335 lines
9.9 KiB
C++
335 lines
9.9 KiB
C++
#pragma once
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#include "StarRootBase.hpp"
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#include "StarJson.hpp"
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#include "StarLogging.hpp"
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#include "StarListener.hpp"
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#include "StarConfiguration.hpp"
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namespace Star {
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STAR_CLASS(ItemDatabase);
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STAR_CLASS(MaterialDatabase);
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STAR_CLASS(ObjectDatabase);
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STAR_CLASS(PlantDatabase);
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STAR_CLASS(ProjectileDatabase);
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STAR_CLASS(MonsterDatabase);
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STAR_CLASS(NpcDatabase);
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STAR_CLASS(StagehandDatabase);
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STAR_CLASS(VehicleDatabase);
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STAR_CLASS(PlayerFactory);
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STAR_CLASS(EntityFactory);
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STAR_CLASS(TerrainDatabase);
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STAR_CLASS(BiomeDatabase);
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STAR_CLASS(LiquidsDatabase);
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STAR_CLASS(StatusEffectDatabase);
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STAR_CLASS(DamageDatabase);
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STAR_CLASS(ParticleDatabase);
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STAR_CLASS(EffectSourceDatabase);
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STAR_CLASS(FunctionDatabase);
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STAR_CLASS(TreasureDatabase);
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STAR_CLASS(DungeonDefinitions);
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STAR_CLASS(TilesetDatabase);
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STAR_CLASS(StatisticsDatabase);
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STAR_CLASS(EmoteProcessor);
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STAR_CLASS(SpeciesDatabase);
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STAR_CLASS(ImageMetadataDatabase);
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STAR_CLASS(VersioningDatabase);
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STAR_CLASS(QuestTemplateDatabase);
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STAR_CLASS(AiDatabase);
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STAR_CLASS(TechDatabase);
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STAR_CLASS(CodexDatabase);
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STAR_CLASS(BehaviorDatabase);
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STAR_CLASS(TenantDatabase);
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STAR_CLASS(PatternedNameGenerator);
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STAR_CLASS(DanceDatabase);
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STAR_CLASS(SpawnTypeDatabase);
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STAR_CLASS(RadioMessageDatabase);
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STAR_CLASS(CollectionDatabase);
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STAR_CLASS(Root);
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// Singleton Root object for starbound providing access to the unique
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// Configuration class, as well as the assets, root factories, and databases.
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// Root, and all members of Root, should be thread safe. Root initialization
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// should be completed before any code dependent on Root is started in any
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// thread, and all Root dependent code in any thread should be finished before
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// letting Root destruct.
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class Root : public RootBase {
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public:
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struct Settings {
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Assets::Settings assetsSettings;
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// Asset sources are scanned for in the given directories, in order.
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StringList assetDirectories;
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// Just raw asset source paths.
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StringList assetSources;
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Json defaultConfiguration;
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// Top-level storage directory under which all game data is saved
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String storageDirectory;
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// Directory to store logs - if not set, uses storage directory and keeps old logs in seperate folder
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Maybe<String> logDirectory;
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// Name of the log file that should be written, if any, relative to the
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// log directory
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Maybe<String> logFile;
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// Number of rotated log file backups
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unsigned logFileBackups;
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// The minimum log level to write to any log sink
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LogLevel logLevel;
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// If true, doesn't write any logging to stdout, only to the log file if
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// given.
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bool quiet;
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// If true, loads UGC from platform services if available. True by default.
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bool includeUGC;
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// If given, will write changed configuration to the given file within the
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// storage directory.
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Maybe<String> runtimeConfigFile;
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};
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// Get pointer to the singleton root instance, if it exists. Otherwise,
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// returns nullptr.
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static Root* singletonPtr();
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// Gets reference to root singleton, throws RootException if root is not
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// initialized.
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static Root& singleton();
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// Initializes the starbound root object and does the initial load. All of
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// the Root members will be just in time loaded as they are accessed, unless
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// fullyLoad is called beforehand.
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Root(Settings settings);
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Root(Root const&) = delete;
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Root& operator=(Root const&) = delete;
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~Root();
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// Clears existing Root members, allowing them to be loaded fresh from disk.
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void reload();
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// Reloads with the given mod sources applied on top of the base mod source
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// specified in the settings. Mods in the base mod source will override mods
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// in the given mod sources
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void reloadWithMods(StringList modDirectories);
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// Ensures all Root members are loaded without waiting for them to be auto
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// loaded.
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void fullyLoad();
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// Add a listener that will be called on Root reload. Automatically managed,
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// if the listener is destroyed then it will automatically be removed from
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// the internal listener list.
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void registerReloadListener(ListenerWeakPtr reloadListener);
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// Translates the given path to be relative to the configured storage
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// location.
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String toStoragePath(String const& path) const;
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// All of the Root member accessors are safe to call at any time after Root
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// initialization, if they are not loaded they will load before returning.
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AssetsConstPtr assets() override;
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ConfigurationPtr configuration() override;
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ObjectDatabaseConstPtr objectDatabase();
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PlantDatabaseConstPtr plantDatabase();
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ProjectileDatabaseConstPtr projectileDatabase();
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MonsterDatabaseConstPtr monsterDatabase();
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NpcDatabaseConstPtr npcDatabase();
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StagehandDatabaseConstPtr stagehandDatabase();
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VehicleDatabaseConstPtr vehicleDatabase();
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PlayerFactoryConstPtr playerFactory();
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EntityFactoryConstPtr entityFactory();
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PatternedNameGeneratorConstPtr nameGenerator();
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ItemDatabaseConstPtr itemDatabase();
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MaterialDatabaseConstPtr materialDatabase();
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TerrainDatabaseConstPtr terrainDatabase();
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BiomeDatabaseConstPtr biomeDatabase();
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LiquidsDatabaseConstPtr liquidsDatabase();
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StatusEffectDatabaseConstPtr statusEffectDatabase();
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DamageDatabaseConstPtr damageDatabase();
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ParticleDatabaseConstPtr particleDatabase();
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EffectSourceDatabaseConstPtr effectSourceDatabase();
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FunctionDatabaseConstPtr functionDatabase();
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TreasureDatabaseConstPtr treasureDatabase();
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DungeonDefinitionsConstPtr dungeonDefinitions();
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TilesetDatabaseConstPtr tilesetDatabase();
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StatisticsDatabaseConstPtr statisticsDatabase();
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EmoteProcessorConstPtr emoteProcessor();
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SpeciesDatabaseConstPtr speciesDatabase();
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ImageMetadataDatabaseConstPtr imageMetadataDatabase();
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VersioningDatabaseConstPtr versioningDatabase();
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QuestTemplateDatabaseConstPtr questTemplateDatabase();
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AiDatabaseConstPtr aiDatabase();
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TechDatabaseConstPtr techDatabase();
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CodexDatabaseConstPtr codexDatabase();
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BehaviorDatabaseConstPtr behaviorDatabase();
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TenantDatabaseConstPtr tenantDatabase();
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DanceDatabaseConstPtr danceDatabase();
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SpawnTypeDatabaseConstPtr spawnTypeDatabase();
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RadioMessageDatabaseConstPtr radioMessageDatabase();
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CollectionDatabaseConstPtr collectionDatabase();
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Settings& settings();
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private:
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static StringList scanForAssetSources(StringList const& directories, StringList const& manual = {});
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template <typename T, typename... Params>
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static shared_ptr<T> loadMember(shared_ptr<T>& ptr, Mutex& mutex, char const* name, Params&&... params);
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template <typename T>
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static shared_ptr<T> loadMemberFunction(shared_ptr<T>& ptr, Mutex& mutex, char const* name, function<shared_ptr<T>()> loadFunction);
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// m_configurationMutex must be held when calling
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void writeConfig();
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Settings m_settings;
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Mutex m_modsMutex;
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StringList m_modDirectories;
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ListenerGroup m_reloadListeners;
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Json m_lastRuntimeConfig;
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Maybe<String> m_runtimeConfigFile;
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ThreadFunction<void> m_maintenanceThread;
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Mutex m_maintenanceStopMutex;
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ConditionVariable m_maintenanceStopCondition;
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bool m_stopMaintenanceThread;
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AssetsPtr m_assets;
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Mutex m_assetsMutex;
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ConfigurationPtr m_configuration;
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Mutex m_configurationMutex;
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ObjectDatabasePtr m_objectDatabase;
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Mutex m_objectDatabaseMutex;
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PlantDatabasePtr m_plantDatabase;
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Mutex m_plantDatabaseMutex;
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ProjectileDatabasePtr m_projectileDatabase;
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Mutex m_projectileDatabaseMutex;
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MonsterDatabasePtr m_monsterDatabase;
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Mutex m_monsterDatabaseMutex;
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NpcDatabasePtr m_npcDatabase;
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Mutex m_npcDatabaseMutex;
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StagehandDatabasePtr m_stagehandDatabase;
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Mutex m_stagehandDatabaseMutex;
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VehicleDatabasePtr m_vehicleDatabase;
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Mutex m_vehicleDatabaseMutex;
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PlayerFactoryPtr m_playerFactory;
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Mutex m_playerFactoryMutex;
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EntityFactoryPtr m_entityFactory;
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Mutex m_entityFactoryMutex;
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PatternedNameGeneratorPtr m_nameGenerator;
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Mutex m_nameGeneratorMutex;
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ItemDatabasePtr m_itemDatabase;
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Mutex m_itemDatabaseMutex;
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MaterialDatabasePtr m_materialDatabase;
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Mutex m_materialDatabaseMutex;
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TerrainDatabasePtr m_terrainDatabase;
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Mutex m_terrainDatabaseMutex;
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BiomeDatabasePtr m_biomeDatabase;
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Mutex m_biomeDatabaseMutex;
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LiquidsDatabasePtr m_liquidsDatabase;
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Mutex m_liquidsDatabaseMutex;
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StatusEffectDatabasePtr m_statusEffectDatabase;
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Mutex m_statusEffectDatabaseMutex;
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DamageDatabasePtr m_damageDatabase;
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Mutex m_damageDatabaseMutex;
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ParticleDatabasePtr m_particleDatabase;
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Mutex m_particleDatabaseMutex;
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EffectSourceDatabasePtr m_effectSourceDatabase;
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Mutex m_effectSourceDatabaseMutex;
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FunctionDatabasePtr m_functionDatabase;
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Mutex m_functionDatabaseMutex;
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TreasureDatabasePtr m_treasureDatabase;
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Mutex m_treasureDatabaseMutex;
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DungeonDefinitionsPtr m_dungeonDefinitions;
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Mutex m_dungeonDefinitionsMutex;
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TilesetDatabasePtr m_tilesetDatabase;
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Mutex m_tilesetDatabaseMutex;
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StatisticsDatabasePtr m_statisticsDatabase;
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Mutex m_statisticsDatabaseMutex;
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EmoteProcessorPtr m_emoteProcessor;
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Mutex m_emoteProcessorMutex;
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SpeciesDatabasePtr m_speciesDatabase;
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Mutex m_speciesDatabaseMutex;
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ImageMetadataDatabasePtr m_imageMetadataDatabase;
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Mutex m_imageMetadataDatabaseMutex;
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VersioningDatabasePtr m_versioningDatabase;
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Mutex m_versioningDatabaseMutex;
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QuestTemplateDatabasePtr m_questTemplateDatabase;
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Mutex m_questTemplateDatabaseMutex;
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AiDatabasePtr m_aiDatabase;
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Mutex m_aiDatabaseMutex;
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TechDatabasePtr m_techDatabase;
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Mutex m_techDatabaseMutex;
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CodexDatabasePtr m_codexDatabase;
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Mutex m_codexDatabaseMutex;
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BehaviorDatabasePtr m_behaviorDatabase;
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Mutex m_behaviorDatabaseMutex;
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TenantDatabasePtr m_tenantDatabase;
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Mutex m_tenantDatabaseMutex;
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DanceDatabasePtr m_danceDatabase;
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Mutex m_danceDatabaseMutex;
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SpawnTypeDatabasePtr m_spawnTypeDatabase;
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Mutex m_spawnTypeDatabaseMutex;
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RadioMessageDatabasePtr m_radioMessageDatabase;
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Mutex m_radioMessageDatabaseMutex;
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CollectionDatabasePtr m_collectionDatabase;
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Mutex m_collectionDatabaseMutex;
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};
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}
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