scummvm/base/plugins.cpp
Max Horn 68cb7f52c8 - Renamed ConfigManager::getActiveDomain to getActiveDomainName, and added a new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places

svn-id: r21916
2006-04-15 20:36:41 +00:00

422 lines
10 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "backends/fs/fs.h"
#include "base/plugins.h"
#include "base/engine.h"
#include "common/util.h"
/** Type of factory functions which make new Engine objects. */
typedef Engine *(*EngineFactory)(OSystem *syst);
typedef const char *(*NameFunc)();
typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
typedef GameList (*GameIDListFunc)();
typedef DetectedGameList (*DetectFunc)(const FSList &fslist);
#ifdef DYNAMIC_MODULES
#ifdef UNIX
#include <dlfcn.h>
#define PLUGIN_DIRECTORY "plugins/"
#else
#ifdef __DC__
#include "dcloader.h"
#define PLUGIN_DIRECTORY "/"
#define PLUGIN_PREFIX ""
#define PLUGIN_SUFFIX ".PLG"
#else
#ifdef _WIN32
#define PLUGIN_DIRECTORY ""
#define PLUGIN_PREFIX ""
#define PLUGIN_SUFFIX ".dll"
#else
#error No support for loading plugins on non-unix systems at this point!
#endif
#endif
#endif
#else
PluginRegistrator::PluginRegistrator(const char *name, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df)
: _name(name), _qf(qf), _ef(ef), _df(df), _games(games) {
//printf("Automatically registered plugin '%s'\n", name);
}
#endif
#pragma mark -
void DetectedGame::updateDesc(const char *extra) {
// TODO: The format used here (LANG/PLATFORM/EXTRA) is not set in stone.
// We may want to change the order (PLATFORM/EXTRA/LANG, anybody?), or
// the seperator (instead of '/' use ', ' or ' ').
const bool hasCustomLanguage = (language != Common::UNK_LANG);
const bool hasCustomPlatform = (platform != Common::kPlatformUnknown);
const bool hasExtraDesc = (extra && extra[0]);
// Adapt the description string if custom platform/language is set.
if (hasCustomLanguage || hasCustomPlatform || hasExtraDesc) {
description += " (";
if (hasCustomLanguage)
description += Common::getLanguageDescription(language);
if (hasCustomPlatform) {
if (hasCustomLanguage)
description += "/";
description += Common::getPlatformDescription(platform);
}
if (hasExtraDesc) {
if (hasCustomPlatform || hasCustomLanguage)
description += "/";
description += extra;
}
description += ")";
}
}
#pragma mark -
#ifndef DYNAMIC_MODULES
class StaticPlugin : public Plugin {
PluginRegistrator *_plugin;
public:
StaticPlugin(PluginRegistrator *plugin)
: _plugin(plugin) {
assert(_plugin);
}
~StaticPlugin() {
delete _plugin;
}
const char *getName() const { return _plugin->_name; }
Engine *createInstance(OSystem *syst) const {
assert(_plugin->_ef);
return (*_plugin->_ef)(syst);
}
GameList getSupportedGames() const { return _plugin->_games; }
GameDescriptor findGame(const char *gameid) const {
assert(_plugin->_qf);
return (*_plugin->_qf)(gameid);
}
DetectedGameList detectGames(const FSList &fslist) const {
assert(_plugin->_df);
return (*_plugin->_df)(fslist);
}
};
#endif
#pragma mark -
#ifdef DYNAMIC_MODULES
class DynamicPlugin : public Plugin {
void *_dlHandle;
Common::String _filename;
Common::String _name;
GameIDQueryFunc _qf;
EngineFactory _ef;
DetectFunc _df;
GameList _games;
void *findSymbol(const char *symbol);
public:
DynamicPlugin(const Common::String &filename)
: _dlHandle(0), _filename(filename), _qf(0), _ef(0), _df(0), _games() {}
const char *getName() const { return _name.c_str(); }
Engine *createInstance(OSystem *syst) const {
assert(_ef);
return (*_ef)(syst);
}
GameList getSupportedGames() const { return _games; }
GameDescriptor findGame(const char *gameid) const {
assert(_qf);
return (*_qf)(gameid);
}
DetectedGameList detectGames(const FSList &fslist) const {
assert(_df);
return (*_df)(fslist);
}
bool loadPlugin();
void unloadPlugin();
};
void *DynamicPlugin::findSymbol(const char *symbol) {
#if defined(UNIX) || defined(__DC__)
void *func = dlsym(_dlHandle, symbol);
if (!func)
warning("Failed loading symbol '%s' from plugin '%s' (%s)", symbol, _filename.c_str(), dlerror());
return func;
#else
#if defined(_WIN32)
void *func = (void*)GetProcAddress((HMODULE)_dlHandle, symbol);
if (!func)
warning("Failed loading symbol '%s' from plugin '%s'", symbol, _filename.c_str());
return func;
#else
#error TODO
#endif
#endif
}
bool DynamicPlugin::loadPlugin() {
assert(!_dlHandle);
#if defined(UNIX) || defined(__DC__)
_dlHandle = dlopen(_filename.c_str(), RTLD_LAZY);
if (!_dlHandle) {
warning("Failed loading plugin '%s' (%s)", _filename.c_str(), dlerror());
return false;
}
#else
#if defined(_WIN32)
_dlHandle = LoadLibrary(_filename.c_str());
if (!_dlHandle) {
warning("Failed loading plugin '%s'", _filename.c_str());
return false;
}
#else
#error TODO
#endif
#endif
// Query the plugin's name
NameFunc nameFunc = (NameFunc)findSymbol("PLUGIN_name");
if (!nameFunc) {
unloadPlugin();
return false;
}
_name = nameFunc();
// Query the plugin for the game ids it supports
GameIDListFunc gameListFunc = (GameIDListFunc)findSymbol("PLUGIN_gameIDList");
if (!gameListFunc) {
unloadPlugin();
return false;
}
_games = gameListFunc();
// Retrieve the gameid query function
_qf = (GameIDQueryFunc)findSymbol("PLUGIN_findGameID");
if (!_qf) {
unloadPlugin();
return false;
}
// Retrieve the factory function
_ef = (EngineFactory)findSymbol("PLUGIN_createEngine");
if (!_ef) {
unloadPlugin();
return false;
}
// Retrieve the detector function
_df = (DetectFunc)findSymbol("PLUGIN_detectGames");
if (!_df) {
unloadPlugin();
return false;
}
#ifdef __DC__
dlforgetsyms(_dlHandle);
#endif
return true;
}
void DynamicPlugin::unloadPlugin() {
if (_dlHandle) {
#if defined(UNIX) || defined(__DC__)
if (dlclose(_dlHandle) != 0)
warning("Failed unloading plugin '%s' (%s)", _filename.c_str(), dlerror());
#elif defined(_WIN32)
if (!FreeLibrary((HMODULE)_dlHandle))
warning("Failed unloading plugin '%s'", _filename.c_str());
#else
#error TODO
#endif
}
}
#endif // DYNAMIC_MODULES
#pragma mark -
DECLARE_SINGLETON(PluginManager);
PluginManager::PluginManager() {
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadPlugins();
}
void PluginManager::loadPlugins() {
#ifdef DYNAMIC_MODULES
// Load dynamic plugins
// TODO... this is right now just a nasty hack.
// This should search one or multiple directories for all plugins it can
// find (to this end, we maybe should use a special prefix/suffix; e.g.
// instead of libscumm.so, use scumm.engine or scumm.plugin etc.).
//
// The list of directories to search could be e.g.:
// User specified (via config file), ".", "./plugins", "$(prefix)/lib".
//
// We also need to add code which ensures what we are looking at is
// a) a ScummVM engine and b) matches the version of the executable.
// Hence one more symbol should be exported by plugins which returns
// the "ABI" version the plugin was built for, and we can compare that
// to the ABI version of the executable.
// Load all plugins.
// Scan for all plugins in this directory
FilesystemNode dir(PLUGIN_DIRECTORY);
if (!dir.isValid() || !dir.isDirectory()) {
error("Couldn't open plugin directory '%s'", PLUGIN_DIRECTORY);
}
FSList files(dir.listDir(FilesystemNode::kListFilesOnly));
for (FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
Common::String name(i->displayName());
if (name.hasPrefix(PLUGIN_PREFIX) && name.hasSuffix(PLUGIN_SUFFIX)) {
tryLoadPlugin(new DynamicPlugin(i->path()));
}
}
#else
#define LINK_PLUGIN(ID) \
extern PluginRegistrator *g_##ID##_PluginReg; \
extern void g_##ID##_PluginReg_alloc(); \
g_##ID##_PluginReg_alloc(); \
plugin = g_##ID##_PluginReg; \
tryLoadPlugin(new StaticPlugin(plugin));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
PluginRegistrator *plugin;
#ifndef DISABLE_SCUMM
LINK_PLUGIN(SCUMM)
#endif
#ifndef DISABLE_SKY
LINK_PLUGIN(SKY)
#endif
#ifndef DISABLE_SWORD1
LINK_PLUGIN(SWORD1)
#endif
#ifndef DISABLE_SWORD2
LINK_PLUGIN(SWORD2)
#endif
#ifndef DISABLE_SIMON
LINK_PLUGIN(SIMON)
#endif
#ifndef DISABLE_QUEEN
LINK_PLUGIN(QUEEN)
#endif
#ifndef DISABLE_SAGA
LINK_PLUGIN(SAGA)
#endif
#ifndef DISABLE_KYRA
LINK_PLUGIN(KYRA)
#endif
#ifndef DISABLE_GOB
LINK_PLUGIN(GOB)
#endif
#ifndef DISABLE_LURE
LINK_PLUGIN(LURE)
#endif
#ifndef DISABLE_CINE
LINK_PLUGIN(CINE)
#endif
#endif
}
void PluginManager::unloadPlugins() {
unloadPluginsExcept(NULL);
}
void PluginManager::unloadPluginsExcept(const Plugin *plugin) {
Plugin *found = NULL;
uint i;
for (i = 0; i < _plugins.size(); i++) {
if (_plugins[i] == plugin) {
found = _plugins[i];
} else {
_plugins[i]->unloadPlugin();
delete _plugins[i];
}
}
_plugins.clear();
if (found != NULL) {
_plugins.push_back(found);
}
}
bool PluginManager::tryLoadPlugin(Plugin *plugin) {
assert(plugin);
// Try to load the plugin
if (plugin->loadPlugin()) {
// If successful, add it to the list of known plugins and return.
_plugins.push_back(plugin);
return true;
} else {
// Failed to load the plugin
delete plugin;
return false;
}
}
DetectedGameList PluginManager::detectGames(const FSList &fslist) const {
DetectedGameList candidates;
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
PluginList::const_iterator iter;
for (iter = _plugins.begin(); iter != _plugins.end(); ++iter) {
candidates.push_back((*iter)->detectGames(fslist));
}
return candidates;
}