[Server] Fix build in Visual Studio

new-script-api
David Cernat 7 years ago
parent 4530370e52
commit fb67180809

@ -442,22 +442,21 @@ void LuaState::loadMods(const std::string &modDir, std::vector<std::string> *lis
{
using namespace boost::filesystem;
auto readConfig = [this](path path) {
auto readConfig = [this](path homePath){
const auto mainScript = "main.lua";
if (!is_directory(path / "mods"))
throw runtime_error(path.string() + ": No such directory.");
for (const auto &modDir : directory_iterator(path / "mods"))
if (!is_directory(homePath / "mods"))
throw runtime_error(homePath.string() + ": No such directory.");
for (const auto &modDir : directory_iterator(homePath / "mods"))
{
if (is_directory(modDir.status()) && exists(modDir.path() / mainScript))
{
boost::property_tree::ptree pt;
auto _path = path.string() + "/mods/" + modDir.path().filename().string();
auto _path = homePath.string() + "/mods/" + modDir.path().filename().string();
boost::property_tree::read_json(_path + "/modinfo.json", pt);
ServerPluginInfo modInfo;
modInfo.path = {path.string(), modDir.path().filename().string()};
modInfo.path = std::make_pair(homePath.string(), modDir.path().filename().string());
modInfo.author = pt.get<string>("author");
modInfo.version = pt.get<string>("version");
@ -522,4 +521,4 @@ void LuaState::loadMods(const std::string &modDir, std::vector<std::string> *lis
}
dataEnv["Core"]["LOADED_MODS"] = mods.size();
}
}

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