Files
Super-Mario-Bros.-Remastere…/addons/mod_loader/internal/dependency.gd
2025-09-13 16:30:32 +01:00

132 lines
5.7 KiB
GDScript

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