#include "pch.h" #include "modmanager.h" #include "convar.h" #include "rapidjson/error/en.h" #include "rapidjson/document.h" #include #include #include #include #include ModManager* g_ModManager; Mod::Mod(fs::path modDir, char* jsonBuf) { wasReadSuccessfully = false; ModDirectory = modDir; rapidjson::Document modJson; modJson.Parse(jsonBuf); // fail if parse error if (modJson.HasParseError()) { spdlog::error("Failed reading mod file {}: encountered parse error \"{}\" at offset {}", (modDir / "mod.json").string(), GetParseError_En(modJson.GetParseError()), modJson.GetErrorOffset()); return; } // fail if it's not a json obj (could be an array, string, etc) if (!modJson.IsObject()) { spdlog::error("Failed reading mod file {}: file is not a JSON object", (modDir / "mod.json").string()); return; } // basic mod info // name is required if (!modJson.HasMember("Name")) { spdlog::error("Failed reading mod file {}: missing required member \"Name\"", (modDir / "mod.json").string()); return; } Name = modJson["Name"].GetString(); if (modJson.HasMember("Description")) Description = modJson["Description"].GetString(); else Description = ""; if (modJson.HasMember("Version")) Version = modJson["Version"].GetString(); else { Version = "0.0.0"; spdlog::warn("Mod file {} is missing a version, consider adding a version", (modDir / "mod.json").string()); } if (modJson.HasMember("DownloadLink")) DownloadLink = modJson["DownloadLink"].GetString(); else DownloadLink = ""; if (modJson.HasMember("RequiredOnClient")) RequiredOnClient = modJson["RequiredOnClient"].GetBool(); else RequiredOnClient = false; if (modJson.HasMember("LoadPriority")) LoadPriority = modJson["LoadPriority"].GetInt(); else { spdlog::info("Mod file {} is missing a LoadPriority, consider adding one", (modDir / "mod.json").string()); LoadPriority = 0; } // mod convars if (modJson.HasMember("ConVars") && modJson["ConVars"].IsArray()) { for (auto& convarObj : modJson["ConVars"].GetArray()) { if (!convarObj.IsObject() || !convarObj.HasMember("Name") || !convarObj.HasMember("DefaultValue")) continue; ModConVar* convar = new ModConVar; convar->Name = convarObj["Name"].GetString(); convar->DefaultValue = convarObj["DefaultValue"].GetString(); if (convarObj.HasMember("HelpString")) convar->HelpString = convarObj["HelpString"].GetString(); else convar->HelpString = ""; // todo: could possibly parse FCVAR names here instead if (convarObj.HasMember("Flags")) convar->Flags = convarObj["Flags"].GetInt(); else convar->Flags = FCVAR_NONE; ConVars.push_back(convar); } } // mod scripts if (modJson.HasMember("Scripts") && modJson["Scripts"].IsArray()) { for (auto& scriptObj : modJson["Scripts"].GetArray()) { if (!scriptObj.IsObject() || !scriptObj.HasMember("Path") || !scriptObj.HasMember("RunOn")) continue; ModScript* script = new ModScript; script->Path = scriptObj["Path"].GetString(); script->RsonRunOn = scriptObj["RunOn"].GetString(); if (scriptObj.HasMember("ServerCallback") && scriptObj["ServerCallback"].IsObject()) { ModScriptCallback* callback = new ModScriptCallback; callback->Context = SERVER; if (scriptObj["ServerCallback"].HasMember("Before") && scriptObj["ServerCallback"]["Before"].IsString()) callback->BeforeCallback = scriptObj["ServerCallback"]["Before"].GetString(); if (scriptObj["ServerCallback"].HasMember("After") && scriptObj["ServerCallback"]["After"].IsString()) callback->AfterCallback = scriptObj["ServerCallback"]["After"].GetString(); script->Callbacks.push_back(callback); } if (scriptObj.HasMember("ClientCallback") && scriptObj["ClientCallback"].IsObject()) { ModScriptCallback* callback = new ModScriptCallback; callback->Context = CLIENT; if (scriptObj["ClientCallback"].HasMember("Before") && scriptObj["ClientCallback"]["Before"].IsString()) callback->BeforeCallback = scriptObj["ClientCallback"]["Before"].GetString(); if (scriptObj["ClientCallback"].HasMember("After") && scriptObj["ClientCallback"]["After"].IsString()) callback->AfterCallback = scriptObj["ClientCallback"]["After"].GetString(); script->Callbacks.push_back(callback); } if (scriptObj.HasMember("UICallback") && scriptObj["UICallback"].IsObject()) { ModScriptCallback* callback = new ModScriptCallback; callback->Context = UI; if (scriptObj["UICallback"].HasMember("Before") && scriptObj["UICallback"]["Before"].IsString()) callback->BeforeCallback = scriptObj["UICallback"]["Before"].GetString(); if (scriptObj["UICallback"].HasMember("After") && scriptObj["UICallback"]["After"].IsString()) callback->AfterCallback = scriptObj["UICallback"]["After"].GetString(); script->Callbacks.push_back(callback); } Scripts.push_back(script); } } wasReadSuccessfully = true; } ModManager::ModManager() { LoadMods(); } void ModManager::LoadMods() { // this needs better support for reloads // do we need to dealloc individual entries in m_loadedMods? idk, rework m_loadedMods.clear(); std::vector modDirs; // get mod directories for (fs::directory_entry dir : fs::directory_iterator(MOD_FOLDER_PATH)) if (fs::exists(dir.path() / "mod.json")) modDirs.push_back(dir.path()); for (fs::path modDir : modDirs) { // read mod json file std::ifstream jsonStream(modDir / "mod.json"); std::stringstream jsonStringStream; // fail if no mod json if (jsonStream.fail()) { spdlog::warn("Mod {} has a directory but no mod.json", modDir.string()); continue; } while (jsonStream.peek() != EOF) jsonStringStream << (char)jsonStream.get(); jsonStream.close(); Mod* mod = new Mod(modDir, (char*)jsonStringStream.str().c_str()); if (mod->wasReadSuccessfully) { spdlog::info("Loaded mod {} successfully", mod->Name); m_loadedMods.push_back(mod); } else { spdlog::warn("Skipping loading mod file {}", (modDir / "mod.json").string()); delete mod; } } // sort by load prio, lowest-highest std::sort(m_loadedMods.begin(), m_loadedMods.end(), [](Mod* a, Mod* b) { return a->LoadPriority > b->LoadPriority; }); // do we need to dealloc individual entries in m_modFiles? idk, rework m_modFiles.clear(); fs::remove_all(COMPILED_ASSETS_PATH); for (Mod* mod : m_loadedMods) { // register convars // for reloads, this is sorta barebones, when we have a good findconvar method, we could probably reset flags and stuff on preexisting convars // potentially it might also be good to unregister convars if they get removed on a reload, but unsure if necessary for (ModConVar* convar : mod->ConVars) if (g_CustomConvars.find(convar->Name) == g_CustomConvars.end()) // make sure convar isn't registered yet, unsure if necessary but idk what behaviour is for defining same convar multiple times RegisterConVar(convar->Name.c_str(), convar->DefaultValue.c_str(), convar->Flags, convar->HelpString.c_str()); // read vpk paths if (fs::exists(mod->ModDirectory / "vpk")) for (fs::directory_entry file : fs::directory_iterator(mod->ModDirectory / "vpk")) if (fs::is_regular_file(file) && file.path().extension() == "vpk") mod->Vpks.push_back(file.path().string()); } // in a seperate loop because we register mod files in reverse order, since mods loaded later should have their files prioritised for (int i = m_loadedMods.size() - 1; i > -1; i--) { if (fs::exists(m_loadedMods[i]->ModDirectory / MOD_OVERRIDE_DIR)) { for (fs::directory_entry file : fs::recursive_directory_iterator(m_loadedMods[i]->ModDirectory / MOD_OVERRIDE_DIR)) { if (file.is_regular_file()) { // super temp because it relies hard on load order ModOverrideFile* modFile = new ModOverrideFile; modFile->owningMod = m_loadedMods[i]; modFile->path = file.path().lexically_relative(m_loadedMods[i]->ModDirectory / MOD_OVERRIDE_DIR).lexically_normal(); m_modFiles.push_back(modFile); } } } } } void ModManager::CompileAssetsForFile(const char* filename) { fs::path path(filename); if (!path.filename().compare("scripts.rson")) BuildScriptsRson(); } void InitialiseModManager(HMODULE baseAddress) { g_ModManager = new ModManager(); }