#include "mod_catalog.h" #include "Engine/Core/Platform/path_text.h" #include "builtin_packs.h" #include "mod_merge.h" #include "mod_conflicts.h" #include "native_db.h" #include "Engine/Core/Json/json.h" #include "Engine/Game/Build/supported_build.h" #include #include #include #include #include #include #include #include #include #include #include #include #include namespace dingosdk::mods { namespace { namespace fs = std::filesystem; constexpr char levels_name[] = "reskate-levels.json"; std::string lower(std::string_view text) { std::string result(text); for (auto& ch : result) if (ch >= 'A' && ch <= 'Z') ch = static_cast(ch + ('a' - 'A')); return result; } std::string join(const std::vector& parts, const char* separator) { std::string text; for (const auto& part : parts) { if (!text.empty()) text += separator; text += part; } return text; } // Identifies this ReSkate.dll build, so a new one retries mods an older one left out. // The game build a layout.toc belongs to: its pipelineCodeChangelists. A mod's // layout is a copy of the game's from the build it was made for, so a mod made // for an earlier build carries that build's number. Empty when unreadable. std::string layout_changelist(const fs::path& path) noexcept { try { std::ifstream file(path, std::ios::binary); const std::vector bytes{std::istreambuf_iterator(file), {}}; if (bytes.size() <= native_db::envelope_size) return {}; const auto root = native_db::read(std::span(bytes).subspan(native_db::envelope_size), "layout.toc", nullptr, {.unique_fields = false}); // It sits in the install manifest; search rather than pin the path. const auto find = [](const auto& self, const native_db::Node& node) -> const native_db::Node* { if (const auto* found = node.field("pipelineCodeChangelists")) return found; for (const auto& child : node.children) if (const auto* found = self(self, child)) return found; return nullptr; }; const auto* field = find(find, root); if (!field) return {}; if (field->children.empty()) return field->text; std::string joined; for (const auto& child : field->children) joined += (joined.empty() ? "" : ",") + child.text; return joined; } catch (...) { return {}; } } std::string sdk_identity() { // ReSkate.dll beside the running executable, not whichever module holds // this code: Skate.exe and ReSkateLauncher.exe both sit beside it, and // both merge, so both have to arrive at the same answer or each would // call the other's exclusions stale and merge everything again. Not the // data root, which -dataPath can move away from the dll. An empty answer // (no dll) simply retries, as it always did. std::array host{}; const auto length = GetModuleFileNameW(nullptr, host.data(), static_cast(host.size())); if (!length || length >= host.size()) return {}; std::error_code error; const auto file = fs::path(std::wstring(host.data(), length)).parent_path() / L"ReSkate.dll"; const auto size = fs::file_size(file, error); if (error) return {}; const auto written = fs::last_write_time(file, error).time_since_epoch().count(); return error ? std::string{} : std::to_string(size) + "-" + std::to_string(written); } /// Whether a mod's layout (layout.toc and its Win32 superbundle lists) names one of these bundles: it // brings what a variant displaces (mod_list.h Variants). bool lists_bundle(const fs::path& mod, const std::vector& bundles) { if (bundles.empty()) return false; std::error_code error; std::vector lists{mod / L"layout.toc"}; for (fs::directory_iterator at(mod / L"Win32", error), end; !error && at != end; at.increment(error)) if (at->is_regular_file(error) && at->path().extension() == L".toc") lists.push_back(at->path()); for (const auto& list : lists) { std::ifstream file(list, std::ios::binary); if (!file) continue; const auto bytes = lower(std::string{std::istreambuf_iterator(file), {}}); for (const auto& bundle : bundles) if (bytes.find(bundle) != std::string::npos) return true; } return false; } // The choices of variant are kept beside ReSkate's other files for the user, so that they are there // before the profile is: the mods are put together as the game starts. // {"": ""} fs::path variants_file() { std::array text{}; const auto size = GetEnvironmentVariableW(L"LOCALAPPDATA", text.data(), static_cast(text.size())); if (!size || size >= text.size()) return {}; return fs::path(std::wstring(text.data(), size)) / L"ReSkate" / L"variants.json"; } // A variant's name is its folder's: letters, digits, '_' and '-', in small letters. bool variant_name(std::string_view name) { return !name.empty() && name.size() <= maximum_mod_name && std::all_of(name.begin(), name.end(), [](char c) { return (c >= 'a' && c <= 'z') || (c >= '0' && c <= '9') || c == '_' || c == '-'; }); } // The variants a mod holds (mod_list.h), by name, its "order" first and then the others by name. std::vector> variants_inside(const Mod& mod) { std::vector> found; if (!mod.variants) return found; std::error_code error; for (fs::directory_iterator at(mod.directory / mod.variants->folder, error), end; !error && at != end; at.increment(error)) { if (!at->is_directory(error) || !fs::is_regular_file(at->path() / L"layout.toc", error)) continue; auto name = lower(path_utf8(at->path().filename())); if (variant_name(name)) found.emplace_back(std::move(name), at->path()); } const auto& order = mod.variants->order; const auto place = [&](const std::string& name) { return static_cast(std::find(order.begin(), order.end(), name) - order.begin()); }; std::sort(found.begin(), found.end(), [&](const auto& a, const auto& b) { return place(a.first) != place(b.first) ? place(a.first) < place(b.first) : a.first < b.first; }); return found; } // The choices made in this run, and what the last live apply gave the game (none since launch: the // launch's catalogue says). using VariantMap = std::map>; struct VariantsApplied { VariantMap in_play; std::vector set_aside; }; std::mutex variants_mutex; std::optional chosen_variants; std::optional applied_variants; VariantMap read_choices() { VariantMap out; const auto path = variants_file(); std::error_code error; if (path.empty() || !fs::is_regular_file(path, error)) return out; std::ifstream file(path, std::ios::binary); const std::string text{std::istreambuf_iterator(file), {}}; const auto root = Json::parse(text, {64 * 1024, 4, 1024}); if (!root.is_object()) return out; for (const auto& [mod, variant] : root.items()) if (variant.is_string() && variant_name(lower(variant.string()))) out[lower(mod)] = lower(variant.string()); return out; } } // namespace std::string variant_of(std::string_view mod) { const auto mark = mod.rfind('#'); if (mark == std::string_view::npos) return {}; auto name = lower(mod.substr(mark + 1)); return variant_name(name) ? name : std::string{}; } std::string variant_owner(std::string_view mod) { const auto mark = mod.rfind('#'); return mark == std::string_view::npos ? std::string{} : std::string(mod.substr(0, mark)); } std::vector installed_variants(const Mod& mod) { std::vector found; try { for (auto& variant : variants_inside(mod)) found.push_back(std::move(variant.first)); } catch (...) {} return found; } std::filesystem::path variant_folder(const Mod& mod, std::string_view variant) { try { const auto wanted = lower(variant); for (auto& one : variants_inside(mod)) if (one.first == wanted) return std::move(one.second); } catch (...) {} return {}; } std::string chosen_variant(std::string_view mod) noexcept { try { std::lock_guard lock(variants_mutex); if (!chosen_variants) { try { chosen_variants = read_choices(); } catch (...) { chosen_variants.emplace(); // an unreadable file chooses nothing } } const auto found = chosen_variants->find(lower(mod)); return found == chosen_variants->end() ? std::string{} : found->second; } catch (...) { return {}; } } bool save_variant(std::string_view mod, std::string_view variant) noexcept { try { const auto name = lower(variant); if (mod.empty() || !variant_name(name)) return false; const auto path = variants_file(); if (path.empty()) return false; (void)chosen_variant(mod); // read the file once, so its other choices are kept std::lock_guard lock(variants_mutex); auto choices = *chosen_variants; choices[lower(mod)] = name; auto root = Json::object(); for (const auto& [owner, chosen] : choices) root[owner] = chosen; std::error_code error; fs::create_directories(path.parent_path(), error); std::ofstream file(path, std::ios::binary | std::ios::trunc); file << root.dump(2) << '\n'; if (!file) return false; chosen_variants = std::move(choices); return true; } catch (...) { return false; } } std::string variant_in_play(std::string_view mod) noexcept { try { const auto look = [&](const VariantMap& in_play) { for (const auto& [owner, variant] : in_play) if (lower(owner) == lower(mod)) return variant; return std::string{}; }; { std::lock_guard lock(variants_mutex); if (applied_variants) return look(applied_variants->in_play); } return look(catalog().variants_in_play); } catch (...) { return {}; } } std::vector set_aside_for_variants() { { std::lock_guard lock(variants_mutex); if (applied_variants) return applied_variants->set_aside; } return catalog().set_aside; } void variants_applied(const Catalog& catalog) noexcept { try { std::lock_guard lock(variants_mutex); applied_variants = VariantsApplied{catalog.variants_in_play, catalog.set_aside}; } catch (...) {} } std::filesystem::path engine_data_root() noexcept { try { std::array module_path{}; const auto length = GetModuleFileNameW(nullptr, module_path.data(), static_cast(module_path.size())); if (!length || length >= module_path.size()) return {}; const auto game = fs::path(std::wstring(module_path.data(), length)).parent_path(); int count{}; const auto arguments = CommandLineToArgvW(GetCommandLineW(), &count); if (!arguments) return game; std::wstring value; for (int index = 1; index < count; ++index) { const std::wstring argument(arguments[index]); const auto equals = argument.find(L'='); const auto name = argument.substr(0, equals); if (_wcsicmp(name.c_str(), L"-dataPath")) continue; if (equals != std::wstring::npos) value = argument.substr(equals + 1); else if (index + 1 < count) value = arguments[index + 1]; break; } LocalFree(arguments); if (value.empty()) return game; std::error_code error; auto root = fs::weakly_canonical(game / value, error); return error ? game / value : root; } catch (...) { return {}; } } Catalog load_catalog(const std::filesystem::path& data_root, const MergeObserver& observe, bool run_merge) noexcept { Catalog result; result.data_root = data_root; if (data_root.empty()) { result.issue = "The engine data root could not be resolved"; return result; } // Content ReSkate carries itself (builtin_packs.h), unpacked first: it makes the Mods folder // when there is none, so the content loads without any mod installed. std::vector builtin_notes; const auto builtin = unpack_builtin_packs(data_root / mods_folder, builtin_notes); auto list = scan_mods(data_root); for (auto& note : builtin_notes) list.notes.push_back(std::move(note)); result.root = std::move(list.root); result.present = list.present; if (!result.present) return result; for (auto& note : list.notes) result.notes.push_back(std::move(note)); if (!list.issue.empty()) { // A typo in mods.json must not silently change which mods load. result.issue = std::move(list.issue); return result; } try { for (const auto& name : list.missing) result.notes.push_back("mods.json names a folder that is not present: " + name); // A mod ReSkate retired (builtin_packs.h) is left out. std::erase_if(list.entries, [&](const ModEntry& entry) { if (!kept_by_reskate(data_root / mods_folder, entry.mod.name)) return false; result.notes.push_back(entry.mod.name + " is retired; it is left out"); return true; }); // After every installed mod, so none of theirs is ever shadowed by it; always on. for (const auto& pack : builtin) list.entries.push_back({describe_mod(pack.directory, pack.name, result.notes), true}); // Variants (mod_catalog.h): each variant a mod holds becomes a mod of its own for the run, // listed after it as #, so that variants are chosen, set aside and switched // like mods in folders of their own. It carries its mod's build stamp. std::vector owners; for (std::size_t i = 0; i < list.entries.size(); ++i) { auto inside = variants_inside(list.entries[i].mod); if (inside.empty()) continue; const auto owner = list.entries[i].mod; owners.push_back(owner.name); const bool enabled = list.entries[i].enabled; for (auto& [variant, directory] : inside) { ModEntry part; part.enabled = enabled; part.mod.name = owner.name + "#" + variant; part.mod.title = owner.title + " (" + variant + ")"; part.mod.author = owner.author; part.mod.version = owner.version; part.mod.directory = std::move(directory); part.mod.provides_layout = true; part.mod.studio_marker = owner.studio_marker; part.mod.skate_sha256 = owner.skate_sha256; part.mod.outdated = owner.outdated; list.entries.insert(list.entries.begin() + static_cast(++i), std::move(part)); } } // One variant of each loads, and what would fight it is set aside: the mod's other variants, // and every other mod whose layout lists a bundle its variants displace (the mod's own layout // too). Those are left out whole: with a variant in place of their own, such a mod would have // the rest of its changes on game data they were not made for. mods.json is not changed, and // their archives are placed like a disabled mod's, so another variant can be chosen while the // game runs. A choice that is not installed falls back to the first of the "order", then to // any variant there is. for (const auto& owner : owners) { const auto held = std::find_if(list.entries.begin(), list.entries.end(), [&](const auto& entry) { return entry.mod.name == owner; }); if (held == list.entries.end() || !held->enabled) continue; const auto declared = *held->mod.variants; const auto of_owner = [&](const ModEntry& entry) { return variant_owner(entry.mod.name) == owner; }; const auto enabled_variant = [&](const std::string& name) { return std::find_if(list.entries.begin(), list.entries.end(), [&](const auto& entry) { return entry.enabled && of_owner(entry) && (name.empty() || variant_of(entry.mod.name) == name); }); }; auto first = list.entries.end(); for (const auto& name : {chosen_variant(owner), declared.order.empty() ? std::string() : declared.order.front(), std::string()}) if (first == list.entries.end()) first = enabled_variant(name); if (first == list.entries.end()) continue; std::rotate(list.entries.begin(), first, first + 1); result.notes.push_back("Variants: " + list.entries.front().mod.name + " loads first, so it is the one of " + owner + "'s in the game"); for (auto entry = list.entries.begin() + 1; entry != list.entries.end(); ++entry) { if (!entry->enabled || (!of_owner(*entry) && !lists_bundle(entry->mod.directory, declared.displaces))) continue; entry->enabled = false; result.set_aside.push_back(entry->mod.name); result.notes.push_back("Variants: " + entry->mod.name + (of_owner(*entry) ? " is another of " + owner + "'s" : " brings what they replace") + " and is set aside for this run"); } } for (auto& entry : list.entries) { if (!entry.enabled) { if (std::find(result.set_aside.begin(), result.set_aside.end(), entry.mod.name) == result.set_aside.end()) { result.notes.push_back("Mod disabled in mods.json: " + entry.mod.name); result.disabled.push_back(entry.mod.name); } if (entry.mod.provides_layout) result.inactive.push_back(std::move(entry.mod)); continue; } if (!entry.mod.provides_layout && !entry.mod.provides_levels && entry.mod.park_maps.empty()) result.notes.push_back("Mod " + entry.mod.name + " has no layout.toc or reskate-levels.json"); result.mods.push_back(std::move(entry.mod)); } std::sort(result.disabled.begin(), result.disabled.end(), [](const std::string& a, const std::string& b) { return lower(a) < lower(b); }); // Mods built for another Skate.exe (or not stamped with one) never load until they are // updated, enabled or not (a disabled mod's layout is merged too). They are checked on every // launch, so they never enter the exclusions file. for (std::size_t i = result.mods.size(); i-- > 0;) { if (result.mods[i].outdated.empty()) continue; auto mod = std::move(result.mods[i]); result.mods.erase(result.mods.begin() + static_cast(i)); result.notes.push_back("Leaving out " + mod.name + ": " + mod.outdated); mod.problems = {"outdated: " + mod.outdated + "; update it for this game version"}; result.outdated.push_back(mod); result.excluded.push_back(std::move(mod)); } for (std::size_t i = result.inactive.size(); i-- > 0;) { if (result.inactive[i].outdated.empty()) continue; result.notes.push_back("Disabled mod " + result.inactive[i].name + " is left out of the patch too: " + result.inactive[i].outdated); result.outdated.push_back(std::move(result.inactive[i])); result.inactive.erase(result.inactive.begin() + static_cast(i)); } // Mods that failed before and are unchanged stay out without a retry. auto exclusions = read_exclusions(result.root); const auto sdk = sdk_identity(); std::map> still_excluded; // `remembered`: it stays out on later launches without a retry, until its files or ReSkate change // (or, left out for a conflict, the mod it conflicts with: `conflict`, that mod's name and files). const auto leave_out = [&](std::size_t index, std::vector problems, const std::string& fingerprint, bool remembered = true, std::pair conflict = {}) { auto mod = std::move(result.mods[index]); result.mods.erase(result.mods.begin() + static_cast(index)); // Level bundles decide whether a map loads at all, so their problems lead. std::stable_partition(problems.begin(), problems.end(), [](const std::string& problem) { return problem.find("levels/game/") != std::string::npos; }); mod.problems = std::move(problems); if (remembered) still_excluded[mod.name] = {fingerprint, sdk, mod.problems, conflict.first, conflict.second}; result.excluded.push_back(std::move(mod)); }; for (std::size_t i = result.mods.size(); i-- > 0;) { const auto found = list.excluded.find(result.mods[i].name); if (found == list.excluded.end()) continue; const auto& previous = exclusions.at(result.mods[i].name); if (sdk.empty() || previous.sdk != sdk) continue; // a new ReSkate may merge it now // One left out because the game was of another build is looked at again below: the // game may have been put right since (its files verified), with the mod untouched. // Remembered, it stayed out for good with the game fixed (seen 2026-10-13). if (!found->second.empty() && found->second.front().starts_with("made for game build ")) continue; // Left out for a conflict: only while the mod it lost to still loads above it, as it was. if (!previous.conflictWith.empty()) { const auto winner = std::find_if(result.mods.begin(), result.mods.begin() + static_cast(i), [&](const Mod& mod) { return mod.name == previous.conflictWith; }); if (winner == result.mods.begin() + static_cast(i) || mod_fingerprint(winner->directory) != previous.conflictFingerprint) continue; result.notes.push_back("Leaving out " + result.mods[i].name + ": it conflicts with " + previous.conflictWith + ", which loads above it, and neither has changed since"); leave_out(i, found->second, previous.fingerprint, true, {previous.conflictWith, previous.conflictFingerprint}); continue; } result.notes.push_back("Leaving out " + result.mods[i].name + ": it could not be merged cleanly before and its files have not changed since"); leave_out(i, found->second, previous.fingerprint); } // A mod made for another game build ships that build's layout and full // copies of shared game bundles (globals, the level root) that point // into the old build's archives: merged in, the game waits on the // splash screen forever. Leave such mods out, enabled or not (a // disabled map's globals are merged too), until they are rebuilt. const auto game_build = layout_changelist(data_root / L"Data" / L"layout.toc"); const auto made_for = [&](const Mod& mod) -> std::string { if (game_build.empty() || !mod.provides_layout) return {}; const auto build = layout_changelist(mod.directory / L"layout.toc"); return !build.empty() && build != game_build ? build : std::string{}; }; for (std::size_t i = result.mods.size(); i-- > 0;) { const auto build = made_for(result.mods[i]); if (build.empty()) continue; result.notes.push_back("Leaving out " + result.mods[i].name + ": it was made for game build " + build + ", the installed game is " + game_build); // (When it is the game that is of another build than ReSkate's, the mod is not what // needs seeing to.) leave_out(i, {"made for game build " + build + ", not the installed " + game_build + (game_build != supported_build::game_data_changelist ? "; your game files are not the version ReSkate supports: in the launcher, open Settings and press Verify game files" : "; rebuild it with ReSkate Studio for this game build")}, mod_fingerprint(result.mods[i].directory), false); // (checked on every launch: the game's build can change under it) } for (std::size_t i = result.inactive.size(); i-- > 0;) { const auto build = made_for(result.inactive[i]); if (build.empty()) continue; result.notes.push_back("Disabled mod " + result.inactive[i].name + " is left out of the patch too: it was made for game build " + build + ", the installed game is " + game_build); result.inactive.erase(result.inactive.begin() + static_cast(i)); } // Any Mods folder gets a patch, even an empty one or one of disabled // mods only: a mod enabled or dropped in while the game runs needs it // mounted from launch. if (run_merge) { MergeReport merge; // Merge, and whenever a mod could not be merged cleanly, merge again // without it. Removing one mod cannot break another, but a few rounds // are allowed in case two damaged mods hid each other's problems. for (int round = 0;; ++round) { // The first looks for conflicts before building anything (ConflictChecker). merge = merge_mods(result, observe, {.conflicts_first = round == 0}); if (!merge.issue.empty() || round == 4) break; // a fifth merge only rebuilds without round four's removals // (What the check before the merge noted, which the merge's own notes below would not carry.) if (merge.stopped_for_conflicts) for (auto& note : merge.notes) result.notes.push_back(std::move(note)); // Everything this merge found is settled at once, so one more merge is enough: the // mods that could not be merged cleanly, and, of two mods that change one asset in // ways that cannot both be in the game, the one lower in the load order, whole (so // neither loads half its changes). Mods are looked at from the top of the load // order down, so one that lost only to a mod that is itself left out stays in. // ReSkate's own packs, which load below every mod, are never left out for this. const auto ours = [](const std::string& name) { return name.starts_with("reskate-builtin-") || name.find('#') != std::string::npos; }; struct Out { std::vector problems; std::string winner; // left out for a conflict with this mod }; std::map out; std::set> broken; std::vector order; for (std::size_t i = 0; i < result.mods.size(); ++i) { const auto& name = result.mods[i].name; order.push_back(name); if (const auto found = merge.problems.find(name); found != merge.problems.end() && !found->second.empty()) { out[i].problems = found->second; broken.insert(name); } } const auto losses = conflict_losses(order, merge.conflicts, broken, ours); for (std::size_t i = 0; i < result.mods.size(); ++i) { const auto loss = losses.find(result.mods[i].name); if (loss == losses.end()) continue; auto& entry = out[i]; entry.winner = loss->second.winner; for (const auto* row : loss->second.rows) { std::string areas; for (const auto& area : row->areas) areas += (areas.empty() ? "" : ", ") + area; entry.problems.push_back("conflicts with " + row->kept + ": both change " + (areas.empty() ? std::string("the same game files") : areas) + " (" + row->asset + (row->assets > 1 ? " and " + std::to_string(row->assets - 1) + " more" : std::string{}) + "), and " + row->kept + " is higher in the load order"); } } const bool removed = !out.empty(); if (removed) result.notes.push_back((merge.stopped_for_conflicts ? std::string("The check before merging") : "Merge " + std::to_string(round + 1)) + " left " + std::to_string(out.size()) + " mod(s) out; merging once more without them"); for (auto at = out.rbegin(); at != out.rend(); ++at) { const auto i = at->first; const auto& [problems, winner] = at->second; if (winner.empty()) { result.notes.push_back("Leaving out " + result.mods[i].name + ": it could not be merged cleanly; merging the other mods again without it"); leave_out(i, problems, mod_fingerprint(result.mods[i].directory)); continue; } const auto kept = std::ranges::find_if(result.mods, [&](const Mod& mod) { return mod.name == winner; }); result.notes.push_back("Leaving out " + result.mods[i].name + ": it conflicts with " + winner + ", which is higher in the load order; merging the other mods again without it"); leave_out(i, problems, mod_fingerprint(result.mods[i].directory), true, {winner, kept != result.mods.end() ? mod_fingerprint(kept->directory) : std::string{}}); } // (Conflicts only of ReSkate's own packs leave nothing out: then the merge itself runs.) if (!removed && !merge.stopped_for_conflicts) break; } for (auto& note : merge.notes) result.notes.push_back(std::move(note)); result.merged = merge.built; if (!merge.issue.empty()) result.issue = "the mods could not be merged into one patch: " + merge.issue; else if (merge.reused) result.notes.push_back("Kept the merged patch of " + std::to_string(result.mods.size()) + " mod(s) (" + std::to_string(merge.superbundles) + " superbundle(s), " + std::to_string(merge.archives) + " archive(s)); nothing changed since it was built"); else if (merge.built) result.notes.push_back("Merged " + std::to_string(result.mods.size()) + " mod(s) into " + std::to_string(merge.superbundles) + " superbundle(s) and " + std::to_string(merge.archives) + " archive(s)"); } // A mod's variant is the one in the game when it is among the mods that load (what would fight // it was set aside above). for (const auto& mod : result.mods) if (const auto owner = variant_owner(mod.name); !owner.empty() && !result.variants_in_play.contains(owner)) result.variants_in_play.emplace(owner, variant_of(mod.name)); if (run_merge) write_exclusions(result.root, still_excluded); // One line per mod, so a log shows at a glance what was installed and // what built it. for (const auto& mod : result.mods) result.notes.push_back(describe(mod)); for (const auto& mod : result.excluded) { if (!mod.outdated.empty()) { result.warnings.push_back("Mod " + mod.name + " was not loaded: it is outdated (" + mod.outdated + "). Update it for this game version."); continue; } if (!mod.problems.empty() && mod.problems.front().starts_with("conflicts with ")) { const auto& problem = mod.problems.front(); const auto other = problem.substr(15, problem.find(':') - 15); result.warnings.push_back("Mod " + mod.name + " was not loaded: it " + problem + ". Only " + other + " is loaded. To use " + mod.name + " instead, move it above " + other + " in the mod list, or turn one of them off."); continue; } if (!mod.problems.empty() && mod.problems.front().starts_with("made for game build ")) { result.warnings.push_back("Mod " + mod.name + " was not loaded: it was " + mod.problems.front() + (mod.levels.empty() ? std::string{} : " (its maps are not listed: " + join(mod.levels, ", ") + ")") + "."); continue; } constexpr std::size_t shown = 3; const std::vector first(mod.problems.begin(), mod.problems.begin() + static_cast(std::min(shown, mod.problems.size()))); result.warnings.push_back("Mod " + mod.name + " was not loaded because it could not be merged cleanly" + (mod.levels.empty() ? std::string{} : " (its maps are not listed: " + join(mod.levels, ", ") + ")") + ". " + join(first, " | ") + (mod.problems.size() > shown ? " | and " + std::to_string(mod.problems.size() - shown) + " more" : std::string{}) + ". Reinstall the whole mod folder, or rebuild it with a current ReSkate Studio."); } } catch (const std::exception& failure) { result.mods.clear(); result.merged = false; result.issue = failure.what(); } catch (...) { result.mods.clear(); result.merged = false; result.issue = "The mod catalogue could not be read"; } return result; } const Catalog& catalog(const MergeObserver& observe) noexcept { static const Catalog value = load_catalog(engine_data_root(), observe); return value; } std::vector level_manifest_paths(const Catalog& catalog) { std::vector paths; for (const auto& mod : catalog.mods) if (mod.provides_levels) paths.push_back(mod.directory / levels_name); return paths; } const Mod* mod_registering(const Catalog& catalog, std::string_view destination) noexcept { try { const auto haystack = lower(destination); for (const auto& mod : catalog.mods) for (const auto& level : mod.levels) if (!level.empty() && haystack.find(lower(level)) != std::string::npos) return &mod; } catch (...) {} return nullptr; } std::string describe(const Mod& mod) { std::string text = "Mod " + mod.name + ": "; if (mod.tool.empty() && mod.version.empty() && mod.built.empty()) text += "no build info (an older Studio or another tool built it)"; else text += "built by " + (mod.tool.empty() ? std::string("an unnamed tool") : mod.tool) + (mod.version.empty() ? "" : " " + mod.version) + (mod.built.empty() ? "" : " on " + mod.built); text += mod.provides_layout ? "; ships a layout" : "; ships no layout"; if (!mod.levels.empty()) text += "; registers " + std::to_string(mod.levels.size()) + " level(s): " + join(mod.levels, ", "); else if (mod.provides_levels) text += "; registers no level"; if (!mod.provides_layout) return text; text += mod.problems.empty() ? "; no merge problem recorded" : "; " + std::to_string(mod.problems.size()) + " merge problem(s), see the warning"; return text; } } // namespace dingosdk::mods