diff options
Diffstat (limited to 'NorthstarDLL/modmanager.h')
-rw-r--r-- | NorthstarDLL/modmanager.h | 294 |
1 files changed, 147 insertions, 147 deletions
diff --git a/NorthstarDLL/modmanager.h b/NorthstarDLL/modmanager.h index ba47ce1e..4cd335ff 100644 --- a/NorthstarDLL/modmanager.h +++ b/NorthstarDLL/modmanager.h @@ -1,147 +1,147 @@ -#pragma once
-#include "convar.h"
-#include "memalloc.h"
-#include "squirrel.h"
-
-#include "rapidjson/document.h"
-#include <string>
-#include <vector>
-#include <filesystem>
-
-namespace fs = std::filesystem;
-
-const std::string MOD_FOLDER_SUFFIX = "/mods";
-const std::string REMOTE_MOD_FOLDER_SUFFIX = "/runtime/remote/mods";
-const fs::path MOD_OVERRIDE_DIR = "mod";
-const std::string COMPILED_ASSETS_SUFFIX = "/runtime/compiled";
-
-struct ModConVar
-{
- public:
- std::string Name;
- std::string DefaultValue;
- std::string HelpString;
- int Flags;
-};
-
-struct ModScriptCallback
-{
- public:
- ScriptContext Context;
-
- // called before the codecallback is executed
- std::string BeforeCallback;
- // called after the codecallback has finished executing
- std::string AfterCallback;
-};
-
-struct ModScript
-{
- public:
- std::string Path;
- std::string RunOn;
-
- std::vector<ModScriptCallback> Callbacks;
-};
-
-// these are pretty much identical, could refactor to use the same stuff?
-struct ModVPKEntry
-{
- public:
- bool m_bAutoLoad;
- std::string m_sVpkPath;
-};
-
-struct ModRpakEntry
-{
- public:
- bool m_bAutoLoad;
- std::string m_sPakName;
-};
-
-class Mod
-{
- public:
- // runtime stuff
- bool m_bEnabled = true;
- bool m_bWasReadSuccessfully = false;
- fs::path m_ModDirectory;
- // bool m_bIsRemote;
-
- // mod.json stuff:
-
- // the mod's name
- std::string Name;
- // the mod's description
- std::string Description;
- // the mod's version, should be in semver
- std::string Version;
- // a download link to the mod, for clients that try to join without the mod
- std::string DownloadLink;
-
- // whether clients need the mod to join servers running this mod
- bool RequiredOnClient;
- // the priority for this mod's files, mods with prio 0 are loaded first, then 1, then 2, etc
- int LoadPriority;
-
- // custom scripts used by the mod
- std::vector<ModScript> Scripts;
- // convars created by the mod
- std::vector<ModConVar*> ConVars;
- // custom localisation files created by the mod
- std::vector<std::string> LocalisationFiles;
-
- // other files:
-
- std::vector<ModVPKEntry> Vpks;
- std::unordered_map<size_t, std::string> KeyValues;
- std::vector<std::string> BinkVideos;
- std::string Pdiff; // only need one per mod
-
- std::vector<ModRpakEntry> Rpaks;
- std::unordered_map<std::string, std::string>
- RpakAliases; // paks we alias to other rpaks, e.g. to load sp_crashsite paks on the map mp_crashsite
-
- public:
- Mod(fs::path modPath, char* jsonBuf);
-};
-
-struct ModOverrideFile
-{
- public:
- Mod* m_pOwningMod;
- fs::path m_Path;
-};
-
-class ModManager
-{
- private:
- bool m_bHasLoadedMods = false;
- bool m_bHasEnabledModsCfg;
- rapidjson_document m_EnabledModsCfg;
-
- // precalculated hashes
- size_t m_hScriptsRsonHash;
- size_t m_hPdefHash;
-
- public:
- std::vector<Mod> m_LoadedMods;
- std::unordered_map<std::string, ModOverrideFile> m_ModFiles;
-
- public:
- ModManager();
- void LoadMods();
- void UnloadMods();
- std::string NormaliseModFilePath(const fs::path path);
- void CompileAssetsForFile(const char* filename);
-
- // compile asset type stuff, these are done in files under runtime/compiled/
- void BuildScriptsRson();
- void TryBuildKeyValues(const char* filename);
- void BuildPdef();
-};
-
-fs::path GetModFolderPath();
-fs::path GetCompiledAssetsPath();
-
-extern ModManager* g_pModManager;
+#pragma once +#include "convar.h" +#include "memalloc.h" +#include "squirrel.h" + +#include "rapidjson/document.h" +#include <string> +#include <vector> +#include <filesystem> + +namespace fs = std::filesystem; + +const std::string MOD_FOLDER_SUFFIX = "/mods"; +const std::string REMOTE_MOD_FOLDER_SUFFIX = "/runtime/remote/mods"; +const fs::path MOD_OVERRIDE_DIR = "mod"; +const std::string COMPILED_ASSETS_SUFFIX = "/runtime/compiled"; + +struct ModConVar +{ + public: + std::string Name; + std::string DefaultValue; + std::string HelpString; + int Flags; +}; + +struct ModScriptCallback +{ + public: + ScriptContext Context; + + // called before the codecallback is executed + std::string BeforeCallback; + // called after the codecallback has finished executing + std::string AfterCallback; +}; + +struct ModScript +{ + public: + std::string Path; + std::string RunOn; + + std::vector<ModScriptCallback> Callbacks; +}; + +// these are pretty much identical, could refactor to use the same stuff? +struct ModVPKEntry +{ + public: + bool m_bAutoLoad; + std::string m_sVpkPath; +}; + +struct ModRpakEntry +{ + public: + bool m_bAutoLoad; + std::string m_sPakName; +}; + +class Mod +{ + public: + // runtime stuff + bool m_bEnabled = true; + bool m_bWasReadSuccessfully = false; + fs::path m_ModDirectory; + // bool m_bIsRemote; + + // mod.json stuff: + + // the mod's name + std::string Name; + // the mod's description + std::string Description; + // the mod's version, should be in semver + std::string Version; + // a download link to the mod, for clients that try to join without the mod + std::string DownloadLink; + + // whether clients need the mod to join servers running this mod + bool RequiredOnClient; + // the priority for this mod's files, mods with prio 0 are loaded first, then 1, then 2, etc + int LoadPriority; + + // custom scripts used by the mod + std::vector<ModScript> Scripts; + // convars created by the mod + std::vector<ModConVar*> ConVars; + // custom localisation files created by the mod + std::vector<std::string> LocalisationFiles; + + // other files: + + std::vector<ModVPKEntry> Vpks; + std::unordered_map<size_t, std::string> KeyValues; + std::vector<std::string> BinkVideos; + std::string Pdiff; // only need one per mod + + std::vector<ModRpakEntry> Rpaks; + std::unordered_map<std::string, std::string> + RpakAliases; // paks we alias to other rpaks, e.g. to load sp_crashsite paks on the map mp_crashsite + + public: + Mod(fs::path modPath, char* jsonBuf); +}; + +struct ModOverrideFile +{ + public: + Mod* m_pOwningMod; + fs::path m_Path; +}; + +class ModManager +{ + private: + bool m_bHasLoadedMods = false; + bool m_bHasEnabledModsCfg; + rapidjson_document m_EnabledModsCfg; + + // precalculated hashes + size_t m_hScriptsRsonHash; + size_t m_hPdefHash; + + public: + std::vector<Mod> m_LoadedMods; + std::unordered_map<std::string, ModOverrideFile> m_ModFiles; + + public: + ModManager(); + void LoadMods(); + void UnloadMods(); + std::string NormaliseModFilePath(const fs::path path); + void CompileAssetsForFile(const char* filename); + + // compile asset type stuff, these are done in files under runtime/compiled/ + void BuildScriptsRson(); + void TryBuildKeyValues(const char* filename); + void BuildPdef(); +}; + +fs::path GetModFolderPath(); +fs::path GetCompiledAssetsPath(); + +extern ModManager* g_pModManager; |