1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131
|
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptVal.h"
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/utf8.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/Mod.h"
#include "ps/Profile.h"
#include "ps/scripting/JSInterface_Mod.h"
#include <algorithm>
extern void restart_engine();
/**
* Returns a JS object containing a listing of available mods that
* have a modname.json file in their modname folder. The returned
* object looks like { modname1: json1, modname2: json2, ... } where
* jsonN is the content of the modnameN/modnameN.json file as a JS
* object.
*
* @return JS object with available mods as the keys of the modname.json
* properties.
*/
JS::Value JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
{
ScriptInterface* scriptInterface = pCxPrivate->pScriptInterface;
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedObject obj(cx, JS_NewPlainObject(cx));
const Paths paths(g_args);
// loop over all possible paths
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
DirectoryNames modDirs;
DirectoryNames modDirsUser;
GetDirectoryEntries(modPath, NULL, &modDirs);
// Sort modDirs so that we can do a fast lookup below
std::sort(modDirs.begin(), modDirs.end());
PIVFS vfs = CreateVfs(1); // No cache needed; TODO but 0 crashes
for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
{
vfs->Clear();
if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(cx);
if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
continue;
// Valid mod, add it to our structure
JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
}
GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
bool dev = InDevelopmentCopy();
for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
{
// If we are in a dev copy we do not mount mods in the user mod folder that
// are already present in the mod folder, thus we skip those here.
if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
continue;
vfs->Clear();
if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(cx);
if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
continue;
// Valid mod, add it to our structure
JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
}
return JS::ObjectValue(*obj);
}
void JSI_Mod::RestartEngine(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
restart_engine();
}
void JSI_Mod::SetMods(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::vector<CStr>& mods)
{
g_modsLoaded = mods;
}
void JSI_Mod::RegisterScriptFunctions(ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<JS::Value, &JSI_Mod::GetAvailableMods>("GetAvailableMods");
scriptInterface.RegisterFunction<void, &JSI_Mod::RestartEngine>("RestartEngine");
scriptInterface.RegisterFunction<void, std::vector<CStr>, &JSI_Mod::SetMods>("SetMods");
}
|