add event 'onPlayerRequestMods', restructure modloading

now every player has their own list of allowed client mods, this can be modified by lua upon joining and is later used as a whitelist to ensure only those files can be sent to each client
This commit is contained in:
20dka
2022-11-14 00:10:36 +01:00
committed by Lion Kortlepel
parent 056827546e
commit 468a6b340e
10 changed files with 140 additions and 50 deletions

View File

@@ -1,21 +1,22 @@
#pragma once
#include "Common.h"
#include <optional>
using ModMap = HashMap<std::string, size_t>;
class TResourceManager {
public:
TResourceManager();
[[nodiscard]] size_t MaxModSize() const { return mMaxModSize; }
[[nodiscard]] std::string FileList() const { return mFileList; }
[[nodiscard]] std::string TrimmedList() const { return mTrimmedList; }
[[nodiscard]] std::string FileSizes() const { return mFileSizes; }
[[nodiscard]] int ModsLoaded() const { return mModsLoaded; }
[[nodiscard]] size_t TotalModsSize() const { return mTotalModSize; }
[[nodiscard]] ModMap FileMap() const { return mMods; }
[[nodiscard]] static std::string FormatForBackend(const ModMap& mods);
[[nodiscard]] static std::string FormatForClient(const ModMap& mods);
[[nodiscard]] static std::optional<std::string> IsModValid(std::string& pathString, const ModMap& mods);
[[nodiscard]] int LoadedModCount() const { return mMods.size(); }
private:
size_t mMaxModSize = 0;
std::string mFileSizes;
std::string mFileList;
std::string mTrimmedList;
int mModsLoaded = 0;
size_t mTotalModSize = 0; // size of all mods
ModMap mMods; // map of mod names
};