#include "pch.h" #include "modmanager.h" #include "convar.h" #include "concommand.h" #include "rapidjson/error/en.h" #include "rapidjson/document.h" #include "rapidjson/ostreamwrapper.h" #include "rapidjson/writer.h" #include <filesystem> #include <fstream> #include <string> #include <sstream> #include <vector> #include "filesystem.h" ModManager* g_ModManager; Mod::Mod(fs::path modDir, char* jsonBuf) { wasReadSuccessfully = false; ModDirectory = modDir; rapidjson::Document modJson; modJson.Parse<rapidjson::ParseFlag::kParseCommentsFlag | rapidjson::ParseFlag::kParseTrailingCommasFlag>(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; // have to allocate this manually, otherwise convar registration will break // unfortunately this causes us to leak memory on reload, unsure of a way around this rn 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, would be easier 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; script.Path = scriptObj["Path"].GetString(); script.RsonRunOn = scriptObj["RunOn"].GetString(); if (scriptObj.HasMember("ServerCallback") && scriptObj["ServerCallback"].IsObject()) { ModScriptCallback callback; callback.Context = ScriptContext::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; callback.Context = ScriptContext::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; callback.Context = ScriptContext::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); } } if (modJson.HasMember("Localisation") && modJson["Localisation"].IsArray()) { for (auto& localisationStr : modJson["Localisation"].GetArray()) { if (!localisationStr.IsString()) continue; LocalisationFiles.push_back(localisationStr.GetString()); } } wasReadSuccessfully = true; } ModManager::ModManager() { // precaculated string hashes // note: use backslashes for these, since we use lexically_normal for file paths which uses them m_hScriptsRsonHash = std::hash<std::string>{}("scripts\\vscripts\\scripts.rson"); m_hPdefHash = std::hash<std::string>{}("cfg\\server\\persistent_player_data_version_231.pdef"); // this can have multiple versions, but we use 231 so that's what we hash LoadMods(); } void ModManager::LoadMods() { if (m_hasLoadedMods) UnloadMods(); std::vector<fs::path> modDirs; // ensure dirs exist fs::remove_all(COMPILED_ASSETS_PATH); fs::create_directories(MOD_FOLDER_PATH); // read enabled mods cfg std::ifstream enabledModsStream("R2Northstar/enabledmods.json"); std::stringstream enabledModsStringStream; if (!enabledModsStream.fail()) { while (enabledModsStream.peek() != EOF) enabledModsStringStream << (char)enabledModsStream.get(); enabledModsStream.close(); m_enabledModsCfg.Parse<rapidjson::ParseFlag::kParseCommentsFlag | rapidjson::ParseFlag::kParseTrailingCommasFlag>(enabledModsStringStream.str().c_str()); m_hasEnabledModsCfg = m_enabledModsCfg.IsObject(); } // 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(modDir, (char*)jsonStringStream.str().c_str()); if (m_hasEnabledModsCfg && m_enabledModsCfg.HasMember(mod.Name.c_str())) mod.Enabled = m_enabledModsCfg[mod.Name.c_str()].IsTrue(); else mod.Enabled = true; if (mod.wasReadSuccessfully) { spdlog::info("Loaded mod {} successfully", mod.Name); if (mod.Enabled) spdlog::info("Mod {} is enabled", mod.Name); else spdlog::info("Mod {} is disabled", mod.Name); m_loadedMods.push_back(mod); } else spdlog::warn("Skipping loading mod file {}", (modDir / "mod.json").string()); } // sort by load prio, lowest-highest std::sort(m_loadedMods.begin(), m_loadedMods.end(), [](Mod& a, Mod& b) { return a.LoadPriority < b.LoadPriority; }); for (Mod& mod : m_loadedMods) { if (!mod.Enabled) continue; // 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 // note: we don't delete convars if they already exist because they're used for script stuff, unfortunately this causes us to leak memory on reload, but not much, potentially find a way to not do this at some point 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")) { // a bunch of checks to make sure we're only adding dir vpks and their paths are good // note: the game will literally only load vpks with the english prefix if (fs::is_regular_file(file) && file.path().extension() == ".vpk" && file.path().string().find("english") != std::string::npos && file.path().string().find(".bsp.pak000_dir") != std::string::npos) { std::string formattedPath = file.path().filename().string(); // this really fucking sucks but it'll work std::string vpkName = (file.path().parent_path() / formattedPath.substr(strlen("english"), formattedPath.find(".bsp") - 3)).string(); mod.Vpks.push_back(vpkName); if (m_hasLoadedMods) (*g_Filesystem)->m_vtable->MountVPK(*g_Filesystem, vpkName.c_str()); } } } // read keyvalues paths if (fs::exists(mod.ModDirectory / "keyvalues")) { for (fs::directory_entry file : fs::recursive_directory_iterator(mod.ModDirectory / "keyvalues")) { if (fs::is_regular_file(file)) { std::string kvStr = file.path().lexically_relative(mod.ModDirectory / "keyvalues").lexically_normal().string(); mod.KeyValues.insert(std::make_pair(std::hash<std::string>{}(kvStr), kvStr)); } } } // read pdiff if (fs::exists(mod.ModDirectory / "mod.pdiff")) { std::ifstream pdiffStream(mod.ModDirectory / "mod.pdiff"); if (!pdiffStream.fail()) { std::stringstream pdiffStringStream; while (pdiffStream.peek() != EOF) pdiffStringStream << (char)pdiffStream.get(); pdiffStream.close(); mod.Pdiff = pdiffStringStream.str(); } } } // 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 (!m_loadedMods[i].Enabled) continue; 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)) { fs::path path = file.path().lexically_relative(m_loadedMods[i].ModDirectory / MOD_OVERRIDE_DIR).lexically_normal(); if (file.is_regular_file() && m_modFiles.find(path.string()) == m_modFiles.end()) { ModOverrideFile modFile; modFile.owningMod = &m_loadedMods[i]; modFile.path = path; m_modFiles.insert(std::make_pair(path.string(), modFile)); } } } } m_hasLoadedMods = true; } void ModManager::UnloadMods() { // clean up stuff from mods before we unload m_modFiles.clear(); fs::remove_all(COMPILED_ASSETS_PATH); if (!m_hasEnabledModsCfg) m_enabledModsCfg.SetObject(); for (Mod& mod : m_loadedMods) { // remove all built kvs for (std::pair<size_t, std::string> kvPaths : mod.KeyValues) fs::remove(COMPILED_ASSETS_PATH / fs::path(kvPaths.second).lexically_relative(mod.ModDirectory)); mod.KeyValues.clear(); // write to m_enabledModsCfg // should we be doing this here or should scripts be doing this manually? // main issue with doing this here is when we reload mods for connecting to a server, we write enabled mods, which isn't necessarily what we wanna do if (!m_enabledModsCfg.HasMember(mod.Name.c_str())) m_enabledModsCfg.AddMember(rapidjson::StringRef(mod.Name.c_str()), rapidjson::Value(false), m_enabledModsCfg.GetAllocator()); m_enabledModsCfg[mod.Name.c_str()].SetBool(mod.Enabled); } std::ofstream writeStream("R2Northstar/enabledmods.json"); rapidjson::OStreamWrapper writeStreamWrapper(writeStream); rapidjson::Writer<rapidjson::OStreamWrapper> writer(writeStreamWrapper); m_enabledModsCfg.Accept(writer); // do we need to dealloc individual entries in m_loadedMods? idk, rework m_loadedMods.clear(); } void ModManager::CompileAssetsForFile(const char* filename) { size_t fileHash = std::hash<std::string>{}(fs::path(filename).lexically_normal().string()); if (fileHash == m_hScriptsRsonHash) BuildScriptsRson(); else if (fileHash == m_hPdefHash) BuildPdef(); else { // check if we should build keyvalues, depending on whether any of our mods have patch kvs for this file for (Mod& mod : m_loadedMods) { if (!mod.Enabled) continue; if (mod.KeyValues.find(fileHash) != mod.KeyValues.end()) { TryBuildKeyValues(filename); return; } } } } void ReloadModsCommand(const CCommand& args) { g_ModManager->LoadMods(); } void InitialiseModManager(HMODULE baseAddress) { g_ModManager = new ModManager; RegisterConCommand("reload_mods", ReloadModsCommand, "idk", FCVAR_NONE); }