Add sanity checks to the Lua script trait.
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committed by
Gustas
parent
06df75ffee
commit
c31f2abfc9
42
OpenRA.Mods.Common/Lint/CheckLuaScript.cs
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42
OpenRA.Mods.Common/Lint/CheckLuaScript.cs
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@@ -0,0 +1,42 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.FileSystem;
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using OpenRA.Mods.Common.Scripting;
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using OpenRA.Server;
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namespace OpenRA.Mods.Common.Lint
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{
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public class CheckLuaScript : ILintMapPass, ILintServerMapPass
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{
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void ILintMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
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{
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CheckLuaScriptFileExistance(emitError, map.Package, modData.DefaultFileSystem, map.Rules);
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}
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void ILintServerMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, MapPreview map, Ruleset mapRules)
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{
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CheckLuaScriptFileExistance(emitError, map.Package, modData.DefaultFileSystem, mapRules);
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}
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static void CheckLuaScriptFileExistance(Action<string> emitError, IReadOnlyPackage package, IReadOnlyFileSystem fileSystem, Ruleset mapRules)
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{
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var luaScriptInfo = mapRules.Actors[SystemActors.World].TraitInfoOrDefault<LuaScriptInfo>();
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if (luaScriptInfo == null)
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return;
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foreach (var script in luaScriptInfo.Scripts)
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if (!package.Contains(script) && !fileSystem.Exists(script))
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emitError($"Lua script `{script}` does not exist.");
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}
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}
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}
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@@ -18,9 +18,11 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[TraitLocation(SystemActors.World)]
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[Desc("Part of the new Lua API.")]
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public class LuaScriptInfo : TraitInfo, Requires<SpawnMapActorsInfo>
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{
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[Desc("File names with location relative to the map.")]
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public readonly HashSet<string> Scripts = new();
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public override object Create(ActorInitializer init) { return new LuaScript(this); }
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