This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
After searching for the right plugin once, the filename will be saved to the config file under the domain 'plugin_files'. The key is the gameid and the value is the plugin file. The backup mechanism is searching plugin by plugin.
svn-id: r55061
The leaky file handles didn't show up when debugging using the shell since that uses the Windows file handles, of which there are many more.
svn-id: r55048
Following lordhoto's suggestion, I implemented a simple allocator that grabs the size of the biggest available plugin in memory. This is an elegant solution to the fragmentation problem, with the caveat that memory is wasted. As such, it's not suited for the DS, so I added a #define to disable it there.
svn-id: r55009
* Remove DLObject virtual methods allocSegment and freeSegment.
As long as all DLObject implementations use memalign + free to
allocate/release segments, there is no point in wrapping those.
This enables further simplifications.
* Add TemplatedELFPlugin template class. Use this instead of explicit
ELFPlugin subclasses.
* Rename DLObject::discard_symtab to discardSymtab
svn-id: r54082
The deletePointer() method approach cannot work, as it is called
by the destructor of the base class.
A possible correct solution would be to enhance ScopedPtr with a
"deleter" object like SharedPtr. But this seems overkill as long as we
need it in only one place.
svn-id: r54057
This merge was extremely difficult to carry out. It wasn't entirely SVN's fault -- there were several merges to the branch that were done by hand. Please check for any issues and regressions. Also note that the DS makefile was not copied over since the "one at a time" plugin mode currently has too much fragmentation ie. it doesn't work.
svn-id: r54051
Caused crash in some games. The problem was referring to the right segment. R_MIPS_32 relocations can be found in the Shorts segment, but still need to refer to the main segment if the symbol is found there.
svn-id: r52750
The ELF loader does not have access to the symbols of the main
executable, it just relocates symbols to it via fixed offsets. We need
to make sure that loaded plugins are from the same link process to
prevent crashes. An embedded build date is used for that.
svn-id: r52730
Avoid linking all plugins against libstdc++ to free up some memory
(about ~40kb on Wii per plugin). Enable it on GameCube, Wii, DS and PSP
(PS2 doesn't have __cxa_atexit support in its libc).
svn-id: r52607
Elf32_Phdr.p_align is to align the memory location of the loaded
segment, not to extend its size. The size of the scratch area
(like .bss and .sbss) is p_memsz-p_filesz, which has to be set to
zero by the loader.
svn-id: r52576