use fs_game w/ mod support

This commit is contained in:
m 2022-12-22 11:07:51 -06:00
parent a43b6c571b
commit 0c2c90e786
4 changed files with 54 additions and 15 deletions

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@ -28,7 +28,7 @@ namespace command
std::unordered_map<std::string, std::function<void(params&)>> handlers;
std::unordered_map<std::string, std::function<void(int, params_sv&)>> handlers_sv;
std::string saved_fs_game;
std::optional<std::string> saved_fs_game;
void main_handler()
{
@ -563,10 +563,10 @@ namespace command
const auto new_mod_path = fs_game->current.string;
// check if the last saved fs_game value isn't empty and if it doesn't equal the new fs_game
if (!saved_fs_game.empty() && saved_fs_game != new_mod_path)
if (saved_fs_game.has_value() && saved_fs_game != new_mod_path)
{
// unregister path to be used as a fs directory
filesystem::unregister_path(saved_fs_game);
filesystem::unregister_path(saved_fs_game.value());
}
if (new_mod_path && !new_mod_path[0])

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@ -17,7 +17,7 @@
namespace mods
{
std::string mod_path{};
std::optional<std::string> mod_path;
namespace
{
@ -51,6 +51,13 @@ namespace mods
void full_restart(const std::string& arg)
{
if (game::environment::is_mp())
{
// vid_restart works on multiplayer, but not on singleplayer
command::execute("vid_restart");
return;
}
auto mode = game::environment::is_mp() ? " -multiplayer "s : " -singleplayer "s;
utils::nt::relaunch_self(mode.append(arg), true);
@ -63,6 +70,38 @@ namespace mods
return utils::io::file_exists(path + "/mod.ff") || utils::io::file_exists(path + "/zone/mod.ff");
}
void set_filesystem_data(const std::string& path)
{
if (mod_path.has_value())
{
filesystem::unregister_path(mod_path.value());
}
if (!game::environment::is_sp())
{
// modify fs_game on mp/dedi because its not set when we obviously vid_restart (sp does a full relaunch with command line arguments)
game::Dvar_SetFromStringByNameFromSource("fs_game", path.data(),
game::DVAR_SOURCE_INTERNAL);
}
}
void set_mod(const std::string& path)
{
set_filesystem_data(path);
mod_path = path;
}
void clear_mod()
{
set_filesystem_data("");
mod_path.reset();
}
std::optional<std::string> get_mod()
{
return mod_path;
}
class component final : public component_interface
{
public:
@ -98,24 +137,23 @@ namespace mods
}
console::info("Loading mod %s\n", path);
set_mod(path);
if (mod_requires_restart(mod_path) || mod_requires_restart(path))
if ((mod_path.has_value() && mod_requires_restart(mod_path.value())) ||
mod_requires_restart(path))
{
console::info("Restarting...\n");
full_restart("+set fs_game \""s + path + "\"");
}
else
{
filesystem::unregister_path(mod_path);
filesystem::register_path(path);
mod_path = path;
restart();
}
});
command::add("unloadmod", [](const command::params& params)
{
if (mod_path.empty())
if (!mod_path.has_value())
{
console::info("No mod loaded\n");
return;
@ -128,17 +166,17 @@ namespace mods
return;
}
console::info("Unloading mod %s\n", mod_path.data());
console::info("Unloading mod %s\n", mod_path.value().data());
if (mod_requires_restart(mod_path))
if (mod_requires_restart(mod_path.value()))
{
console::info("Restarting...\n");
clear_mod();
full_restart("");
}
else
{
filesystem::unregister_path(mod_path);
mod_path.clear();
clear_mod();
restart();
}
});

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@ -2,5 +2,5 @@
namespace mods
{
extern std::string mod_path;
std::optional<std::string> get_mod();
}

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@ -268,7 +268,8 @@ namespace ui_scripting
game_type["getloadedmod"] = [](const game&)
{
return mods::mod_path;
const auto& path = mods::get_mod();
return path.value_or("");
};
if (::game::environment::is_sp())