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#pragma once
#include "convar.h"
#include <string>
#include <vector>
#include <filesystem>
#include "rapidjson/document.h"
#include "memalloc.h"
#include "squirrel.h"
namespace fs = std::filesystem;
const std::string MOD_FOLDER_SUFFIX = "/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 RsonRunOn;
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
fs::path ModDirectory;
bool Enabled = true;
// 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
// other stuff
bool wasReadSuccessfully = false;
public:
Mod(fs::path modPath, char* jsonBuf);
};
struct ModOverrideFile
{
public:
Mod* owningMod;
fs::path path;
};
class ModManager
{
private:
bool m_hasLoadedMods = false;
bool m_hasEnabledModsCfg;
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();
void CompileAssetsForFile(const char* filename);
// compile asset type stuff, these are done in files under Mods/Compiled/
void BuildScriptsRson();
void TryBuildKeyValues(const char* filename);
void BuildPdef();
};
fs::path GetModFolderPath();
fs::path GetCompiledAssetsPath();
extern ModManager* g_ModManager;
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