class_name ModLoaderUserProfile extends Object ## ## This Class provides methods for working with user profiles. const LOG_NAME := "ModLoader:UserProfile" # The path where the Mod User Profiles data is stored. static var FILE_PATH_USER_PROFILES := get_profiles_path() static func get_profiles_path() -> String: var exe_dir = OS.get_executable_path().get_base_dir() var portable_flag = exe_dir.path_join("portable.txt") if FileAccess.file_exists(portable_flag): return exe_dir.path_join("config/mod_user_profiles.json") else: return "user://mod_user_profiles.json" # API profile functions # ============================================================================= ## Enables a mod - it will be loaded on the next game start[br] ## [br] ## [b]Parameters:[/b][br] ## - [param mod_id] ([String]): The ID of the mod to enable.[br] ## - [param user_profile] ([ModUserProfile]): (Optional) The user profile to enable the mod for. Default is the current user profile.[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func enable_mod(mod_id: String, user_profile:= ModLoaderStore.current_user_profile) -> bool: return _set_mod_state(mod_id, user_profile.name, true) ## Forces a mod to enable, ensuring it loads at the next game start, regardless of load warnings.[br] ## [br] ## [b]Parameters:[/b][br] ## - [param mod_id] ([String]): The ID of the mod to enable.[br] ## - [param user_profile] ([ModUserProfile]): (Optional) The user profile for which the mod will be enabled. Defaults to the current user profile.[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func force_enable_mod(mod_id: String, user_profile:= ModLoaderStore.current_user_profile) -> bool: return _set_mod_state(mod_id, user_profile.name, true, true) ## Disables a mod - it will not be loaded on the next game start[br] ## [br] ## [b]Parameters:[/b][br] ## - [param mod_id] ([String]): The ID of the mod to disable.[br] ## - [param user_profile] ([ModUserProfile]): (Optional) The user profile to disable the mod for. Default is the current user profile.[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func disable_mod(mod_id: String, user_profile := ModLoaderStore.current_user_profile) -> bool: return _set_mod_state(mod_id, user_profile.name, false) ## Sets the current config for a mod in a user profile's mod_list.[br] ## [br] ## [b]Parameters:[/b][br] ## - [param mod_id] ([String]): The ID of the mod.[br] ## - [param mod_config] ([ModConfig]): The mod config to set as the current config.[br] ## - [param user_profile] ([ModUserProfile]): (Optional) The user profile to update. Default is the current user profile.[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func set_mod_current_config(mod_id: String, mod_config: ModConfig, user_profile := ModLoaderStore.current_user_profile) -> bool: # Verify whether the mod_id is present in the profile's mod_list. if not _is_mod_id_in_mod_list(mod_id, user_profile.name): return false # Update the current config in the mod_list of the user profile user_profile.mod_list[mod_id].current_config = mod_config.name # Store the new profile in the json file var is_save_success := _save() if is_save_success: ModLoaderLog.debug("Set the \"current_config\" of \"%s\" to \"%s\" in user profile \"%s\" " % [mod_id, mod_config.name, user_profile.name], LOG_NAME) return is_save_success ## Creates a new user profile with the given name, using the currently loaded mods as the mod list.[br] ## [br] ## [b]Parameters:[/b][br] ## - [param profile_name] ([String]): The name of the new user profile (must be unique).[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func create_profile(profile_name: String) -> bool: # Verify that the profile name is not already in use if ModLoaderStore.user_profiles.has(profile_name): ModLoaderLog.error("User profile with the name of \"%s\" already exists." % profile_name, LOG_NAME) return false var mod_list := _generate_mod_list() var new_profile := _create_new_profile(profile_name, mod_list) # If there was an error creating the new user profile return if not new_profile: return false # Store the new profile in the ModLoaderStore ModLoaderStore.user_profiles[profile_name] = new_profile # Set it as the current profile ModLoaderStore.current_user_profile = new_profile # Store the new profile in the json file var is_save_success := _save() if is_save_success: ModLoaderLog.debug("Created new user profile \"%s\"" % profile_name, LOG_NAME) return is_save_success ## Sets the current user profile to the given user profile.[br] ## [br] ## [b]Parameters:[/b][br] ## - [param user_profile] ([ModUserProfile]): The user profile to set as the current profile.[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func set_profile(user_profile: ModUserProfile) -> bool: # Check if the profile name is unique if not ModLoaderStore.user_profiles.has(user_profile.name): ModLoaderLog.error("User profile with name \"%s\" not found." % user_profile.name, LOG_NAME) return false # Update the current_user_profile in the ModLoaderStore ModLoaderStore.current_user_profile = ModLoaderStore.user_profiles[user_profile.name] # Save changes in the json file var is_save_success := _save() if is_save_success: ModLoaderLog.debug("Current user profile set to \"%s\"" % user_profile.name, LOG_NAME) return is_save_success ## Deletes the given user profile.[br] ## [br] ## [b]Parameters:[/b][br] ## - [param user_profile] ([ModUserProfile]): The user profile to delete.[br] ## [br] ## [b]Returns:[/b][br] ## - [bool]: True on success. static func delete_profile(user_profile: ModUserProfile) -> bool: # If the current_profile is about to get deleted log an error if ModLoaderStore.current_user_profile.name == user_profile.name: ModLoaderLog.error(str( "You cannot delete the currently selected user profile \"%s\" " + "because it is currently in use. Please switch to a different profile before deleting this one.") % user_profile.name, LOG_NAME) return false # Deleting the default profile is not allowed if user_profile.name == "default": ModLoaderLog.error("You can't delete the default profile", LOG_NAME) return false # Delete the user profile if not ModLoaderStore.user_profiles.erase(user_profile.name): # Erase returns false if the the key is not present in user_profiles ModLoaderLog.error("User profile with name \"%s\" not found." % user_profile.name, LOG_NAME) return false # Save profiles to the user profiles JSON file var is_save_success := _save() if is_save_success: ModLoaderLog.debug("Deleted user profile \"%s\"" % user_profile.name, LOG_NAME) return is_save_success ## Returns the current user profile.[br] ## [br] ## [b]Returns:[/b][br] ## - [ModUserProfile]: The current profile or [code]null[/code] if not set. static func get_current() -> ModUserProfile: return ModLoaderStore.current_user_profile ## Returns the user profile with the given name.[br] ## [br] ## [b]Parameters:[/b][br] ## - [param profile_name] ([String]): The name of the user profile to retrieve.[br] ## [br] ## [b]Returns:[/b][br] ## - [ModUserProfile]: The profile or [code]null[/code] if not found static func get_profile(profile_name: String) -> ModUserProfile: if not ModLoaderStore.user_profiles.has(profile_name): ModLoaderLog.error("User profile with name \"%s\" not found." % profile_name, LOG_NAME) return null return ModLoaderStore.user_profiles[profile_name] ## Returns an array containing all user profiles stored in ModLoaderStore.[br] ## [br] ## [b]Returns:[/b][br] ## - [Array]: A list of [ModUserProfile] Objects static func get_all_as_array() -> Array: var user_profiles := [] for user_profile_name in ModLoaderStore.user_profiles.keys(): user_profiles.push_back(ModLoaderStore.user_profiles[user_profile_name]) return user_profiles ## Returns true if the Mod User Profiles are initialized. ## [br] ## [b]Returns:[/b][br] ## - [bool]: True if profiles are ready. ## [br] ## On the first execution of the game, user profiles might not yet be created. ## Use this method to check if everything is ready to interact with the ModLoaderUserProfile API. static func is_initialized() -> bool: return _ModLoaderFile.file_exists(FILE_PATH_USER_PROFILES) # Internal profile functions # ============================================================================= # Update the global list of disabled mods based on the current user profile # The user profile will override the disabled_mods property that can be set via the options resource in the editor. # Example: If "Mod-TestMod" is set in disabled_mods via the editor, the mod will appear disabled in the user profile. # If the user then enables the mod in the profile the entry in disabled_mods will be removed. static func _update_disabled_mods() -> void: var current_user_profile: ModUserProfile = get_current() # Check if a current user profile is set if not current_user_profile: ModLoaderLog.info("There is no current user profile. The \"default\" profile will be created.", LOG_NAME) return # Iterate through the mod list in the current user profile to find disabled mods for mod_id in current_user_profile.mod_list: var mod_list_entry: Dictionary = current_user_profile.mod_list[mod_id] if ModLoaderStore.mod_data.has(mod_id): ModLoaderStore.mod_data[mod_id].set_mod_state(mod_list_entry.is_active, true) ModLoaderLog.debug( "Updated the active state of all mods, based on the current user profile \"%s\"" % current_user_profile.name, LOG_NAME) # This function updates the mod lists of all user profiles with newly loaded mods that are not already present. # It does so by comparing the current set of loaded mods with the mod list of each user profile, and adding any missing mods. # Additionally, it checks for and deletes any mods from each profile's mod list that are no longer installed on the system. static func _update_mod_lists() -> bool: # Generate a list of currently present mods by combining the mods # in mod_data and ml_options.disabled_mods from ModLoaderStore. var current_mod_list := _generate_mod_list() # Iterate over all user profiles for profile_name in ModLoaderStore.user_profiles.keys(): var profile: ModUserProfile = ModLoaderStore.user_profiles[profile_name] # Merge the profiles mod_list with the previously created current_mod_list profile.mod_list.merge(current_mod_list) var update_mod_list := _update_mod_list(profile.mod_list) profile.mod_list = update_mod_list # Save the updated user profiles to the JSON file var is_save_success := _save() if is_save_success: ModLoaderLog.debug("Updated the mod lists of all user profiles", LOG_NAME) return is_save_success # This function takes a mod_list dictionary and optional mod_data dictionary as input and returns # an updated mod_list dictionary. It iterates over each mod ID in the mod list, checks if the mod # is still installed and if the current_config is present. If the mod is not installed or the current # config is missing, the mod is removed or its current_config is reset to the default configuration. static func _update_mod_list(mod_list: Dictionary, mod_data := ModLoaderStore.mod_data) -> Dictionary: var updated_mod_list := mod_list.duplicate(true) # Iterate over each mod ID in the mod list for mod_id in updated_mod_list.keys(): var mod_list_entry: Dictionary = updated_mod_list[mod_id] # Check if the current config doesn't exist # This can happen if the config file was manually deleted if mod_list_entry.has("current_config") and _ModLoaderPath.get_path_to_mod_config_file(mod_id, mod_list_entry.current_config).is_empty(): # If the current config doesn't exist, reset it to the default configuration mod_list_entry.current_config = ModLoaderConfig.DEFAULT_CONFIG_NAME if ( # If the mod is not loaded not mod_data.has(mod_id) and # Check if the entry has a zip_path key mod_list_entry.has("zip_path") and # Check if the entry has a zip_path not mod_list_entry.zip_path.is_empty() and # Check if the zip file for the mod doesn't exist not _ModLoaderFile.file_exists(mod_list_entry.zip_path) ): # If the mod directory doesn't exist, # the mod is no longer installed and can be removed from the mod list ModLoaderLog.debug( "Mod \"%s\" has been deleted from all user profiles as the corresponding zip file no longer exists at path \"%s\"." % [mod_id, mod_list_entry.zip_path], LOG_NAME, true ) updated_mod_list.erase(mod_id) continue updated_mod_list[mod_id] = mod_list_entry return updated_mod_list # Generates a dictionary with data to be stored for each mod. static func _generate_mod_list() -> Dictionary: var mod_list := {} # Create a mod_list with the currently loaded mods for mod_id in ModLoaderStore.mod_data.keys(): mod_list[mod_id] = _generate_mod_list_entry(mod_id, true) # Add the deactivated mods to the list for mod_id in ModLoaderStore.ml_options.disabled_mods: mod_list[mod_id] = _generate_mod_list_entry(mod_id, false) return mod_list # Generates a mod list entry dictionary with the given mod ID and active status. # If the mod has a config schema, sets the 'current_config' key to the current_config stored in the Mods ModData. static func _generate_mod_list_entry(mod_id: String, is_active: bool) -> Dictionary: var mod_list_entry := {} # Set the mods active state mod_list_entry.is_active = is_active # Set the mods zip path if available if ModLoaderStore.mod_data.has(mod_id): mod_list_entry.zip_path = ModLoaderStore.mod_data[mod_id].zip_path # Set the current_config if the mod has a config schema and is active if is_active and not ModLoaderConfig.get_config_schema(mod_id).is_empty(): var current_config: ModConfig = ModLoaderStore.mod_data[mod_id].current_config if current_config and current_config.is_valid: # Set to the current_config name if valid mod_list_entry.current_config = current_config.name else: # If not valid revert to the default config mod_list_entry.current_config = ModLoaderConfig.DEFAULT_CONFIG_NAME return mod_list_entry # Handles the activation or deactivation of a mod in a user profile. static func _set_mod_state(mod_id: String, profile_name: String, should_activate: bool, force := false) -> bool: # Verify whether the mod_id is present in the profile's mod_list. if not _is_mod_id_in_mod_list(mod_id, profile_name): return false # Handle mod state # Set state in the ModData var was_toggled: bool = ModLoaderStore.mod_data[mod_id].set_mod_state(should_activate, force) if not was_toggled: return false # Set state for user profile ModLoaderStore.user_profiles[profile_name].mod_list[mod_id].is_active = should_activate # Save profiles to the user profiles JSON file var is_save_success := _save() if is_save_success: ModLoaderLog.debug("Mod activation state changed: mod_id=%s should_activate=%s profile_name=%s" % [mod_id, should_activate, profile_name], LOG_NAME) return is_save_success # Checks whether a given mod_id is present in the mod_list of the specified user profile. # Returns True if the mod_id is present, False otherwise. static func _is_mod_id_in_mod_list(mod_id: String, profile_name: String) -> bool: # Get the user profile var user_profile := get_profile(profile_name) if not user_profile: # Return false if there is an error getting the user profile return false # Return false if the mod_id is not in the profile's mod_list if not user_profile.mod_list.has(mod_id): ModLoaderLog.error("Mod id \"%s\" not found in the \"mod_list\" of user profile \"%s\"." % [mod_id, profile_name], LOG_NAME) return false # Return true if the mod_id is in the profile's mod_list return true # Creates a new Profile with the given name and mod list. # Returns the newly created Profile object. static func _create_new_profile(profile_name: String, mod_list: Dictionary) -> ModUserProfile: var new_profile := ModUserProfile.new() # If no name is provided, log an error and return null if profile_name == "": ModLoaderLog.error("Please provide a name for the new profile", LOG_NAME) return null # Set the profile name new_profile.name = profile_name # If no mods are specified in the mod_list, log a warning and return the new profile if mod_list.keys().size() == 0: ModLoaderLog.info("No mod_ids inside \"mod_list\" for user profile \"%s\" " % profile_name, LOG_NAME) return new_profile # Set the mod_list new_profile.mod_list = _update_mod_list(mod_list) return new_profile # Loads user profiles from the JSON file and adds them to ModLoaderStore. static func _load() -> bool: # Load JSON data from the user profiles file var data := _ModLoaderFile.get_json_as_dict(FILE_PATH_USER_PROFILES) # If there is no data, log an error and return if data.is_empty(): ModLoaderLog.error("No profile file found at \"%s\"" % FILE_PATH_USER_PROFILES, LOG_NAME) return false # Loop through each profile in the data and add them to ModLoaderStore for profile_name in data.profiles.keys(): # Get the profile data from the JSON object var profile_data: Dictionary = data.profiles[profile_name] # Create a new profile object and add it to ModLoaderStore.user_profiles var new_profile := _create_new_profile(profile_name, profile_data.mod_list) ModLoaderStore.user_profiles[profile_name] = new_profile # Set the current user profile to the one specified in the data ModLoaderStore.current_user_profile = ModLoaderStore.user_profiles[data.current_profile] return true # Saves the user profiles in the ModLoaderStore to the user profiles JSON file. static func _save() -> bool: # Initialize a dictionary to hold the serialized user profiles data var save_dict := { "current_profile": "", "profiles": {} } # Set the current profile name in the save_dict save_dict.current_profile = ModLoaderStore.current_user_profile.name # Serialize the mod_list data for each user profile and add it to the save_dict for profile_name in ModLoaderStore.user_profiles.keys(): var profile: ModUserProfile = ModLoaderStore.user_profiles[profile_name] # Init the profile dict save_dict.profiles[profile.name] = {} # Init the mod_list dict save_dict.profiles[profile.name].mod_list = profile.mod_list # Save the serialized user profiles data to the user profiles JSON file return _ModLoaderFile.save_dictionary_to_json_file(save_dict, FILE_PATH_USER_PROFILES)