Files
WoWee/include/addons/addon_manager.hpp
Kelsi ab81f0e60b fix: report why each FrameXML file failed, and imply the API fallback
Sixty-seven failures arrived with their reasons scattered across thousands
of log lines, and one broken script takes down every file referencing it,
so what matters is seeing them together. Collect a reason per file and
print them as one block; carry the real cause up through includes and
referenced scripts rather than naming the file that referenced them.

WOWEE_LOAD_FRAMEXML now implies WOWEE_LUA_API_FALLBACK. FrameXML cannot
get through its own load without it, so two switches where one is useless
alone was only a way to be handed a wall of failures for setting the
obvious one.

The compile checker counted a file it could not parse as neither pass nor
fail, reporting a clean run over files that never loaded.
2026-08-01 13:34:52 -07:00

76 lines
2.9 KiB
C++

#pragma once
#include "addons/lua_engine.hpp"
#include "addons/toc_parser.hpp"
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
namespace wowee::addons {
class AddonManager {
public:
AddonManager();
~AddonManager();
bool initialize(game::GameHandler* gameHandler, const LuaServices& services = {});
void scanAddons(const std::string& addonsPath);
void loadAllAddons();
/// Parse an XML file, build what it declares, and follow its includes and
/// scripts. depth guards against a file that includes itself.
bool loadXmlFile(const std::string& path, int depth);
/// Load the original interface from its own manifest, in the order it
/// states. Opt-in through WOWEE_LOAD_FRAMEXML; see loadAllAddons.
bool loadFrameXml(const std::string& frameXmlDir);
/// Where FrameXML lives, remembered at scan time so the loader can find it.
void setFrameXmlDir(const std::string& dir) { frameXmlDir_ = dir; }
bool runScript(const std::string& code);
void fireEvent(const std::string& event, const std::vector<std::string>& args = {});
void update(float deltaTime);
void shutdown();
const std::vector<TocFile>& getAddons() const { return addons_; }
LuaEngine* getLuaEngine() { return &luaEngine_; }
bool isInitialized() const { return luaEngine_.isInitialized(); }
// Per-addon enable/disable (persisted). Disabled addons are skipped by
// loadAllAddons; changes take effect on the next load (world enter or /reload).
bool isAddonEnabled(const std::string& addonName) const;
void setAddonEnabled(const std::string& addonName, bool enabled);
// True once any addon has been loaded this session (so the UI can note that a
// toggle only applies after the next reload).
bool addonsLoaded() const { return addonsLoaded_; }
void saveAllSavedVariables();
void setCharacterName(const std::string& name) { characterName_ = name; }
/// Re-initialize the Lua VM and reload all addons (used by /reload).
bool reload();
private:
LuaEngine luaEngine_;
std::vector<TocFile> addons_;
game::GameHandler* gameHandler_ = nullptr;
LuaServices luaServices_;
std::string addonsPath_;
bool loadAddon(const TocFile& addon);
std::string getSavedVariablesPath(const TocFile& addon) const;
std::string getSavedVariablesPerCharacterPath(const TocFile& addon) const;
std::string characterName_;
// addonName -> enabled. Absent means enabled (default on).
std::unordered_map<std::string, bool> addonEnabled_;
std::string frameXmlDir_;
/// Why the last loadXmlFile returned false, so a caller loading many files
/// can report the reasons together instead of leaving them scattered.
std::string lastXmlError_;
bool addonsLoaded_ = false;
static std::string enabledStatePath();
void loadEnabledState();
void saveEnabledState() const;
};
} // namespace wowee::addons