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#pragma once
#include "core/convar/convar.h"
#include "core/memalloc.h"
#include "squirrel/squirrel.h"
#include "rapidjson/document.h"
#include <string>
#include <vector>
#include <filesystem>
#include <unordered_set>
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
{
std::string Name;
std::string DefaultValue;
std::string HelpString;
int Flags;
};
struct ModConCommand
{
std::string Name;
std::string Function;
std::string HelpString;
ScriptContext Context;
int Flags;
};
struct ModScriptCallback
{
ScriptContext Context;
// called before the codecallback is executed
std::string BeforeCallback;
// called after the codecallback has finished executing
std::string AfterCallback;
// called right before the vm is destroyed.
std::string DestroyCallback;
};
struct ModScript
{
std::string Path;
std::string RunOn;
std::vector<ModScriptCallback> Callbacks;
};
// these are pretty much identical, could refactor to use the same stuff?
struct ModVPKEntry
{
bool m_bAutoLoad;
std::string m_sVpkPath;
};
struct ModRpakEntry
{
bool m_bAutoLoad;
std::string m_sPakName;
std::string m_sLoadAfterPak;
};
struct Mod
{
// runtime stuff
bool m_bEnabled = true;
bool m_bWasReadSuccessfully = false;
fs::path m_ModDirectory;
bool m_bRemote; // whether the mod was automatically downloaded
// 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;
// concommands created by the mod
std::vector<ModConCommand> ConCommands;
// 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;
// todo audio override struct
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
std::vector<size_t> StarpakPaths; // starpaks that this mod contains
// there seems to be no nice way to get the rpak that is causing the load of a starpak?
// hashed with STR_HASH
std::unordered_map<std::string, std::string> DependencyConstants;
public:
Mod(fs::path modPath, std::string sJson, bool bRemote);
};
struct ModOverrideFile
{
Mod* m_pOwningMod; // don't need to explicitly clean this up
fs::path m_Path;
fs::file_time_type m_tLastWriteTime;
};
class ModManager
{
private:
bool m_bHasLoadedMods = false;
bool m_bHasEnabledModsCfg;
// precalculated hashes
size_t m_hScriptsRsonHash;
size_t m_hPdefHash;
size_t m_hKBActHash;
void LoadModDefinitions();
void SaveEnabledMods();
void InstallMods();
// mod installation funcs
void InstallModCvars(Mod& mod);
void InstallModVpks(Mod& mod);
void InstallModRpaks(Mod& mod);
void InstallModKeyValues(Mod& mod);
void InstallModBinks(Mod& mod);
void InstallModAudioOverrides(Mod& mod);
void InstallModFileOverrides(Mod& mod);
void UnloadMods();
std::unordered_set<ConVar*> m_RegisteredModConVars;
std::unordered_set<ConCommand*> m_RegisteredModConCommands;
struct
{
// assets types we need to reload completely after mods are reloaded (can't reload individually)
bool bUiScript = false; // also includes .menu files
bool bLocalisation = false;
bool bPlaylists = false;
bool bAimAssistSettings = false;
bool bMaterials = false; // vmts
bool bWeaponSettings = false;
bool bPlayerSettings = false;
bool bAiSettings = false;
bool bDamageDefs = false; // damagedefs
bool bDatatables = false;
// can't actually reload this atm, just print a warning (todo, could maybe restart client to ensure loaded?)
bool bModels = false;
bool bRPaks = false;
// assets that we can reload individually
//std::vector<ModAudioOverride> vAudioOverrides
} m_AssetTypesToReload;
void CheckModFilesForChanges();
void ReloadNecessaryModAssets();
struct ModLoadState
{
std::vector<Mod> m_LoadedMods;
std::unordered_map<std::string, ModOverrideFile> m_ModFiles;
std::unordered_map<std::string, std::string> m_DependencyConstants;
};
// unfortunately need to be ptrs, so we can copy m_ModLoadState => m_LastModLoadState
// without ptrs to any elements (only ModOverrideFile::m_pOwningMod atm) decaying
// unfortunately means we need to manually manage memory of them, but oh well
ModLoadState* m_LastModLoadState;
ModLoadState* m_ModLoadState;
public:
ModManager();
void LoadMods();
std::string NormaliseModFilePath(const fs::path path);
void CompileAssetsForFile(const char* filename);
// getters
inline std::vector<Mod>& GetMods()
{
return m_ModLoadState->m_LoadedMods;
};
inline std::unordered_map<std::string, ModOverrideFile>& GetModFiles()
{
return m_ModLoadState->m_ModFiles;
};
inline std::unordered_map<std::string, std::string>& GetDependencyConstants()
{
return m_ModLoadState->m_DependencyConstants;
};
// compile asset type stuff, these are done in files under runtime/compiled/
void BuildScriptsRson();
void TryBuildKeyValues(const char* filename);
void BuildKBActionsList();
// for std::views::filter, e.g. for (Mod& mod : g_pModManager::GetMods() | ModManager::FilterEnabled)
static inline constexpr auto FilterEnabled = std::views::filter([](Mod& mod) { return mod.m_bEnabled; });
static inline constexpr auto FilterRemote = std::views::filter([](Mod& mod) { return mod.m_bRemote; });
static inline constexpr auto FilterLocal = std::views::filter([](Mod& mod) { return !mod.m_bRemote; });
};
fs::path GetModFolderPath();
fs::path GetRemoteModFolderPath();
fs::path GetCompiledAssetsPath();
extern ModManager* g_pModManager;
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