void CModHandler::loadGameContent() { CStopWatch timer, totalTime; CContentHandler content; logGlobal->infoStream() << "\tInitializing content handler: " << timer.getDiff() << " ms"; // first - load virtual "core" mod that contains all data // TODO? move all data into real mods? RoE, AB, SoD, WoG content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json"))); logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms"; for(const TModID & modName : activeMods) { logGlobal->infoStream() << "\t\t" << allMods[modName].name; std::string modFileName = "mods/" + modName + "/mod.json"; const JsonNode config = JsonNode(ResourceID(modFileName)); JsonUtils::validate(config, "vcmi:mod", modName); content.preloadModData(modName, config); } logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms"; content.loadMod("core"); logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms"; for(const TModID & modName : activeMods) { content.loadMod(modName); logGlobal->infoStream() << "\t\t" << allMods[modName].name; } logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms"; VLC->creh->loadCrExpBon(); VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded identifiers.finalize(); logGlobal->infoStream() << "\tResolving identifiers: " << timer.getDiff() << " ms"; content.afterLoadFinalization(); logGlobal->infoStream() << "\tHandlers post-load finalization: " << timer.getDiff() << " ms"; logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms"; }
void CModHandler::load() { CStopWatch totalTime, timer; CContentHandler content; logGlobal->infoStream() << "\tInitializing content handler: " << timer.getDiff() << " ms"; for(const TModID & modName : activeMods) { logGlobal->traceStream() << "Generating checksum for " << modName; allMods[modName].updateChecksum(calculateModChecksum(modName, CResourceHandler::get(modName))); } // first - load virtual "core" mod that contains all data // TODO? move all data into real mods? RoE, AB, SoD, WoG content.preloadData(coreMod); for(const TModID & modName : activeMods) content.preloadData(allMods[modName]); logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms"; content.load(coreMod); for(const TModID & modName : activeMods) content.load(allMods[modName]); logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms"; VLC->creh->loadCrExpBon(); VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded identifiers.finalize(); logGlobal->infoStream() << "\tResolving identifiers: " << timer.getDiff() << " ms"; content.afterLoadFinalization(); logGlobal->infoStream() << "\tHandlers post-load finalization: " << timer.getDiff() << " ms"; logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms"; }