDLED;
}
else if (hotkey == "profile2.toggle")
{
g_Profiler2.Toggle();
return IN_HANDLED;
}
break;
}
return IN_PASS;
}
// dispatch all pending events to the various receivers.
static void PumpEvents()
{
ScriptRequest rq(g_GUI->GetScriptInterface());
PROFILE3("dispatch events");
SDL_Event_ ev;
while (in_poll_event(&ev))
{
PROFILE2("event");
if (g_GUI)
{
JS::RootedValue tmpVal(rq.cx);
ScriptInterface::ToJSVal(rq, &tmpVal, ev);
std::string data = g_GUI->GetScriptInterface()->StringifyJSON(&tmpVal);
PROFILE2_ATTR("%s", data.c_str());
}
in_dispatch_event(&ev);
}
g_TouchInput.Frame();
}
/**
* Optionally throttle the render frequency in order to
* prevent 100% workload of the currently used CPU core.
*/
inline static void LimitFPS()
{
if (g_VSync)
return;
double fpsLimit = 0.0;
CFG_GET_VAL(g_Game && g_Game->IsGameStarted() ? "adaptivefps.session" : "adaptivefps.menu", fpsLimit);
// Keep in sync with options.json
if (fpsLimit < 20.0 || fpsLimit >= 100.0)
return;
double wait = 1000.0 / fpsLimit -
std::chrono::duration_cast(
std::chrono::high_resolution_clock::now() - lastFrameTime).count() / 1000.0;
if (wait > 0.0)
SDL_Delay(wait);
lastFrameTime = std::chrono::high_resolution_clock::now();
}
static int ProgressiveLoad()
{
PROFILE3("progressive load");
wchar_t description[100];
int progress_percent;
try
{
Status ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
switch(ret)
{
// no load active => no-op (skip code below)
case INFO::OK:
return 0;
// current task didn't complete. we only care about this insofar as the
// load process is therefore not yet finished.
case ERR::TIMED_OUT:
break;
// just finished loading
case INFO::ALL_COMPLETE:
g_Game->ReallyStartGame();
wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting..");
// LDR_ProgressiveLoad returns L""; set to valid text to
// avoid problems in converting to JSString
break;
// error!
default:
WARN_RETURN_STATUS_IF_ERR(ret);
// can't do this above due to legit ERR::TIMED_OUT
break;
}
}
catch (PSERROR_Game_World_MapLoadFailed& e)
{
// Map loading failed
// Call script function to do the actual work
// (delete game data, switch GUI page, show error, etc.)
CancelLoad(CStr(e.what()).FromUTF8());
}
GUI_DisplayLoadProgress(progress_percent, description);
return 0;
}
static void RendererIncrementalLoad()
{
PROFILE3("renderer incremental load");
const double maxTime = 0.1f;
double startTime = timer_Time();
bool more;
do {
more = g_Renderer.GetTextureManager().MakeProgress();
}
while (more && timer_Time() - startTime < maxTime);
}
static void Frame()
{
g_Profiler2.RecordFrameStart();
PROFILE2("frame");
g_Profiler2.IncrementFrameNumber();
PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
ogl_WarnIfError();
// get elapsed time
const double time = timer_Time();
g_frequencyFilter->Update(time);
// .. old method - "exact" but contains jumps
#if 0
static double last_time;
const double time = timer_Time();
const float TimeSinceLastFrame = (float)(time-last_time);
last_time = time;
ONCE(return); // first call: set last_time and return
// .. new method - filtered and more smooth, but errors may accumulate
#else
const float realTimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency();
#endif
ENSURE(realTimeSinceLastFrame > 0.0f);
// Decide if update is necessary
bool need_update = true;
// If we are not running a multiplayer game, disable updates when the game is
// minimized or out of focus and relinquish the CPU a bit, in order to make
// debugging easier.
if (g_PauseOnFocusLoss && !g_NetClient && !g_app_has_focus)
{
PROFILE3("non-focus delay");
need_update = false;
// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
SDL_Delay(10);
}
// this scans for changed files/directories and reloads them, thus
// allowing hotloading (changes are immediately assimilated in-game).
ReloadChangedFiles();
ProgressiveLoad();
RendererIncrementalLoad();
PumpEvents();
// if the user quit by closing the window, the GL context will be broken and
// may crash when we call Render() on some drivers, so leave this loop
// before rendering
if (g_Shutdown != ShutdownType::None)
return;
// respond to pumped resize events
if (g_ResizedW || g_ResizedH)
{
g_VideoMode.ResizeWindow(g_ResizedW, g_ResizedH);
g_ResizedW = g_ResizedH = 0;
}
if (g_NetClient)
g_NetClient->Poll();
ogl_WarnIfError();
g_GUI->TickObjects();
ogl_WarnIfError();
if (g_RLInterface)
g_RLInterface->TryApplyMessage();
if (g_Game && g_Game->IsGameStarted() && need_update)
{
if (!g_RLInterface)
g_Game->Update(realTimeSinceLastFrame);
g_Game->GetView()->Update(float(realTimeSinceLastFrame));
}
// Keep us connected to any XMPP servers
if (g_XmppClient)
g_XmppClient->recv();
g_UserReporter.Update();
g_Console->Update(realTimeSinceLastFrame);
ogl_WarnIfError();
if (g_SoundManager)
g_SoundManager->IdleTask();
if (ShouldRender())
{
Render();
{
PROFILE3("swap buffers");
SDL_GL_SwapWindow(g_VideoMode.GetWindow());
ogl_WarnIfError();
}
g_Renderer.OnSwapBuffers();
}
g_Profiler.Frame();
g_GameRestarted = false;
LimitFPS();
}
static void NonVisualFrame()
{
g_Profiler2.RecordFrameStart();
PROFILE2("frame");
g_Profiler2.IncrementFrameNumber();
PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
static u32 turn = 0;
debug_printf("Turn %u (%u)...\n", turn++, DEFAULT_TURN_LENGTH);
g_Game->GetSimulation2()->Update(DEFAULT_TURN_LENGTH);
g_Profiler.Frame();
if (g_Game->IsGameFinished())
QuitEngine();
}
static void MainControllerInit()
{
// add additional input handlers only needed by this controller:
// must be registered after gui_handler. Should mayhap even be last.
in_add_handler(MainInputHandler);
}
static void MainControllerShutdown()
{
in_reset_handlers();
}
static void StartRLInterface(CmdLineArgs args)
{
std::string server_address;
CFG_GET_VAL("rlinterface.address", server_address);
if (!args.Get("rl-interface").empty())
server_address = args.Get("rl-interface");
g_RLInterface = std::make_unique(server_address.c_str());
debug_printf("RL interface listening on %s\n", server_address.c_str());
}
// moved into a helper function to ensure args is destroyed before
// exit(), which may result in a memory leak.
static void RunGameOrAtlas(int argc, const char* argv[])
{
CmdLineArgs args(argc, argv);
g_args = args;
if (args.Has("version"))
{
debug_printf("Pyrogenesis %s\n", engine_version);
return;
}
if (args.Has("autostart-nonvisual") && args.Get("autostart").empty() && !args.Has("rl-interface"))
{
LOGERROR("-autostart-nonvisual cant be used alone. A map with -autostart=\"TYPEDIR/MAPNAME\" is needed.");
return;
}
if (args.Has("unique-logs"))
g_UniqueLogPostfix = L"_" + std::to_wstring(std::time(nullptr)) + L"_" + std::to_wstring(getpid());
const bool isVisualReplay = args.Has("replay-visual");
const bool isNonVisualReplay = args.Has("replay");
const bool isNonVisual = args.Has("autostart-nonvisual");
const bool isUsingRLInterface = args.Has("rl-interface");
const OsPath replayFile(
isVisualReplay ? args.Get("replay-visual") :
isNonVisualReplay ? args.Get("replay") : "");
if (isVisualReplay || isNonVisualReplay)
{
if (!FileExists(replayFile))
{
debug_printf("ERROR: The requested replay file '%s' does not exist!\n", replayFile.string8().c_str());
return;
}
if (DirectoryExists(replayFile))
{
debug_printf("ERROR: The requested replay file '%s' is a directory!\n", replayFile.string8().c_str());
return;
}
}
std::vector modsToInstall;
for (const CStr& arg : args.GetArgsWithoutName())
{
const OsPath modPath(arg);
if (!CModInstaller::IsDefaultModExtension(modPath.Extension()))
{
debug_printf("Skipping file '%s' which does not have a mod file extension.\n", modPath.string8().c_str());
continue;
}
if (!FileExists(modPath))
{
debug_printf("ERROR: The mod file '%s' does not exist!\n", modPath.string8().c_str());
continue;
}
if (DirectoryExists(modPath))
{
debug_printf("ERROR: The mod file '%s' is a directory!\n", modPath.string8().c_str());
continue;
}
modsToInstall.emplace_back(std::move(modPath));
}
// We need to initialize SpiderMonkey and libxml2 in the main thread before
// any thread uses them. So initialize them here before we might run Atlas.
ScriptEngine scriptEngine;
CXeromyces::Startup();
if (ATLAS_RunIfOnCmdLine(args, false))
{
CXeromyces::Terminate();
return;
}
if (isNonVisualReplay)
{
if (!args.Has("mod"))
{
LOGERROR("At least one mod should be specified! Did you mean to add the argument '-mod=public'?");
CXeromyces::Terminate();
return;
}
Paths paths(args);
g_VFS = CreateVfs();
// Mount with highest priority, we don't want mods overwriting this.
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY);
- MountMods(paths, GetMods(args, INIT_MODS));
+ MountMods(paths, Mod::GetModsFromArguments(args, INIT_MODS));
{
CReplayPlayer replay;
replay.Load(replayFile);
replay.Replay(
args.Has("serializationtest"),
args.Has("rejointest") ? args.Get("rejointest").ToInt() : -1,
args.Has("ooslog"),
!args.Has("hashtest-full") || args.Get("hashtest-full") == "true",
args.Has("hashtest-quick") && args.Get("hashtest-quick") == "true");
}
g_VFS.reset();
CXeromyces::Terminate();
return;
}
// run in archive-building mode if requested
if (args.Has("archivebuild"))
{
Paths paths(args);
OsPath mod(args.Get("archivebuild"));
OsPath zip;
if (args.Has("archivebuild-output"))
zip = args.Get("archivebuild-output");
else
zip = mod.Filename().ChangeExtension(L".zip");
CArchiveBuilder builder(mod, paths.Cache());
// Add mods provided on the command line
// NOTE: We do not handle mods in the user mod path here
std::vector mods = args.GetMultiple("mod");
for (size_t i = 0; i < mods.size(); ++i)
builder.AddBaseMod(paths.RData()/"mods"/mods[i]);
builder.Build(zip, args.Has("archivebuild-compress"));
CXeromyces::Terminate();
return;
}
const double res = timer_Resolution();
g_frequencyFilter = CreateFrequencyFilter(res, 30.0);
// run the game
int flags = INIT_MODS;
do
{
g_Shutdown = ShutdownType::None;
if (!Init(args, flags))
{
flags &= ~INIT_MODS;
Shutdown(SHUTDOWN_FROM_CONFIG);
continue;
}
std::vector installedMods;
if (!modsToInstall.empty())
{
Paths paths(args);
CModInstaller installer(paths.UserData() / "mods", paths.Cache());
// Install the mods without deleting the pyromod files
for (const OsPath& modPath : modsToInstall)
installer.Install(modPath, g_ScriptContext, true);
installedMods = installer.GetInstalledMods();
}
if (isNonVisual)
{
InitNonVisual(args);
if (isUsingRLInterface)
StartRLInterface(args);
while (g_Shutdown == ShutdownType::None)
{
if (isUsingRLInterface)
g_RLInterface->TryApplyMessage();
else
NonVisualFrame();
}
}
else
{
InitGraphics(args, 0, installedMods);
MainControllerInit();
if (isUsingRLInterface)
StartRLInterface(args);
while (g_Shutdown == ShutdownType::None)
Frame();
}
// Do not install mods again in case of restart (typically from the mod selector)
modsToInstall.clear();
+ Mod::ClearIncompatibleMods();
Shutdown(0);
MainControllerShutdown();
flags &= ~INIT_MODS;
} while (g_Shutdown == ShutdownType::Restart);
#if OS_MACOSX
if (g_Shutdown == ShutdownType::RestartAsAtlas)
startNewAtlasProcess();
#else
if (g_Shutdown == ShutdownType::RestartAsAtlas)
ATLAS_RunIfOnCmdLine(args, true);
#endif
CXeromyces::Terminate();
}
#if OS_ANDROID
// In Android we compile the engine as a shared library, not an executable,
// so rename main() to a different symbol that the wrapper library can load
#undef main
#define main pyrogenesis_main
extern "C" __attribute__((visibility ("default"))) int main(int argc, char* argv[]);
#endif
extern "C" int main(int argc, char* argv[])
{
#if OS_UNIX
// Don't allow people to run the game with root permissions,
// because bad things can happen, check before we do anything
if (geteuid() == 0)
{
std::cerr << "********************************************************\n"
<< "WARNING: Attempted to run the game with root permission!\n"
<< "This is not allowed because it can alter home directory \n"
<< "permissions and opens your system to vulnerabilities. \n"
<< "(You received this message because you were either \n"
<<" logged in as root or used e.g. the 'sudo' command.) \n"
<< "********************************************************\n\n";
return EXIT_FAILURE;
}
#endif // OS_UNIX
EarlyInit(); // must come at beginning of main
RunGameOrAtlas(argc, const_cast(argv));
// Shut down profiler initialised by EarlyInit
g_Profiler2.Shutdown();
return EXIT_SUCCESS;
}
Index: ps/trunk/source/ps/GameSetup/GameSetup.cpp
===================================================================
--- ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 25409)
+++ ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 25410)
@@ -1,1646 +1,1654 @@
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "lib/app_hooks.h"
#include "lib/config2.h"
#include "lib/input.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/file/common/file_stats.h"
#include "lib/res/h_mgr.h"
#include "lib/res/graphics/cursor.h"
#include "graphics/CinemaManager.h"
#include "graphics/Color.h"
#include "graphics/FontMetrics.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapReader.h"
#include "graphics/ModelDef.h"
#include "graphics/MaterialManager.h"
#include "graphics/TerrainTextureManager.h"
#include "gui/CGUI.h"
#include "gui/GUIManager.h"
#include "i18n/L10n.h"
#include "maths/MathUtil.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "network/NetMessages.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/HWDetect.h"
#include "ps/Globals.h"
#include "ps/GUID.h"
#include "ps/Hotkey.h"
#include "ps/Joystick.h"
#include "ps/Loader.h"
#include "ps/Mod.h"
#include "ps/ModIo.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Profiler2.h"
#include "ps/Pyrogenesis.h" // psSetLogDir
#include "ps/scripting/JSInterface_Console.h"
#include "ps/TouchInput.h"
#include "ps/UserReport.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "ps/VisualReplay.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/VertexBufferManager.h"
#include "renderer/ModelRenderer.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptConversions.h"
#include "simulation2/Simulation2.h"
#include "lobby/IXmppClient.h"
#include "soundmanager/scripting/JSInterface_Sound.h"
#include "soundmanager/ISoundManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#include "tools/atlas/GameInterface/View.h"
#if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets
#define MUST_INIT_X11 1
#include
#else
#define MUST_INIT_X11 0
#endif
extern void RestartEngine();
#include
#include
#include
+#include
#include
ERROR_GROUP(System);
ERROR_TYPE(System, SDLInitFailed);
ERROR_TYPE(System, VmodeFailed);
ERROR_TYPE(System, RequiredExtensionsMissing);
bool g_DoRenderGui = true;
bool g_DoRenderLogger = true;
bool g_DoRenderCursor = true;
thread_local shared_ptr g_ScriptContext;
static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
static const CStr g_EventNameGameLoadProgress = "GameLoadProgress";
bool g_InDevelopmentCopy;
bool g_CheckedIfInDevelopmentCopy = false;
static void SetTextureQuality(int quality)
{
int q_flags;
GLint filter;
retry:
// keep this in sync with SANE_TEX_QUALITY_DEFAULT
switch(quality)
{
// worst quality
case 0:
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
filter = GL_NEAREST;
break;
// [perf] add bilinear filtering
case 1:
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
filter = GL_LINEAR;
break;
// [vmem] no longer reduce resolution
case 2:
q_flags = OGL_TEX_HALF_BPP;
filter = GL_LINEAR;
break;
// [vmem] add mipmaps
case 3:
q_flags = OGL_TEX_HALF_BPP;
filter = GL_NEAREST_MIPMAP_LINEAR;
break;
// [perf] better filtering
case 4:
q_flags = OGL_TEX_HALF_BPP;
filter = GL_LINEAR_MIPMAP_LINEAR;
break;
// [vmem] no longer reduce bpp
case SANE_TEX_QUALITY_DEFAULT:
q_flags = OGL_TEX_FULL_QUALITY;
filter = GL_LINEAR_MIPMAP_LINEAR;
break;
// [perf] add anisotropy
case 6:
// TODO: add anisotropic filtering
q_flags = OGL_TEX_FULL_QUALITY;
filter = GL_LINEAR_MIPMAP_LINEAR;
break;
// invalid
default:
debug_warn(L"SetTextureQuality: invalid quality");
quality = SANE_TEX_QUALITY_DEFAULT;
// careful: recursion doesn't work and we don't want to duplicate
// the "sane" default values.
goto retry;
}
ogl_tex_set_defaults(q_flags, filter);
}
//----------------------------------------------------------------------------
// GUI integration
//----------------------------------------------------------------------------
// display progress / description in loading screen
void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
{
const ScriptInterface& scriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
ScriptRequest rq(scriptInterface);
JS::RootedValueVector paramData(rq.cx);
ignore_result(paramData.append(JS::NumberValue(percent)));
JS::RootedValue valPendingTask(rq.cx);
scriptInterface.ToJSVal(rq, &valPendingTask, pending_task);
ignore_result(paramData.append(valPendingTask));
g_GUI->SendEventToAll(g_EventNameGameLoadProgress, paramData);
}
bool ShouldRender()
{
return !g_app_minimized && (g_app_has_focus || !g_VideoMode.IsInFullscreen());
}
void Render()
{
// Do not render if not focused while in fullscreen or minimised,
// as that triggers a difficult-to-reproduce crash on some graphic cards.
if (!ShouldRender())
return;
PROFILE3("render");
ogl_WarnIfError();
g_Profiler2.RecordGPUFrameStart();
ogl_WarnIfError();
// prepare before starting the renderer frame
if (g_Game && g_Game->IsGameStarted())
g_Game->GetView()->BeginFrame();
if (g_Game)
g_Renderer.SetSimulation(g_Game->GetSimulation2());
// start new frame
g_Renderer.BeginFrame();
ogl_WarnIfError();
if (g_Game && g_Game->IsGameStarted())
g_Game->GetView()->Render();
ogl_WarnIfError();
g_Renderer.RenderTextOverlays();
// If we're in Atlas game view, render special tools
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
{
g_AtlasGameLoop->view->DrawCinemaPathTool();
ogl_WarnIfError();
}
if (g_Game && g_Game->IsGameStarted())
g_Game->GetView()->GetCinema()->Render();
ogl_WarnIfError();
if (g_DoRenderGui)
{
// All GUI elements are drawn in Z order to render semi-transparent
// objects correctly.
glDisable(GL_DEPTH_TEST);
g_GUI->Draw();
glEnable(GL_DEPTH_TEST);
}
ogl_WarnIfError();
// If we're in Atlas game view, render special overlays (e.g. editor bandbox)
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
{
g_AtlasGameLoop->view->DrawOverlays();
ogl_WarnIfError();
}
// Text:
glDisable(GL_DEPTH_TEST);
g_Console->Render();
ogl_WarnIfError();
if (g_DoRenderLogger)
g_Logger->Render();
ogl_WarnIfError();
// Profile information
g_ProfileViewer.RenderProfile();
ogl_WarnIfError();
// Draw the cursor (or set the Windows cursor, on Windows)
if (g_DoRenderCursor)
{
PROFILE3_GPU("cursor");
CStrW cursorName = g_CursorName;
if (cursorName.empty())
{
cursor_draw(g_VFS, NULL, g_mouse_x, g_yres-g_mouse_y, g_GuiScale, false);
}
else
{
bool forceGL = false;
CFG_GET_VAL("nohwcursor", forceGL);
#if CONFIG2_GLES
#warning TODO: implement cursors for GLES
#else
// set up transform for GL cursor
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CMatrix3D transform;
transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glLoadMatrixf(&transform._11);
#endif
#if OS_ANDROID
#warning TODO: cursors for Android
#else
if (cursor_draw(g_VFS, cursorName.c_str(), g_mouse_x, g_yres-g_mouse_y, g_GuiScale, forceGL) < 0)
LOGWARNING("Failed to draw cursor '%s'", utf8_from_wstring(cursorName));
#endif
#if CONFIG2_GLES
#warning TODO: implement cursors for GLES
#else
// restore transform
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
}
glEnable(GL_DEPTH_TEST);
g_Renderer.EndFrame();
PROFILE2_ATTR("draw calls: %d", (int)g_Renderer.GetStats().m_DrawCalls);
PROFILE2_ATTR("terrain tris: %d", (int)g_Renderer.GetStats().m_TerrainTris);
PROFILE2_ATTR("water tris: %d", (int)g_Renderer.GetStats().m_WaterTris);
PROFILE2_ATTR("model tris: %d", (int)g_Renderer.GetStats().m_ModelTris);
PROFILE2_ATTR("overlay tris: %d", (int)g_Renderer.GetStats().m_OverlayTris);
PROFILE2_ATTR("blend splats: %d", (int)g_Renderer.GetStats().m_BlendSplats);
PROFILE2_ATTR("particles: %d", (int)g_Renderer.GetStats().m_Particles);
ogl_WarnIfError();
g_Profiler2.RecordGPUFrameEnd();
ogl_WarnIfError();
}
ErrorReactionInternal psDisplayError(const wchar_t* UNUSED(text), size_t UNUSED(flags))
{
// If we're fullscreen, then sometimes (at least on some particular drivers on Linux)
// displaying the error dialog hangs the desktop since the dialog box is behind the
// fullscreen window. So we just force the game to windowed mode before displaying the dialog.
// (But only if we're in the main thread, and not if we're being reentrant.)
if (Threading::IsMainThread())
{
static bool reentering = false;
if (!reentering)
{
reentering = true;
g_VideoMode.SetFullscreen(false);
reentering = false;
}
}
// We don't actually implement the error display here, so return appropriately
return ERI_NOT_IMPLEMENTED;
}
-const std::vector& GetMods(const CmdLineArgs& args, int flags)
-{
- const bool init_mods = (flags & INIT_MODS) == INIT_MODS;
- const bool add_public = (flags & INIT_MODS_PUBLIC) == INIT_MODS_PUBLIC;
-
- if (!init_mods)
- return g_modsLoaded;
-
- g_modsLoaded = args.GetMultiple("mod");
-
- if (add_public)
- g_modsLoaded.insert(g_modsLoaded.begin(), "public");
-
- g_modsLoaded.insert(g_modsLoaded.begin(), "mod");
-
- return g_modsLoaded;
-}
-
void MountMods(const Paths& paths, const std::vector& mods)
{
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE;
size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST;
size_t priority = 0;
for (size_t i = 0; i < mods.size(); ++i)
{
priority = i + 1; // Mods are higher priority than regular mountings, which default to priority 0
OsPath modName(mods[i]);
// Only mount mods from the user path if they don't exist in the 'rdata' path.
if (DirectoryExists(modPath / modName / ""))
g_VFS->Mount(L"", modPath / modName / "", baseFlags, priority);
else
g_VFS->Mount(L"", modUserPath / modName / "", userFlags, priority);
}
// Mount the user mod last. In dev copy, mount it with a low priority. Otherwise, make it writable.
g_VFS->Mount(L"", modUserPath / "user" / "", userFlags, InDevelopmentCopy() ? 0 : priority + 1);
}
static void InitVfs(const CmdLineArgs& args, int flags)
{
TIMER(L"InitVfs");
const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0;
const Paths paths(args);
OsPath logs(paths.Logs());
CreateDirectories(logs, 0700);
psSetLogDir(logs);
// desired location for crashlog is now known. update AppHooks ASAP
// (particularly before the following error-prone operations):
AppHooks hooks = {0};
hooks.bundle_logs = psBundleLogs;
hooks.get_log_dir = psLogDir;
if (setup_error)
hooks.display_error = psDisplayError;
app_hooks_update(&hooks);
g_VFS = CreateVfs();
const OsPath readonlyConfig = paths.RData()/"config"/"";
// Mount these dirs with highest priority so that mods can't overwrite them.
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY); // (adding XMBs to archive speeds up subsequent reads)
if (readonlyConfig != paths.Config())
g_VFS->Mount(L"config/", readonlyConfig, 0, VFS_MAX_PRIORITY-1);
g_VFS->Mount(L"config/", paths.Config(), 0, VFS_MAX_PRIORITY);
g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/"", 0, VFS_MAX_PRIORITY);
g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH, VFS_MAX_PRIORITY);
// Engine localization files (regular priority, these can be overwritten).
g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/"");
- MountMods(paths, GetMods(args, flags));
+ MountMods(paths, Mod::GetModsFromArguments(args, flags));
// note: don't bother with g_VFS->TextRepresentation - directories
// haven't yet been populated and are empty.
}
static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData)
{
{
// console
TIMER(L"ps_console");
g_Console->UpdateScreenSize(g_xres, g_yres);
// Calculate and store the line spacing
CFontMetrics font(CStrIntern(CONSOLE_FONT));
g_Console->m_iFontHeight = font.GetLineSpacing();
g_Console->m_iFontWidth = font.GetCharacterWidth(L'C');
g_Console->m_charsPerPage = (size_t)(g_xres / g_Console->m_iFontWidth);
// Offset by an arbitrary amount, to make it fit more nicely
g_Console->m_iFontOffset = 7;
double blinkRate = 0.5;
CFG_GET_VAL("gui.cursorblinkrate", blinkRate);
g_Console->SetCursorBlinkRate(blinkRate);
}
// hotkeys
{
TIMER(L"ps_lang_hotkeys");
LoadHotkeys(g_ConfigDB);
}
if (!setup_gui)
{
// We do actually need *some* kind of GUI loaded, so use the
// (currently empty) Atlas one
g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData);
return;
}
// GUI uses VFS, so this must come after VFS init.
g_GUI->SwitchPage(gui_page, srcScriptInterface, initData);
}
void InitPsAutostart(bool networked, JS::HandleValue attrs)
{
// The GUI has not been initialized yet, so use the simulation scriptinterface for this variable
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue playerAssignments(rq.cx);
ScriptInterface::CreateObject(rq, &playerAssignments);
if (!networked)
{
JS::RootedValue localPlayer(rq.cx);
ScriptInterface::CreateObject(rq, &localPlayer, "player", g_Game->GetPlayerID());
scriptInterface.SetProperty(playerAssignments, "local", localPlayer);
}
JS::RootedValue sessionInitData(rq.cx);
ScriptInterface::CreateObject(
rq,
&sessionInitData,
"attribs", attrs,
"playerAssignments", playerAssignments);
InitPs(true, L"page_loading.xml", &scriptInterface, sessionInitData);
}
void InitInput()
{
g_Joystick.Initialise();
// register input handlers
// This stack is constructed so the first added, will be the last
// one called. This is important, because each of the handlers
// has the potential to block events to go further down
// in the chain. I.e. the last one in the list added, is the
// only handler that can block all messages before they are
// processed.
in_add_handler(game_view_handler);
in_add_handler(CProfileViewer::InputThunk);
in_add_handler(HotkeyInputActualHandler);
// gui_handler needs to be registered after (i.e. called before!) the
// hotkey handler so that input boxes can be typed in without
// setting off hotkeys.
in_add_handler(gui_handler);
// Likewise for the console.
in_add_handler(conInputHandler);
in_add_handler(touch_input_handler);
// Should be called after scancode map update (i.e. after the global input, but before UI).
// This never blocks the event, but it does some processing necessary for hotkeys,
// which are triggered later down the input chain.
// (by calling this before the UI, we can use 'EventWouldTriggerHotkey' in the UI).
in_add_handler(HotkeyInputPrepHandler);
// These two must be called first (i.e. pushed last)
// GlobalsInputHandler deals with some important global state,
// such as which scancodes are being pressed, mouse buttons pressed, etc.
// while HotkeyStateChange updates the map of active hotkeys.
in_add_handler(GlobalsInputHandler);
in_add_handler(HotkeyStateChange);
}
static void ShutdownPs()
{
SAFE_DELETE(g_GUI);
UnloadHotkeys();
// disable the special Windows cursor, or free textures for OGL cursors
cursor_draw(g_VFS, 0, g_mouse_x, g_yres-g_mouse_y, 1.0, false);
}
static void InitRenderer()
{
TIMER(L"InitRenderer");
// create renderer
new CRenderer;
// create terrain related stuff
new CTerrainTextureManager;
g_Renderer.Open(g_xres, g_yres);
// Setup lighting environment. Since the Renderer accesses the
// lighting environment through a pointer, this has to be done before
// the first Frame.
g_Renderer.SetLightEnv(&g_LightEnv);
// I haven't seen the camera affecting GUI rendering and such, but the
// viewport has to be updated according to the video mode
SViewPort vp;
vp.m_X = 0;
vp.m_Y = 0;
vp.m_Width = g_xres;
vp.m_Height = g_yres;
g_Renderer.SetViewport(vp);
ModelDefActivateFastImpl();
ColorActivateFastImpl();
ModelRenderer::Init();
}
static void InitSDL()
{
#if OS_LINUX
// In fullscreen mode when SDL is compiled with DGA support, the mouse
// sensitivity often appears to be unusably wrong (typically too low).
// (This seems to be reported almost exclusively on Ubuntu, but can be
// reproduced on Gentoo after explicitly enabling DGA.)
// Disabling the DGA mouse appears to fix that problem, and doesn't
// have any obvious negative effects.
setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0);
#endif
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
{
LOGERROR("SDL library initialization failed: %s", SDL_GetError());
throw PSERROR_System_SDLInitFailed();
}
atexit(SDL_Quit);
// Text input is active by default, disable it until it is actually needed.
SDL_StopTextInput();
#if SDL_VERSION_ATLEAST(2, 0, 9)
// SDL2 >= 2.0.9 defaults to 32 pixels (to support touch screens) but that can break our double-clicking.
SDL_SetHint(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS, "1");
#endif
#if OS_MACOSX
// Some Mac mice only have one button, so they can't right-click
// but SDL2 can emulate that with Ctrl+Click
bool macMouse = false;
CFG_GET_VAL("macmouse", macMouse);
SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0");
#endif
}
static void ShutdownSDL()
{
SDL_Quit();
}
void EndGame()
{
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_Game);
if (CRenderer::IsInitialised())
{
ISoundManager::CloseGame();
g_Renderer.ResetState();
}
}
void Shutdown(int flags)
{
const bool hasRenderer = CRenderer::IsInitialised();
if ((flags & SHUTDOWN_FROM_CONFIG))
goto from_config;
EndGame();
SAFE_DELETE(g_XmppClient);
SAFE_DELETE(g_ModIo);
ShutdownPs();
TIMER_BEGIN(L"shutdown TexMan");
delete &g_TexMan;
TIMER_END(L"shutdown TexMan");
if (hasRenderer)
{
TIMER_BEGIN(L"shutdown Renderer");
g_Renderer.~CRenderer();
g_VBMan.Shutdown();
TIMER_END(L"shutdown Renderer");
}
g_RenderingOptions.ClearHooks();
g_Profiler2.ShutdownGPU();
// Free cursors before shutting down SDL, as they may depend on SDL.
cursor_shutdown();
TIMER_BEGIN(L"shutdown SDL");
ShutdownSDL();
TIMER_END(L"shutdown SDL");
if (hasRenderer)
g_VideoMode.Shutdown();
TIMER_BEGIN(L"shutdown UserReporter");
g_UserReporter.Deinitialize();
TIMER_END(L"shutdown UserReporter");
// Cleanup curl now that g_ModIo and g_UserReporter have been shutdown.
curl_global_cleanup();
delete &g_L10n;
from_config:
TIMER_BEGIN(L"shutdown ConfigDB");
CConfigDB::Shutdown();
TIMER_END(L"shutdown ConfigDB");
SAFE_DELETE(g_Console);
// This is needed to ensure that no callbacks from the JSAPI try to use
// the profiler when it's already destructed
g_ScriptContext.reset();
// resource
// first shut down all resource owners, and then the handle manager.
TIMER_BEGIN(L"resource modules");
ISoundManager::SetEnabled(false);
g_VFS.reset();
// this forcibly frees all open handles (thus preventing real leaks),
// and makes further access to h_mgr impossible.
h_mgr_shutdown();
file_stats_dump();
TIMER_END(L"resource modules");
TIMER_BEGIN(L"shutdown misc");
timer_DisplayClientTotals();
CNetHost::Deinitialize();
// should be last, since the above use them
SAFE_DELETE(g_Logger);
delete &g_Profiler;
delete &g_ProfileViewer;
SAFE_DELETE(g_ScriptStatsTable);
TIMER_END(L"shutdown misc");
}
#if OS_UNIX
static void FixLocales()
{
#if OS_MACOSX || OS_BSD
// OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle
// wide characters. Peculiarly the string "UTF-8" seems to be acceptable
// despite not being a real locale, and it's conveniently language-agnostic,
// so use that.
setlocale(LC_CTYPE, "UTF-8");
#endif
// On misconfigured systems with incorrect locale settings, we'll die
// with a C++ exception when some code (e.g. Boost) tries to use locales.
// To avoid death, we'll detect the problem here and warn the user and
// reset to the default C locale.
// For informing the user of the problem, use the list of env vars that
// glibc setlocale looks at. (LC_ALL is checked first, and LANG last.)
const char* const LocaleEnvVars[] = {
"LC_ALL",
"LC_COLLATE",
"LC_CTYPE",
"LC_MONETARY",
"LC_NUMERIC",
"LC_TIME",
"LC_MESSAGES",
"LANG"
};
try
{
// this constructor is similar to setlocale(LC_ALL, ""),
// but instead of returning NULL, it throws runtime_error
// when the first locale env variable found contains an invalid value
std::locale("");
}
catch (std::runtime_error&)
{
LOGWARNING("Invalid locale settings");
for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++)
{
if (char* envval = getenv(LocaleEnvVars[i]))
LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval);
else
LOGWARNING(" %s=\"(unset)\"", LocaleEnvVars[i]);
}
// We should set LC_ALL since it overrides LANG
if (setenv("LC_ALL", std::locale::classic().name().c_str(), 1))
debug_warn(L"Invalid locale settings, and unable to set LC_ALL env variable.");
else
LOGWARNING("Setting LC_ALL env variable to: %s", getenv("LC_ALL"));
}
}
#else
static void FixLocales()
{
// Do nothing on Windows
}
#endif
void EarlyInit()
{
// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(232647);
Threading::SetMainThread();
debug_SetThreadName("main");
// add all debug_printf "tags" that we are interested in:
debug_filter_add("TIMER");
timer_Init();
// initialise profiler early so it can profile startup,
// but only after LatchStartTime
g_Profiler2.Initialise();
FixLocales();
// Because we do GL calls from a secondary thread, Xlib needs to
// be told to support multiple threads safely.
// This is needed for Atlas, but we have to call it before any other
// Xlib functions (e.g. the ones used when drawing the main menu
// before launching Atlas)
#if MUST_INIT_X11
int status = XInitThreads();
if (status == 0)
debug_printf("Error enabling thread-safety via XInitThreads\n");
#endif
// Initialise the low-quality rand function
srand(time(NULL)); // NOTE: this rand should *not* be used for simulation!
}
bool Autostart(const CmdLineArgs& args);
/**
* Returns true if the user has intended to start a visual replay from command line.
*/
bool AutostartVisualReplay(const std::string& replayFile);
+bool EnableModsOrSetDefault(const CmdLineArgs& args, int flags, const std::vector& mods, bool fromConfig)
+{
+ ScriptInterface scriptInterface("Engine", "CheckAndEnableMods", g_ScriptContext);
+ if (Mod::CheckAndEnableMods(scriptInterface, mods))
+ return true;
+ // Here we refuse to start as there is no gui anyway
+ if (args.Has("autostart-nonvisual"))
+ {
+ if (fromConfig)
+ LOGERROR("Trying to start with incompatible mods from configuration file: %s.", boost::algorithm::join(Mod::GetIncompatibleMods(), ", "));
+ else
+ LOGERROR("Trying to start with incompatible mods: %s.", boost::algorithm::join(Mod::GetIncompatibleMods(), ", "));
+ return false;
+ }
+ Mod::SetDefaultMods(args, flags);
+ RestartEngine();
+ return false;
+}
+
+
bool Init(const CmdLineArgs& args, int flags)
{
h_mgr_init();
// Do this as soon as possible, because it chdirs
// and will mess up the error reporting if anything
// crashes before the working directory is set.
InitVfs(args, flags);
// This must come after VFS init, which sets the current directory
// (required for finding our output log files).
g_Logger = new CLogger;
new CProfileViewer;
new CProfileManager; // before any script code
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
// Set up the console early, so that debugging
// messages can be logged to it. (The console's size
// and fonts are set later in InitPs())
g_Console = new CConsole();
// g_ConfigDB, command line args, globals
CONFIG_Init(args);
// Using a global object for the context is a workaround until Simulation and AI use
// their own threads and also their own contexts.
const int contextSize = 384 * 1024 * 1024;
const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
g_ScriptContext = ScriptContext::CreateContext(contextSize, heapGrowthBytesGCTrigger);
Mod::CacheEnabledModVersions(g_ScriptContext);
// Special command-line mode to dump the entity schemas instead of running the game.
// (This must be done after loading VFS etc, but should be done before wasting time
// on anything else.)
if (args.Has("dumpSchema"))
{
CSimulation2 sim(NULL, g_ScriptContext, NULL);
sim.LoadDefaultScripts();
std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
f << sim.GenerateSchema();
std::cout << "Generated entity.rng\n";
exit(0);
}
CNetHost::Initialize();
#if CONFIG2_AUDIO
if (!args.Has("autostart-nonvisual") && !g_DisableAudio)
ISoundManager::CreateSoundManager();
#endif
// Check if there are mods specified on the command line,
// or if we already set the mods (~INIT_MODS),
// else check if there are mods that should be loaded specified
// in the config and load those (by aborting init and restarting
// the engine).
- if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS)
+ if ((flags & INIT_MODS) == INIT_MODS)
{
- CStr modstring;
- CFG_GET_VAL("mod.enabledmods", modstring);
- if (!modstring.empty())
+ if (!args.Has("mod"))
{
- std::vector mods;
- boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on);
- std::swap(g_modsLoaded, mods);
+ CStr modstring;
+ CFG_GET_VAL("mod.enabledmods", modstring);
+ if (!modstring.empty())
+ {
+ std::vector mods;
+ boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on);
+ if (!EnableModsOrSetDefault(args, flags, mods, true))
+ return false;
- // Abort init and restart
- RestartEngine();
- return false;
+ RestartEngine();
+ return false;
+ }
}
+ else if (!EnableModsOrSetDefault(args, flags, g_modsLoaded, false))
+ return false;
}
new L10n;
// Optionally start profiler HTTP output automatically
// (By default it's only enabled by a hotkey, for security/performance)
bool profilerHTTPEnable = false;
CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
if (profilerHTTPEnable)
g_Profiler2.EnableHTTP();
// Initialise everything except Win32 sockets (because our networking
// system already inits those)
curl_global_init(CURL_GLOBAL_ALL & ~CURL_GLOBAL_WIN32);
if (!g_Quickstart)
g_UserReporter.Initialize(); // after config
PROFILE2_EVENT("Init finished");
return true;
}
void InitGraphics(const CmdLineArgs& args, int flags, const std::vector& installedMods)
{
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
if(setup_vmode)
{
InitSDL();
if (!g_VideoMode.InitSDL())
throw PSERROR_System_VmodeFailed(); // abort startup
}
RunHardwareDetection();
const int quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file
SetTextureQuality(quality);
ogl_WarnIfError();
// Optionally start profiler GPU timings automatically
// (By default it's only enabled by a hotkey, for performance/compatibility)
bool profilerGPUEnable = false;
CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
if (profilerGPUEnable)
g_Profiler2.EnableGPU();
if(!g_Quickstart)
{
WriteSystemInfo();
// note: no longer vfs_display here. it's dog-slow due to unbuffered
// file output and very rarely needed.
}
if(g_DisableAudio)
ISoundManager::SetEnabled(false);
g_GUI = new CGUIManager();
// (must come after SetVideoMode, since it calls ogl_Init)
CStr8 renderPath = "default";
CFG_GET_VAL("renderpath", renderPath);
if ((ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL) != 0 // ARB
&& ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", NULL) != 0) // GLSL
|| RenderPathEnum::FromString(renderPath) == FIXED)
{
// It doesn't make sense to continue working here, because we're not
// able to display anything.
DEBUG_DISPLAY_FATAL_ERROR(
L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
L" The game does not support pre-shader graphics cards."
L" You are advised to try installing newer drivers and/or upgrade your graphics card."
L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
);
}
const char* missing = ogl_HaveExtensions(0,
"GL_ARB_multitexture",
"GL_EXT_draw_range_elements",
"GL_ARB_texture_env_combine",
"GL_ARB_texture_env_dot3",
NULL);
if(missing)
{
wchar_t buf[500];
swprintf_s(buf, ARRAY_SIZE(buf),
L"The %hs extension doesn't appear to be available on your computer."
L" The game may still work, though - you are welcome to try at your own risk."
L" If not or it doesn't look right, upgrade your graphics card.",
missing
);
DEBUG_DISPLAY_ERROR(buf);
// TODO: i18n
}
if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
{
DEBUG_DISPLAY_ERROR(
L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
L" Shadows are not available and overall graphics quality might suffer."
L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
g_ConfigDB.SetValueBool(CFG_HWDETECT, "shadows", false);
}
ogl_WarnIfError();
g_RenderingOptions.ReadConfigAndSetupHooks();
InitRenderer();
InitInput();
ogl_WarnIfError();
// TODO: Is this the best place for this?
if (VfsDirectoryExists(L"maps/"))
CXeromyces::AddValidator(g_VFS, "map", "maps/scenario.rng");
try
{
if (!AutostartVisualReplay(args.Get("replay-visual")) && !Autostart(args))
{
const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
// We only want to display the splash screen at startup
shared_ptr scriptInterface = g_GUI->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue data(rq.cx);
if (g_GUI)
{
ScriptInterface::CreateObject(rq, &data, "isStartup", true);
if (!installedMods.empty())
scriptInterface->SetProperty(data, "installedMods", installedMods);
}
InitPs(setup_gui, installedMods.empty() ? L"page_pregame.xml" : L"page_modmod.xml", g_GUI->GetScriptInterface().get(), data);
}
}
catch (PSERROR_Game_World_MapLoadFailed& e)
{
// Map Loading failed
// Start the engine so we have a GUI
InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);
// Call script function to do the actual work
// (delete game data, switch GUI page, show error, etc.)
CancelLoad(CStr(e.what()).FromUTF8());
}
}
void InitNonVisual(const CmdLineArgs& args)
{
// Need some stuff for terrain movement costs:
// (TODO: this ought to be independent of any graphics code)
new CTerrainTextureManager;
g_TexMan.LoadTerrainTextures();
Autostart(args);
}
void RenderGui(bool RenderingState)
{
g_DoRenderGui = RenderingState;
}
void RenderLogger(bool RenderingState)
{
g_DoRenderLogger = RenderingState;
}
void RenderCursor(bool RenderingState)
{
g_DoRenderCursor = RenderingState;
}
/**
* Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON
* data from it.
* The scenario map format is used for scenario and skirmish map types (random
* games do not use a "map" (format) but a small JavaScript program which
* creates a map on the fly). It contains a section to initialize the game
* setup screen.
* @param mapPath Absolute path (from VFS root) to the map file to peek in.
* @return ScriptSettings in JSON format extracted from the map.
*/
CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath)
{
CXeromyces mapFile;
const char *pathToSettings[] =
{
"Scenario", "ScriptSettings", "" // Path to JSON data in map
};
Status loadResult = mapFile.Load(g_VFS, mapPath);
if (INFO::OK != loadResult)
{
LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8());
throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos.");
}
XMBElement mapElement = mapFile.GetRoot();
// Select the ScriptSettings node in the map file...
for (int i = 0; pathToSettings[i][0]; ++i)
{
int childId = mapFile.GetElementID(pathToSettings[i]);
XMBElementList nodes = mapElement.GetChildNodes();
auto it = std::find_if(nodes.begin(), nodes.end(), [&childId](const XMBElement& child) {
return child.GetNodeName() == childId;
});
if (it != nodes.end())
mapElement = *it;
}
// ... they contain a JSON document to initialize the game setup
// screen
return mapElement.GetText();
}
/*
* Command line options for autostart
* (keep synchronized with binaries/system/readme.txt):
*
* -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME;
* TYPEDIR is skirmishes, scenarios, or random
* -autostart-seed=SEED sets randomization seed value (default 0, use -1 for random)
* -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
* -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI
* (0: sandbox, 5: very hard)
* -autostart-aiseed=AISEED sets the seed used for the AI random
* generator (default 0, use -1 for random)
* -autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer)
* -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV
* (skirmish and random maps only)
* -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2).
* -autostart-ceasefire=NUM sets a ceasefire duration NUM
* (default 0 minutes)
* -autostart-nonvisual disable any graphics and sounds
* -autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME
* located in simulation/data/settings/victory_conditions/
* (default conquest). When the first given SCRIPTNAME is
* "endless", no victory conditions will apply.
* -autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition
* (default 10 minutes)
* -autostart-relicduration=NUM sets the victory duration NUM for relic victory condition
* (default 10 minutes)
* -autostart-reliccount=NUM sets the number of relics for relic victory condition
* (default 2 relics)
* -autostart-disable-replay disable saving of replays
*
* Multiplayer:
* -autostart-playername=NAME sets local player NAME (default 'anonymous')
* -autostart-host sets multiplayer host mode
* -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer
* game (default 2)
* -autostart-client=IP sets multiplayer client to join host at
* given IP address
* Random maps only:
* -autostart-size=TILES sets random map size in TILES (default 192)
* -autostart-players=NUMBER sets NUMBER of players on random map
* (default 2)
*
* Examples:
* 1) "Bob" will host a 2 player game on the Arcadia map:
* -autostart="scenarios/Arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
* "Alice" joins the match as player 2:
* -autostart="scenarios/Arcadia" -autostart-client=127.0.0.1 -autostart-playername="Alice"
* The players use the developer overlay to control players.
*
* 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
* -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
*
* 3) Observe the PetraBot on a triggerscript map:
* -autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
*/
bool Autostart(const CmdLineArgs& args)
{
CStr autoStartName = args.Get("autostart");
if (autoStartName.empty())
return false;
g_Game = new CGame(!args.Has("autostart-disable-replay"));
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue attrs(rq.cx);
JS::RootedValue settings(rq.cx);
JS::RootedValue playerData(rq.cx);
ScriptInterface::CreateObject(rq, &attrs);
ScriptInterface::CreateObject(rq, &settings);
ScriptInterface::CreateArray(rq, &playerData);
// The directory in front of the actual map name indicates which type
// of map is being loaded. Drawback of this approach is the association
// of map types and folders is hard-coded, but benefits are:
// - No need to pass the map type via command line separately
// - Prevents mixing up of scenarios and skirmish maps to some degree
Path mapPath = Path(autoStartName);
std::wstring mapDirectory = mapPath.Parent().Filename().string();
std::string mapType;
if (mapDirectory == L"random")
{
// Random map definition will be loaded from JSON file, so we need to parse it
std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json";
JS::RootedValue scriptData(rq.cx);
scriptInterface.ReadJSONFile(scriptPath, &scriptData);
if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "settings", &settings))
{
// JSON loaded ok - copy script name over to game attributes
std::wstring scriptFile;
scriptInterface.GetProperty(settings, "Script", scriptFile);
scriptInterface.SetProperty(attrs, "script", scriptFile); // RMS filename
}
else
{
// Problem with JSON file
LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath));
throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
}
// Get optional map size argument (default 192)
uint mapSize = 192;
if (args.Has("autostart-size"))
{
CStr size = args.Get("autostart-size");
mapSize = size.ToUInt();
}
scriptInterface.SetProperty(settings, "Size", mapSize); // Random map size (in patches)
// Get optional number of players (default 2)
size_t numPlayers = 2;
if (args.Has("autostart-players"))
{
CStr num = args.Get("autostart-players");
numPlayers = num.ToUInt();
}
// Set up player data
for (size_t i = 0; i < numPlayers; ++i)
{
JS::RootedValue player(rq.cx);
// We could load player_defaults.json here, but that would complicate the logic
// even more and autostart is only intended for developers anyway
ScriptInterface::CreateObject(rq, &player, "Civ", "athen");
scriptInterface.SetPropertyInt(playerData, i, player);
}
mapType = "random";
}
else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
{
// Initialize general settings from the map data so some values
// (e.g. name of map) are always present, even when autostart is
// partially configured
CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml");
scriptInterface.ParseJSON(mapSettingsJSON, &settings);
// Initialize the playerData array being modified by autostart
// with the real map data, so sensible values are present:
scriptInterface.GetProperty(settings, "PlayerData", &playerData);
if (mapDirectory == L"scenarios")
mapType = "scenario";
else
mapType = "skirmish";
}
else
{
LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory));
throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types.");
}
scriptInterface.SetProperty(attrs, "mapType", mapType);
scriptInterface.SetProperty(attrs, "map", "maps/" + autoStartName);
scriptInterface.SetProperty(settings, "mapType", mapType);
scriptInterface.SetProperty(settings, "CheatsEnabled", true);
// The seed is used for both random map generation and simulation
u32 seed = 0;
if (args.Has("autostart-seed"))
{
CStr seedArg = args.Get("autostart-seed");
if (seedArg == "-1")
seed = rand();
else
seed = seedArg.ToULong();
}
scriptInterface.SetProperty(settings, "Seed", seed);
// Set seed for AIs
u32 aiseed = 0;
if (args.Has("autostart-aiseed"))
{
CStr seedArg = args.Get("autostart-aiseed");
if (seedArg == "-1")
aiseed = rand();
else
aiseed = seedArg.ToULong();
}
scriptInterface.SetProperty(settings, "AISeed", aiseed);
// Set player data for AIs
// attrs.settings = { PlayerData: [ { AI: ... }, ... ] }
// or = { PlayerData: [ null, { AI: ... }, ... ] } when gaia set
int offset = 1;
JS::RootedValue player(rq.cx);
if (scriptInterface.GetPropertyInt(playerData, 0, &player) && player.isNull())
offset = 0;
// Set teams
if (args.Has("autostart-team"))
{
std::vector civArgs = args.GetMultiple("autostart-team");
for (size_t i = 0; i < civArgs.size(); ++i)
{
int playerID = civArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue currentPlayer(rq.cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
{
if (mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-team option", playerID);
continue;
}
ScriptInterface::CreateObject(rq, ¤tPlayer);
}
int teamID = civArgs[i].AfterFirst(":").ToInt() - 1;
scriptInterface.SetProperty(currentPlayer, "Team", teamID);
scriptInterface.SetPropertyInt(playerData, playerID-offset, currentPlayer);
}
}
int ceasefire = 0;
if (args.Has("autostart-ceasefire"))
ceasefire = args.Get("autostart-ceasefire").ToInt();
scriptInterface.SetProperty(settings, "Ceasefire", ceasefire);
if (args.Has("autostart-ai"))
{
std::vector aiArgs = args.GetMultiple("autostart-ai");
for (size_t i = 0; i < aiArgs.size(); ++i)
{
int playerID = aiArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue currentPlayer(rq.cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
{
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID);
continue;
}
ScriptInterface::CreateObject(rq, ¤tPlayer);
}
scriptInterface.SetProperty(currentPlayer, "AI", aiArgs[i].AfterFirst(":"));
scriptInterface.SetProperty(currentPlayer, "AIDiff", 3);
scriptInterface.SetProperty(currentPlayer, "AIBehavior", "balanced");
scriptInterface.SetPropertyInt(playerData, playerID-offset, currentPlayer);
}
}
// Set AI difficulty
if (args.Has("autostart-aidiff"))
{
std::vector civArgs = args.GetMultiple("autostart-aidiff");
for (size_t i = 0; i < civArgs.size(); ++i)
{
int playerID = civArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue currentPlayer(rq.cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
{
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID);
continue;
}
ScriptInterface::CreateObject(rq, ¤tPlayer);
}
scriptInterface.SetProperty(currentPlayer, "AIDiff", civArgs[i].AfterFirst(":").ToInt());
scriptInterface.SetPropertyInt(playerData, playerID-offset, currentPlayer);
}
}
// Set player data for Civs
if (args.Has("autostart-civ"))
{
if (mapDirectory != L"scenarios")
{
std::vector civArgs = args.GetMultiple("autostart-civ");
for (size_t i = 0; i < civArgs.size(); ++i)
{
int playerID = civArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue currentPlayer(rq.cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
{
if (mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID);
continue;
}
ScriptInterface::CreateObject(rq, ¤tPlayer);
}
scriptInterface.SetProperty(currentPlayer, "Civ", civArgs[i].AfterFirst(":"));
scriptInterface.SetPropertyInt(playerData, playerID-offset, currentPlayer);
}
}
else
LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios");
}
// Add player data to map settings
scriptInterface.SetProperty(settings, "PlayerData", playerData);
// Add map settings to game attributes
scriptInterface.SetProperty(attrs, "settings", settings);
// Get optional playername
CStrW userName = L"anonymous";
if (args.Has("autostart-playername"))
userName = args.Get("autostart-playername").FromUTF8();
// Add additional scripts to the TriggerScripts property
std::vector triggerScriptsVector;
JS::RootedValue triggerScripts(rq.cx);
if (scriptInterface.HasProperty(settings, "TriggerScripts"))
{
scriptInterface.GetProperty(settings, "TriggerScripts", &triggerScripts);
FromJSVal_vector(rq, triggerScripts, triggerScriptsVector);
}
if (!CRenderer::IsInitialised())
{
CStr nonVisualScript = "scripts/NonVisualTrigger.js";
triggerScriptsVector.push_back(nonVisualScript.FromUTF8());
}
std::vector victoryConditions(1, "conquest");
if (args.Has("autostart-victory"))
victoryConditions = args.GetMultiple("autostart-victory");
if (victoryConditions.size() == 1 && victoryConditions[0] == "endless")
victoryConditions.clear();
scriptInterface.SetProperty(settings, "VictoryConditions", victoryConditions);
for (const CStr& victory : victoryConditions)
{
JS::RootedValue scriptData(rq.cx);
JS::RootedValue data(rq.cx);
JS::RootedValue victoryScripts(rq.cx);
CStrW scriptPath = L"simulation/data/settings/victory_conditions/" + victory.FromUTF8() + L".json";
scriptInterface.ReadJSONFile(scriptPath, &scriptData);
if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "Data", &data) && !data.isUndefined()
&& scriptInterface.GetProperty(data, "Scripts", &victoryScripts) && !victoryScripts.isUndefined())
{
std::vector victoryScriptsVector;
FromJSVal_vector(rq, victoryScripts, victoryScriptsVector);
triggerScriptsVector.insert(triggerScriptsVector.end(), victoryScriptsVector.begin(), victoryScriptsVector.end());
}
else
{
LOGERROR("Autostart: Error reading victory script '%s'", utf8_from_wstring(scriptPath));
throw PSERROR_Game_World_MapLoadFailed("Error reading victory script.\nCheck application log for details.");
}
}
ToJSVal_vector(rq, &triggerScripts, triggerScriptsVector);
scriptInterface.SetProperty(settings, "TriggerScripts", triggerScripts);
int wonderDuration = 10;
if (args.Has("autostart-wonderduration"))
wonderDuration = args.Get("autostart-wonderduration").ToInt();
scriptInterface.SetProperty(settings, "WonderDuration", wonderDuration);
int relicDuration = 10;
if (args.Has("autostart-relicduration"))
relicDuration = args.Get("autostart-relicduration").ToInt();
scriptInterface.SetProperty(settings, "RelicDuration", relicDuration);
int relicCount = 2;
if (args.Has("autostart-reliccount"))
relicCount = args.Get("autostart-reliccount").ToInt();
scriptInterface.SetProperty(settings, "RelicCount", relicCount);
if (args.Has("autostart-host"))
{
InitPsAutostart(true, attrs);
size_t maxPlayers = 2;
if (args.Has("autostart-host-players"))
maxPlayers = args.Get("autostart-host-players").ToUInt();
// Generate a secret to identify the host client.
std::string secret = ps_generate_guid();
g_NetServer = new CNetServer(false, maxPlayers);
g_NetServer->SetControllerSecret(secret);
g_NetServer->UpdateInitAttributes(&attrs, scriptInterface);
bool ok = g_NetServer->SetupConnection(PS_DEFAULT_PORT);
ENSURE(ok);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(userName);
g_NetClient->SetupServerData("127.0.0.1", PS_DEFAULT_PORT, false);
g_NetClient->SetControllerSecret(secret);
g_NetClient->SetupConnection(nullptr);
}
else if (args.Has("autostart-client"))
{
InitPsAutostart(true, attrs);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(userName);
CStr ip = args.Get("autostart-client");
if (ip.empty())
ip = "127.0.0.1";
g_NetClient->SetupServerData(ip, PS_DEFAULT_PORT, false);
ENSURE(g_NetClient->SetupConnection(nullptr));
}
else
{
g_Game->SetPlayerID(args.Has("autostart-player") ? args.Get("autostart-player").ToInt() : 1);
g_Game->StartGame(&attrs, "");
if (CRenderer::IsInitialised())
{
InitPsAutostart(false, attrs);
}
else
{
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
}
}
return true;
}
bool AutostartVisualReplay(const std::string& replayFile)
{
if (!FileExists(OsPath(replayFile)))
return false;
g_Game = new CGame(false);
g_Game->SetPlayerID(-1);
g_Game->StartVisualReplay(replayFile);
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue attrs(rq.cx, g_Game->GetSimulation2()->GetInitAttributes());
InitPsAutostart(false, attrs);
return true;
}
void CancelLoad(const CStrW& message)
{
shared_ptr pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
ScriptRequest rq(pScriptInterface);
JS::RootedValue global(rq.cx, rq.globalValue());
LDR_Cancel();
if (g_GUI &&
g_GUI->GetPageCount() &&
pScriptInterface->HasProperty(global, "cancelOnLoadGameError"))
ScriptFunction::CallVoid(rq, global, "cancelOnLoadGameError", message);
}
bool InDevelopmentCopy()
{
if (!g_CheckedIfInDevelopmentCopy)
{
g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK);
g_CheckedIfInDevelopmentCopy = true;
}
return g_InDevelopmentCopy;
}
Index: ps/trunk/source/ps/Mod.cpp
===================================================================
--- ps/trunk/source/ps/Mod.cpp (revision 25409)
+++ ps/trunk/source/ps/Mod.cpp (revision 25410)
@@ -1,156 +1,336 @@
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "ps/Mod.h"
-#include
-
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/utf8.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/Pyrogenesis.h"
#include "scriptinterface/ScriptInterface.h"
+#include
+#include
+#include
+#include
+
std::vector g_modsLoaded;
+std::vector g_incompatibleMods;
+std::vector g_failedMods;
std::vector> g_LoadedModVersions;
CmdLineArgs g_args;
JS::Value Mod::GetAvailableMods(const ScriptInterface& scriptInterface)
{
ScriptRequest rq(scriptInterface);
JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.cx));
const Paths paths(g_args);
// loop over all possible paths
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
DirectoryNames modDirs;
DirectoryNames modDirsUser;
GetDirectoryEntries(modPath, NULL, &modDirs);
// Sort modDirs so that we can do a fast lookup below
std::sort(modDirs.begin(), modDirs.end());
PIVFS vfs = CreateVfs();
for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
{
vfs->Clear();
// Mount with lowest priority, we don't want to overwrite anything
if (vfs->Mount(L"", modPath / *iter / "", VFS_MOUNT_MUST_EXIST, VFS_MIN_PRIORITY) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(rq.cx);
if (!scriptInterface.ParseJSON(modinfo.GetAsString(), &json))
continue;
// Valid mod, add it to our structure
JS_SetProperty(rq.cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
}
GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
bool dev = InDevelopmentCopy();
for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
{
// If we are in a dev copy we do not mount mods in the user mod folder that
// are already present in the mod folder, thus we skip those here.
if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
continue;
vfs->Clear();
// Mount with lowest priority, we don't want to overwrite anything
if (vfs->Mount(L"", modUserPath / *iter / "", VFS_MOUNT_MUST_EXIST, VFS_MIN_PRIORITY) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(rq.cx);
if (!scriptInterface.ParseJSON(modinfo.GetAsString(), &json))
continue;
// Valid mod, add it to our structure
JS_SetProperty(rq.cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
}
return JS::ObjectValue(*obj);
}
+const std::vector& Mod::GetEnabledMods()
+{
+ return g_modsLoaded;
+}
+
+const std::vector& Mod::GetIncompatibleMods()
+{
+ return g_incompatibleMods;
+}
+
+const std::vector& Mod::GetFailedMods()
+{
+ return g_failedMods;
+}
+
+const std::vector& Mod::GetModsFromArguments(const CmdLineArgs& args, int flags)
+{
+ const bool initMods = (flags & INIT_MODS) == INIT_MODS;
+ const bool addPublic = (flags & INIT_MODS_PUBLIC) == INIT_MODS_PUBLIC;
+
+ if (!initMods)
+ return g_modsLoaded;
+
+ g_modsLoaded = args.GetMultiple("mod");
+
+ if (addPublic)
+ g_modsLoaded.insert(g_modsLoaded.begin(), "public");
+
+ g_modsLoaded.insert(g_modsLoaded.begin(), "mod");
+
+ return g_modsLoaded;
+}
+
+void Mod::SetDefaultMods(const CmdLineArgs& args, int flags)
+{
+ g_modsLoaded.clear();
+ g_modsLoaded.insert(g_modsLoaded.begin(), "mod");
+}
+
+void Mod::ClearIncompatibleMods()
+{
+ g_incompatibleMods.clear();
+ g_failedMods.clear();
+}
+
+bool Mod::CheckAndEnableMods(const ScriptInterface& scriptInterface, const std::vector& mods)
+{
+ ScriptRequest rq(scriptInterface);
+
+ JS::RootedValue availableMods(rq.cx, GetAvailableMods(scriptInterface));
+ if (!AreModsCompatible(scriptInterface, mods, availableMods))
+ {
+ g_failedMods = mods;
+ return false;
+ }
+ g_modsLoaded = mods;
+ return true;
+}
+
+bool Mod::AreModsCompatible(const ScriptInterface& scriptInterface, const std::vector& mods, const JS::RootedValue& availableMods)
+{
+ ScriptRequest rq(scriptInterface);
+ std::unordered_map> modDependencies;
+ std::unordered_map modNameVersions;
+ for (const CStr& mod : mods)
+ {
+ if (mod == "mod")
+ continue;
+
+ JS::RootedValue modData(rq.cx);
+
+ // Requested mod is not available, fail
+ if (!scriptInterface.HasProperty(availableMods, mod.c_str()))
+ {
+ g_incompatibleMods.push_back(mod);
+ continue;
+ }
+ if (!scriptInterface.GetProperty(availableMods, mod.c_str(), &modData))
+ {
+ g_incompatibleMods.push_back(mod);
+ continue;
+ }
+
+ std::vector dependencies;
+ CStr version;
+ CStr name;
+ scriptInterface.GetProperty(modData, "dependencies", dependencies);
+ scriptInterface.GetProperty(modData, "version", version);
+ scriptInterface.GetProperty(modData, "name", name);
+
+ modNameVersions.emplace(name, version);
+ modDependencies.emplace(mod, dependencies);
+ }
+
+ static const std::vector toCheck = { "<=", ">=", "=", "<", ">" };
+ for (const CStr& mod : mods)
+ {
+ if (mod == "mod")
+ continue;
+
+ const std::unordered_map>::iterator res = modDependencies.find(mod);
+ if (res == modDependencies.end())
+ continue;
+ const std::vector deps = res->second;
+ if (deps.empty())
+ continue;
+
+ for (const CStr& dep : deps)
+ {
+ if (dep.empty())
+ continue;
+ // 0ad<=0.0.24
+ for (const CStr& op : toCheck)
+ {
+ const int pos = dep.Find(op.c_str());
+ if (pos == -1)
+ continue;
+ //0ad
+ const CStr modToCheck = dep.substr(0, pos);
+ //0.0.24
+ const CStr versionToCheck = dep.substr(pos + op.size());
+ const std::unordered_map::iterator it = modNameVersions.find(modToCheck);
+ if (it == modNameVersions.end())
+ {
+ g_incompatibleMods.push_back(mod);
+ continue;
+ }
+ // 0.0.25(0ad) , <=, 0.0.24(required version)
+ if (!CompareVersionStrings(it->second, op, versionToCheck))
+ {
+ g_incompatibleMods.push_back(mod);
+ continue;
+ }
+ }
+ }
+
+ }
+
+ return g_incompatibleMods.empty();
+}
+
+bool Mod::CompareVersionStrings(const CStr& version, const CStr& op, const CStr& required)
+{
+ std::vector versionSplit;
+ std::vector requiredSplit;
+ static const std::string toIgnore = "-,_";
+ boost::split(versionSplit, version, boost::is_any_of(toIgnore), boost::token_compress_on);
+ boost::split(requiredSplit, required, boost::is_any_of(toIgnore), boost::token_compress_on);
+ boost::split(versionSplit, versionSplit[0], boost::is_any_of("."), boost::token_compress_on);
+ boost::split(requiredSplit, requiredSplit[0], boost::is_any_of("."), boost::token_compress_on);
+
+ const bool eq = op.Find("=") != -1;
+ const bool lt = op.Find("<") != -1;
+ const bool gt = op.Find(">") != -1;
+
+ const size_t min = std::min(versionSplit.size(), requiredSplit.size());
+
+ for (size_t i = 0; i < min; ++i)
+ {
+ const int diff = versionSplit[i].ToInt() - requiredSplit[i].ToInt();
+ if (gt && diff > 0 || lt && diff < 0)
+ return true;
+
+ if (gt && diff < 0 || lt && diff > 0 || eq && diff)
+ return false;
+ }
+
+ const size_t versionSize = versionSplit.size();
+ const size_t requiredSize = requiredSplit.size();
+ if (versionSize == requiredSize)
+ return eq;
+ return versionSize < requiredSize ? lt : gt;
+}
+
+
void Mod::CacheEnabledModVersions(const shared_ptr& scriptContext)
{
ScriptInterface scriptInterface("Engine", "CacheEnabledModVersions", scriptContext);
ScriptRequest rq(scriptInterface);
JS::RootedValue availableMods(rq.cx, GetAvailableMods(scriptInterface));
g_LoadedModVersions.clear();
for (const CStr& mod : g_modsLoaded)
{
// Ignore mod mod as it is irrelevant for compatibility checks
if (mod == "mod")
continue;
CStr version;
JS::RootedValue modData(rq.cx);
if (scriptInterface.GetProperty(availableMods, mod.c_str(), &modData))
scriptInterface.GetProperty(modData, "version", version);
g_LoadedModVersions.push_back({mod, version});
}
}
JS::Value Mod::GetLoadedModsWithVersions(const ScriptInterface& scriptInterface)
{
ScriptRequest rq(scriptInterface);
JS::RootedValue returnValue(rq.cx);
scriptInterface.ToJSVal(rq, &returnValue, g_LoadedModVersions);
return returnValue;
}
JS::Value Mod::GetEngineInfo(const ScriptInterface& scriptInterface)
{
ScriptRequest rq(scriptInterface);
JS::RootedValue mods(rq.cx, Mod::GetLoadedModsWithVersions(scriptInterface));
JS::RootedValue metainfo(rq.cx);
ScriptInterface::CreateObject(
rq,
&metainfo,
"engine_version", engine_version,
"mods", mods);
scriptInterface.FreezeObject(metainfo, true);
return metainfo;
}
Index: ps/trunk/source/ps/Mod.h
===================================================================
--- ps/trunk/source/ps/Mod.h (revision 25409)
+++ ps/trunk/source/ps/Mod.h (revision 25410)
@@ -1,59 +1,68 @@
-/* Copyright (C) 2018 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_MOD
#define INCLUDED_MOD
#include "ps/CStr.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "scriptinterface/ScriptInterface.h"
class ScriptContext;
extern std::vector g_modsLoaded;
extern CmdLineArgs g_args;
namespace Mod
{
JS::Value GetAvailableMods(const ScriptInterface& scriptInterface);
-
+ const std::vector& GetEnabledMods();
+ const std::vector& GetIncompatibleMods();
+ const std::vector& GetFailedMods();
/**
* This reads the version numbers from the launched mods.
* It caches the result, since the reading of zip files is slow and
* JS pages can request the version numbers too often easily.
* Make sure this is called after each MountMods call.
*/
void CacheEnabledModVersions(const shared_ptr& scriptContext);
+ const std::vector& GetModsFromArguments(const CmdLineArgs& args, int flags);
+ bool AreModsCompatible(const ScriptInterface& scriptInterface, const std::vector& mods, const JS::RootedValue& availableMods);
+ bool CheckAndEnableMods(const ScriptInterface& scriptInterface, const std::vector& mods);
+ bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version);
+ void SetDefaultMods(const CmdLineArgs& args, int flags);
+ void ClearIncompatibleMods();
+
/**
* Get the loaded mods and their version.
* "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return list of loaded mods with the format [[modA, versionA], [modB, versionB], ...]
*/
JS::Value GetLoadedModsWithVersions(const ScriptInterface& scriptInterface);
/**
* Gets info (version and mods loaded) on the running engine
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return list of objects containing data
*/
JS::Value GetEngineInfo(const ScriptInterface& scriptInterface);
}
#endif // INCLUDED_MOD
Index: ps/trunk/source/ps/scripting/JSInterface_Mod.cpp
===================================================================
--- ps/trunk/source/ps/scripting/JSInterface_Mod.cpp (revision 25409)
+++ ps/trunk/source/ps/scripting/JSInterface_Mod.cpp (revision 25410)
@@ -1,62 +1,54 @@
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "JSInterface_Mod.h"
#include "ps/Mod.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptInterface.h"
extern void RestartEngine();
namespace
{
-JS::Value GetEngineInfo(ScriptInterface::CmptPrivate* pCmptPrivate)
+bool SetModsAndRestartEngine(ScriptInterface::CmptPrivate* pCmptPrivate, const std::vector& mods)
{
- return Mod::GetEngineInfo(*(pCmptPrivate->pScriptInterface));
-}
+ Mod::ClearIncompatibleMods();
+ if (!Mod::CheckAndEnableMods(*(pCmptPrivate->pScriptInterface), mods))
+ return false;
-/**
- * Returns a JS object containing a listing of available mods that
- * have a modname.json file in their modname folder. The returned
- * object looks like { modname1: json1, modname2: json2, ... } where
- * jsonN is the content of the modnameN/modnameN.json file as a JS
- * object.
- *
- * @return JS object with available mods as the keys of the modname.json
- * properties.
- */
-JS::Value GetAvailableMods(ScriptInterface::CmptPrivate* pCmptPrivate)
-{
- return Mod::GetAvailableMods(*(pCmptPrivate->pScriptInterface));
+ RestartEngine();
+ return true;
+}
}
-void SetMods(const std::vector& mods)
+bool HasFailedMods(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
- g_modsLoaded = mods;
-}
+ return Mod::GetFailedMods().size() > 0;
}
void JSI_Mod::RegisterScriptFunctions(const ScriptRequest& rq)
{
- ScriptFunction::Register<&GetEngineInfo>(rq, "GetEngineInfo");
- ScriptFunction::Register<&GetAvailableMods>(rq, "GetAvailableMods");
- ScriptFunction::Register<&RestartEngine>(rq, "RestartEngine");
- ScriptFunction::Register<&SetMods>(rq, "SetMods");
+ ScriptFunction::Register<&Mod::GetEngineInfo>(rq, "GetEngineInfo");
+ ScriptFunction::Register<&Mod::GetAvailableMods>(rq, "GetAvailableMods");
+ ScriptFunction::Register<&Mod::GetEnabledMods>(rq, "GetEnabledMods");
+ ScriptFunction::Register (rq, "HasFailedMods");
+ ScriptFunction::Register<&Mod::GetFailedMods>(rq, "GetFailedMods");
+ ScriptFunction::Register<&SetModsAndRestartEngine>(rq, "SetModsAndRestartEngine");
}
Index: ps/trunk/source/ps/tests/test_Mod.h
===================================================================
--- ps/trunk/source/ps/tests/test_Mod.h (nonexistent)
+++ ps/trunk/source/ps/tests/test_Mod.h (revision 25410)
@@ -0,0 +1,165 @@
+/* Copyright (C) 2021 Wildfire Games.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+ * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include "lib/self_test.h"
+
+#include "ps/CLogger.h"
+#include "ps/Mod.h"
+#include "scriptinterface/ScriptInterface.h"
+
+class TestMod : public CxxTest::TestSuite
+{
+public:
+ void test_version_check()
+ {
+ CStr eq = "=";
+ CStr lt = "<";
+ CStr gt = ">";
+ CStr leq = "<=";
+ CStr geq = ">=";
+
+ CStr required = "0.0.24";// 0ad <= required
+ CStr version = "0.0.24";// 0ad version
+
+ // 0.0.24 = 0.0.24
+ TS_ASSERT(Mod::CompareVersionStrings(version, eq, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, lt, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, gt, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, leq, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, geq, required));
+
+ // 0.0.23 <= 0.0.24
+ version = "0.0.23";
+ TS_ASSERT(!Mod::CompareVersionStrings(version, eq, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, lt, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, gt, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, leq, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, geq, required));
+
+ // 0.0.25 >= 0.0.24
+ version = "0.0.25";
+ TS_ASSERT(!Mod::CompareVersionStrings(version, eq, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, lt, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, gt, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, leq, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, geq, required));
+
+ // 0.0.9 <= 0.1.0
+ version = "0.0.9";
+ required = "0.1.0";
+ TS_ASSERT(!Mod::CompareVersionStrings(version, eq, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, lt, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, gt, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, leq, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, geq, required));
+
+ // 5.3 <= 5.3.0
+ version = "5.3";
+ required = "5.3.0";
+ TS_ASSERT(!Mod::CompareVersionStrings(version, eq, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, lt, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, gt, required));
+ TS_ASSERT(Mod::CompareVersionStrings(version, leq, required));
+ TS_ASSERT(!Mod::CompareVersionStrings(version, geq, required));
+ }
+
+ void test_compatible()
+ {
+ ScriptInterface script("Test", "Test", g_ScriptContext);
+
+ ScriptRequest rq(script);
+ JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.cx));
+
+ CStr jsonString = "{\
+ \"name\": \"0ad\",\
+ \"version\" : \"0.0.25\",\
+ \"label\" : \"0 A.D. Empires Ascendant\",\
+ \"url\" : \"https://play0ad.com\",\
+ \"description\" : \"A free, open-source, historical RTS game.\",\
+ \"dependencies\" : []\
+ }\
+ ";
+ JS::RootedValue json(rq.cx);
+ TS_ASSERT(script.ParseJSON(jsonString, &json));
+ JS_SetProperty(rq.cx, obj, "public", json);
+
+ JS::RootedValue jsonW(rq.cx);
+ CStr jsonStringW = "{\
+ \"name\": \"wrong\",\
+ \"version\" : \"0.0.25\",\
+ \"label\" : \"wrong mod\",\
+ \"url\" : \"\",\
+ \"description\" : \"fail\",\
+ \"dependencies\" : [\"0ad=0.0.24\"]\
+ }\
+ ";
+ TS_ASSERT(script.ParseJSON(jsonStringW, &jsonW));
+ JS_SetProperty(rq.cx, obj, "wrong", jsonW);
+
+ JS::RootedValue jsonG(rq.cx);
+ CStr jsonStringG = "{\
+ \"name\": \"good\",\
+ \"version\" : \"0.0.25\",\
+ \"label\" : \"good mod\",\
+ \"url\" : \"\",\
+ \"description\" : \"ok\",\
+ \"dependencies\" : [\"0ad=0.0.25\"]\
+ }\
+ ";
+ TS_ASSERT(script.ParseJSON(jsonStringG, &jsonG));
+ JS_SetProperty(rq.cx, obj, "good", jsonG);
+
+ JS::RootedValue availableMods(rq.cx, JS::ObjectValue(*obj));
+
+ std::vector mods;
+
+ mods.clear();
+ mods.push_back("public");
+ Mod::ClearIncompatibleMods();
+ TS_ASSERT(Mod::AreModsCompatible(script, mods, availableMods));
+
+ mods.clear();
+ mods.push_back("mod");
+ mods.push_back("public");
+ Mod::ClearIncompatibleMods();
+ TS_ASSERT(Mod::AreModsCompatible(script, mods, availableMods));
+
+ mods.clear();
+ mods.push_back("public");
+ mods.push_back("good");
+ Mod::ClearIncompatibleMods();
+ TS_ASSERT(Mod::AreModsCompatible(script, mods, availableMods));
+
+ mods.clear();
+ mods.push_back("public");
+ mods.push_back("wrong");
+ Mod::ClearIncompatibleMods();
+ TS_ASSERT(!Mod::AreModsCompatible(script, mods, availableMods));
+
+ mods.clear();
+ mods.push_back("public");
+ mods.push_back("does_not_exist");
+ Mod::ClearIncompatibleMods();
+ TS_ASSERT(!Mod::AreModsCompatible(script, mods, availableMods));
+
+ }
+};