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#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>
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;
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);
}
}
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()
{
LoadMods();
}
void ModManager::LoadMods()
{
if (m_hasLoadedMods)
UnloadMods();
m_hasLoadedMods = true;
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 = new 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());
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;
});
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
// 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"))
{
// 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
mod->Vpks.push_back((file.path().parent_path() / formattedPath.substr(strlen("english"), formattedPath.find(".bsp") - 3)).string());
}
}
}
// 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->KeyValuesHash.push_back(std::hash<std::string>{}(kvStr));
mod->KeyValues.push_back(kvStr);
}
}
}
}
// 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 = new ModOverrideFile;
modFile->owningMod = m_loadedMods[i];
modFile->path = path;
m_modFiles.insert(std::make_pair(path.string(), modFile));
}
}
}
}
}
void ModManager::UnloadMods()
{
// clean up stuff from mods before we unload
// do we need to dealloc individual entries in m_modFiles? idk, rework
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::string kvPaths : mod->KeyValues)
fs::remove(COMPILED_ASSETS_PATH / fs::path(kvPaths).lexically_relative(mod->ModDirectory));
mod->KeyValuesHash.clear();
mod->KeyValues.clear();
// write to m_enabledModsCfg
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)
{
fs::path path(filename);
if (!path.filename().compare("scripts.rson"))
BuildScriptsRson();
else //if (!strcmp((filename + strlen(filename)) - 3, "txt")) // check if it's a .txt
{
// 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;
size_t fileHash = std::hash<std::string>{}(fs::path(filename).lexically_normal().string());
if (std::find(mod->KeyValuesHash.begin(), mod->KeyValuesHash.end(), fileHash) != mod->KeyValuesHash.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);
}
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