This allows mods with custom content requirements to use the default load screen implementations.
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
#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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.FileSystem
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{
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[RequireExplicitImplementation]
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public interface IFileSystemExternalContent
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{
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public bool InstallContentIfRequired(ModData modData);
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}
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public class DefaultFileSystemLoader : IFileSystemLoader, IFileSystemExternalContent
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{
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public readonly Dictionary<string, string> Packages = null;
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public void Mount(OpenRA.FileSystem.FileSystem fileSystem, ObjectCreator objectCreator)
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{
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if (Packages != null)
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foreach (var kv in Packages)
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fileSystem.Mount(kv.Key, kv.Value);
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}
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bool IFileSystemExternalContent.InstallContentIfRequired(ModData modData)
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{
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// If a ModContent section is defined then we need to make sure that the
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// required content is installed or switch to the defined content installer.
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if (!modData.Manifest.Contains<ModContent>())
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return false;
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var content = modData.Manifest.Get<ModContent>();
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var contentInstalled = content.Packages
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.Where(p => p.Value.Required)
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.All(p => p.Value.TestFiles.All(f => File.Exists(Platform.ResolvePath(f))));
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if (contentInstalled)
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return false;
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Game.InitializeMod(content.ContentInstallerMod, new Arguments("Content.Mod=" + modData.Manifest.Id));
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return true;
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}
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}
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}
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