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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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added the game
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131
addons/mod_loader/internal/dependency.gd
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131
addons/mod_loader/internal/dependency.gd
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class_name _ModLoaderDependency
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extends RefCounted
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# This Class provides methods for working with dependencies.
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# Currently all of the included methods are internal and should only be used by the mod loader itself.
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const LOG_NAME := "ModLoader:Dependency"
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# Run dependency checks on a mod, checking any dependencies it lists in its
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# mod_manifest (ie. its manifest.json file). If a mod depends on another mod that
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# hasn't been loaded, the dependent mod won't be loaded, if it is a required dependency.
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#
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# Parameters:
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# - mod: A ModData object representing the mod being checked.
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# - dependency_chain: An array that stores the IDs of the mods that have already
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# been checked to avoid circular dependencies.
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# - is_required: A boolean indicating whether the mod is a required or optional
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# dependency. Optional dependencies will not prevent the dependent mod from
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# loading if they are missing.
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#
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# Returns: A boolean indicating whether a circular dependency was detected.
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static func check_dependencies(mod: ModData, is_required := true, dependency_chain := []) -> bool:
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var dependency_type := "required" if is_required else "optional"
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# Get the dependency array based on the is_required flag
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var dependencies := mod.manifest.dependencies if is_required else mod.manifest.optional_dependencies
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# Get the ID of the mod being checked
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var mod_id := mod.dir_name
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ModLoaderLog.debug("Checking dependencies - mod_id: %s %s dependencies: %s" % [mod_id, dependency_type, dependencies], LOG_NAME)
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# Check for circular dependency
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if mod_id in dependency_chain:
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ModLoaderLog.debug("%s dependency check - circular dependency detected for mod with ID %s." % [dependency_type.capitalize(), mod_id], LOG_NAME)
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return true
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# Add mod_id to dependency_chain to avoid circular dependencies
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dependency_chain.append(mod_id)
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# Loop through each dependency listed in the mod's manifest
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for dependency_id in dependencies:
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# Check if dependency is missing
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if not ModLoaderStore.mod_data.has(dependency_id) or not ModLoaderStore.mod_data[dependency_id].is_loadable or not ModLoaderStore.mod_data[dependency_id].is_active:
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# Skip to the next dependency if it's optional
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if not is_required:
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ModLoaderLog.info("Missing optional dependency - mod: -> %s dependency -> %s" % [mod_id, dependency_id], LOG_NAME)
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continue
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_handle_missing_dependency(mod_id, dependency_id)
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# Flag the mod so it's not loaded later
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mod.is_loadable = false
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else:
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var dependency: ModData = ModLoaderStore.mod_data[dependency_id]
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# Increase the importance score of the dependency by 1
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dependency.importance += 1
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ModLoaderLog.debug("%s dependency -> %s importance -> %s" % [dependency_type.capitalize(), dependency_id, dependency.importance], LOG_NAME)
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# Check if the dependency has any dependencies of its own
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if dependency.manifest.dependencies.size() > 0:
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if check_dependencies(dependency, is_required, dependency_chain):
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return true
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# Return false if all dependencies have been resolved
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return false
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# Run load before check on a mod, checking any load_before entries it lists in its
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# mod_manifest (ie. its manifest.json file). Add the mod to the dependency of the
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# mods inside the load_before array.
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static func check_load_before(mod: ModData) -> void:
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# Skip if no entries in load_before
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if mod.manifest.load_before.size() == 0:
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return
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ModLoaderLog.debug("Load before - In mod %s detected." % mod.dir_name, LOG_NAME)
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# For each mod id in load_before
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for load_before_id in mod.manifest.load_before:
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# Check if the load_before mod exists
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if not ModLoaderStore.mod_data.has(load_before_id):
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ModLoaderLog.debug("Load before - Skipping %s because it's missing" % load_before_id, LOG_NAME)
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continue
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var load_before_mod_dependencies := ModLoaderStore.mod_data[load_before_id].manifest.dependencies as PackedStringArray
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# Check if it's already a dependency
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if mod.dir_name in load_before_mod_dependencies:
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ModLoaderLog.debug("Load before - Skipping because it's already a dependency for %s" % load_before_id, LOG_NAME)
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continue
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# Add the mod to the dependency array
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load_before_mod_dependencies.append(mod.dir_name)
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ModLoaderStore.mod_data[load_before_id].manifest.dependencies = load_before_mod_dependencies
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ModLoaderLog.debug("Load before - Added %s as dependency for %s" % [mod.dir_name, load_before_id], LOG_NAME)
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# Get the load order of mods, using a custom sorter
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static func get_load_order(mod_data_array: Array) -> Array:
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# Add loadable mods to the mod load order array
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for mod in mod_data_array:
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mod = mod as ModData
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if mod.is_loadable:
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ModLoaderStore.mod_load_order.append(mod)
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# Sort mods by the importance value
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ModLoaderStore.mod_load_order.sort_custom(Callable(CompareImportance, "_compare_importance"))
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return ModLoaderStore.mod_load_order
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# Handles a missing dependency for a given mod ID. Logs an error message indicating the missing dependency and adds
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# the dependency ID to the mod_missing_dependencies dictionary for the specified mod.
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static func _handle_missing_dependency(mod_id: String, dependency_id: String) -> void:
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ModLoaderLog.error("Missing dependency - mod: -> %s dependency -> %s" % [mod_id, dependency_id], LOG_NAME)
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# if mod is not present in the missing dependencies array
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if not ModLoaderStore.mod_missing_dependencies.has(mod_id):
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# add it
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ModLoaderStore.mod_missing_dependencies[mod_id] = []
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ModLoaderStore.mod_missing_dependencies[mod_id].append(dependency_id)
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# Inner class so the sort function can be called by get_load_order()
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class CompareImportance:
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# Custom sorter that orders mods by important
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static func _compare_importance(a: ModData, b: ModData) -> bool:
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if a.importance > b.importance:
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return true # a -> b
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else:
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return false # b -> a
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