scummvm/base/plugins.cpp
Le Philousophe a4fb9d6145 PLUGINS: Unload engine plugins while loading detection
This makes sure that the engine is never loaded while having the
detection.
The opposite is not (yet?) enforced to avoid crashing some unhandled
case.
2024-06-30 18:39:06 +02:00

1093 lines
31 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "base/plugins.h"
#include "common/func.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/config-manager.h"
#ifdef DYNAMIC_MODULES
#include "common/fs.h"
#endif
#include "base/detection/detection.h"
#include "engines/advancedDetector.h"
// Plugin versioning
const int pluginTypeVersions[PLUGIN_TYPE_MAX] = {
PLUGIN_TYPE_ENGINE_DETECTION_VERSION,
PLUGIN_TYPE_ENGINE_VERSION,
PLUGIN_TYPE_MUSIC_VERSION,
PLUGIN_TYPE_DETECTION_VERSION,
PLUGIN_TYPE_SCALER_VERSION,
};
// Abstract plugins
PluginType Plugin::getType() const {
return _type;
}
const char *Plugin::getName() const {
return _pluginObject->getName();
}
StaticPlugin::StaticPlugin(PluginObject *pluginobject, PluginType type) {
assert(pluginobject);
assert(type < PLUGIN_TYPE_MAX);
_pluginObject = pluginobject;
_type = type;
}
StaticPlugin::~StaticPlugin() {
delete _pluginObject;
}
bool StaticPlugin::loadPlugin() { return true; }
void StaticPlugin::unloadPlugin() {}
class StaticPluginProvider : public PluginProvider {
public:
StaticPluginProvider() {
}
~StaticPluginProvider() {
}
PluginList getPlugins() override {
PluginList pl;
#define LINK_PLUGIN(ID) \
extern const PluginType g_##ID##_type; \
extern PluginObject *g_##ID##_getObject(); \
pl.push_back(new StaticPlugin(g_##ID##_getObject(), g_##ID##_type));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
// Engine plugins
#include "engines/plugins_table.h"
#ifdef DETECTION_STATIC
// Engine-detection plugins are included if we don't use uncached plugins.
#include "engines/detection_table.h"
#endif
// Music plugins
// TODO: Use defines to disable or enable each MIDI driver as a
// static/dynamic plugin, like it's done for the engines
LINK_PLUGIN(AUTO)
LINK_PLUGIN(NULL)
#if defined(WIN32)
LINK_PLUGIN(WINDOWS)
#endif
#if defined(USE_ALSA)
LINK_PLUGIN(ALSA)
#endif
#if defined(USE_SEQ_MIDI)
LINK_PLUGIN(SEQ)
#endif
#if defined(USE_SNDIO)
LINK_PLUGIN(SNDIO)
#endif
#if defined(__MINT__)
LINK_PLUGIN(STMIDI)
#endif
#if defined(IRIX)
LINK_PLUGIN(DMEDIA)
#endif
#if defined(__amigaos4__) || defined(__MORPHOS__)
LINK_PLUGIN(CAMD)
#endif
#if defined(RISCOS)
LINK_PLUGIN(RISCOS)
#endif
#if defined(MACOSX)
LINK_PLUGIN(COREAUDIO)
LINK_PLUGIN(COREMIDI)
#endif
#ifdef USE_FLUIDSYNTH
LINK_PLUGIN(FLUIDSYNTH)
#endif
#ifdef USE_MT32EMU
LINK_PLUGIN(MT32)
#endif
#if defined(USE_SONIVOX)
LINK_PLUGIN(EAS)
#endif
LINK_PLUGIN(ADLIB)
LINK_PLUGIN(PCSPK)
LINK_PLUGIN(PCJR)
LINK_PLUGIN(CMS)
#ifndef DISABLE_SID
LINK_PLUGIN(C64)
#endif
LINK_PLUGIN(AMIGA)
LINK_PLUGIN(APPLEIIGS)
LINK_PLUGIN(MACINTOSH)
LINK_PLUGIN(TOWNS)
LINK_PLUGIN(PC98)
LINK_PLUGIN(SEGACD)
#if defined(USE_TIMIDITY)
LINK_PLUGIN(TIMIDITY)
#endif
// Scaler plugins
LINK_PLUGIN(NORMAL)
#ifdef USE_SCALERS
#ifdef USE_HQ_SCALERS
LINK_PLUGIN(HQ)
#endif
#ifdef USE_EDGE_SCALERS
LINK_PLUGIN(EDGE)
#endif
LINK_PLUGIN(ADVMAME)
LINK_PLUGIN(SAI)
LINK_PLUGIN(SUPERSAI)
LINK_PLUGIN(SUPEREAGLE)
LINK_PLUGIN(PM)
LINK_PLUGIN(DOTMATRIX)
LINK_PLUGIN(TV)
#endif
return pl;
}
};
#ifdef DYNAMIC_MODULES
PluginList FilePluginProvider::getPlugins() {
PluginList pl;
// Prepare the list of directories to search
Common::FSList pluginDirs;
// Add the default directories
#ifndef WIN32
pluginDirs.push_back(Common::FSNode("."));
#endif
#ifndef PSP2
pluginDirs.push_back(Common::FSNode("plugins"));
#endif
// Add the provider's custom directories
addCustomDirectories(pluginDirs);
// Add the user specified directory
Common::Path pluginsPath(ConfMan.getPath("pluginspath"));
if (!pluginsPath.empty())
pluginDirs.push_back(Common::FSNode(pluginsPath));
Common::FSList::const_iterator dir;
for (dir = pluginDirs.begin(); dir != pluginDirs.end(); ++dir) {
// Load all plugins.
// Scan for all plugins in this directory
Common::FSList files;
if (!dir->getChildren(files, Common::FSNode::kListFilesOnly)) {
debug(1, "Couldn't open plugin directory '%s'", dir->getPath().toString().c_str());
continue;
} else {
debug(1, "Reading plugins from plugin directory '%s'", dir->getPath().toString().c_str());
}
for (Common::FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
if (isPluginFilename(*i)) {
pl.push_back(createPlugin(*i));
}
}
}
return pl;
}
bool FilePluginProvider::isPluginFilename(const Common::FSNode &node) const {
Common::String filename = node.getName();
#ifdef PLUGIN_PREFIX
// Check the plugin prefix
if (!filename.hasPrefix(PLUGIN_PREFIX))
return false;
#endif
#ifdef PLUGIN_SUFFIX
// Check the plugin suffix
if (!filename.hasSuffix(PLUGIN_SUFFIX))
return false;
#endif
return true;
}
void FilePluginProvider::addCustomDirectories(Common::FSList &dirs) const {
#ifdef PLUGIN_DIRECTORY
dirs.push_back(Common::FSNode(PLUGIN_DIRECTORY));
#endif
}
#endif // DYNAMIC_MODULES
#pragma mark -
PluginManager *PluginManager::_instance = nullptr;
PluginManager &PluginManager::instance() {
if (_instance)
return *_instance;
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
_instance = new PluginManagerUncached();
#else
_instance = new PluginManager();
#endif
return *_instance;
}
PluginManager::PluginManager() {
// Always add the static plugin provider.
addPluginProvider(new StaticPluginProvider());
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadAllPlugins();
// Delete the plugin providers
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
delete *pp;
}
}
void PluginManager::addPluginProvider(PluginProvider *pp) {
_providers.push_back(pp);
}
PluginManagerUncached::~PluginManagerUncached() {
// Unload from memory all engine plugins without deleting them
// They are also referenced from _allEnginePlugins which we clean up here
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, nullptr, false);
for (PluginList::iterator p = _allEnginePlugins.begin(); p != _allEnginePlugins.end(); ++p) {
delete *p;
}
_allEnginePlugins.clear();
delete _detectionPlugin;
}
/**
* This should only be called once by main()
**/
void PluginManagerUncached::init() {
ConfMan.setBool("always_run_fallback_detection_extern", false);
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, nullptr, false); // empty the engine plugins
#ifndef DETECTION_STATIC
Common::String detectPluginName = "detection";
#ifdef PLUGIN_SUFFIX
detectPluginName += PLUGIN_SUFFIX;
#endif
bool foundDetectPlugin = false;
#endif
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
for (PluginList::iterator p = pl.begin(); p != pl.end(); ++p) {
// This is a 'hack' based on the assumption that we have no sound
// file plugins. Currently this is the case. If it changes, we
// should find a fast way of detecting whether a plugin is a
// music or an engine plugin.
#ifndef DETECTION_STATIC
if (!foundDetectPlugin && (*pp)->isFilePluginProvider()) {
Common::Path pName = (*p)->getFileName();
if (pName.baseName().hasSuffixIgnoreCase(detectPluginName)) {
_detectionPlugin = (*p);
foundDetectPlugin = true;
debug(9, "Detection plugin found!");
continue;
}
}
#endif
if ((*pp)->isFilePluginProvider()) {
_allEnginePlugins.push_back(*p);
} else if ((*p)->loadPlugin()) { // and this is the proper method
if ((*p)->getType() == PLUGIN_TYPE_ENGINE) {
(*p)->unloadPlugin();
_allEnginePlugins.push_back(*p);
} else { // add non-engine plugins to the 'in-memory' list
// these won't ever get unloaded
addToPluginsInMemList(*p);
}
}
}
}
}
/**
* Try to load the plugin by searching in the ConfigManager for a matching
* engine ID under the domain 'engine_plugin_files'.
**/
bool PluginManagerUncached::loadPluginFromEngineId(const Common::String &engineId) {
Common::ConfigManager::Domain *domain = ConfMan.getDomain("engine_plugin_files");
if (domain) {
if (domain->contains(engineId)) {
Common::Path filename(Common::Path::fromConfig((*domain)[engineId]));
if (loadPluginByFileName(filename)) {
return true;
}
}
}
// Check for a plugin with the same name as the engine before starting
// to scan all plugins
Common::String tentativeEnginePluginFilename = engineId;
#ifdef PLUGIN_SUFFIX
tentativeEnginePluginFilename += PLUGIN_SUFFIX;
#endif
for (PluginList::iterator p = _allEnginePlugins.begin(); p != _allEnginePlugins.end(); ++p) {
Common::Path filename = (*p)->getFileName();
if (filename.baseName().hasSuffixIgnoreCase(tentativeEnginePluginFilename)) {
if (loadPluginByFileName(filename)) {
return true;
}
}
}
return false;
}
/**
* Load a plugin with a filename taken from ConfigManager.
**/
bool PluginManagerUncached::loadPluginByFileName(const Common::Path &filename) {
if (filename.empty())
return false;
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, nullptr, false);
PluginList::iterator i;
for (i = _allEnginePlugins.begin(); i != _allEnginePlugins.end(); ++i) {
if ((*i)->getFileName() == filename && (*i)->loadPlugin()) {
addToPluginsInMemList(*i);
_currentPlugin = i;
return true;
}
}
return false;
}
/**
* Update the config manager with a plugin file name that we found can handle
* the engine.
**/
void PluginManagerUncached::updateConfigWithFileName(const Common::String &engineId) {
// Check if we have a filename for the current plugin
if (!(*_currentPlugin)->getFileName().empty()) {
if (!ConfMan.hasMiscDomain("engine_plugin_files"))
ConfMan.addMiscDomain("engine_plugin_files");
Common::ConfigManager::Domain *domain = ConfMan.getDomain("engine_plugin_files");
assert(domain);
(*domain).setVal(engineId, (*_currentPlugin)->getFileName().toConfig());
ConfMan.flushToDisk();
}
}
#ifndef DETECTION_STATIC
void PluginManagerUncached::loadDetectionPlugin() {
if (_isDetectionLoaded) {
debug(9, "Detection plugin is already loaded. Adding each available engines to the memory.");
return;
}
if (!_detectionPlugin) {
debug(9, "Detection plugin not found.");
return;
}
// Unload all leftover engines before reloading the detection plugin
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, nullptr, false);
if (!_detectionPlugin->loadPlugin()) {
debug(9, "Detection plugin was not loaded correctly.");
return;
}
assert((_detectionPlugin)->getType() == PLUGIN_TYPE_DETECTION);
_pluginsInMem[PLUGIN_TYPE_ENGINE_DETECTION].clear();
const Detection &detectionConnect = _detectionPlugin->get<Detection>();
const PluginList &pl = detectionConnect.getPlugins();
Common::for_each(pl.begin(), pl.end(), Common::bind1st(Common::mem_fun(&PluginManagerUncached::tryLoadPlugin), this));
_isDetectionLoaded = true;
}
void PluginManagerUncached::unloadDetectionPlugin() {
if (!_isDetectionLoaded) {
debug(9, "Detection plugin is already unloaded.");
return;
}
unloadPluginsExcept(PLUGIN_TYPE_ENGINE_DETECTION, nullptr, true);
_detectionPlugin->unloadPlugin();
_isDetectionLoaded = false;
}
#endif
void PluginManagerUncached::loadFirstPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, nullptr, false);
// let's try to find one we can load
for (_currentPlugin = _allEnginePlugins.begin(); _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
if ((*_currentPlugin)->loadPlugin()) {
addToPluginsInMemList(*_currentPlugin);
break;
}
}
}
bool PluginManagerUncached::loadNextPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, nullptr, false);
if (!_currentPlugin || _currentPlugin == _allEnginePlugins.end())
return false;
for (++_currentPlugin; _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
if ((*_currentPlugin)->loadPlugin()) {
addToPluginsInMemList(*_currentPlugin);
return true;
}
}
return false; // no more in list
}
/**
* Used by only the cached plugin manager. The uncached manager can only have
* one plugin in memory at a time.
**/
void PluginManager::loadAllPlugins() {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
Common::for_each(pl.begin(), pl.end(), Common::bind1st(Common::mem_fun(&PluginManager::tryLoadPlugin), this));
}
#ifndef DETECTION_STATIC
/*
* When detection is dynamic, loading above only gets us a PLUGIN_TYPE_DETECTION plugin
* We must register all plugins linked in it in order to use them
*/
PluginList dpl = getPlugins(PLUGIN_TYPE_DETECTION);
_pluginsInMem[PLUGIN_TYPE_ENGINE_DETECTION].clear();
for (PluginList::iterator it = dpl.begin();
it != dpl.end();
++it) {
const Detection &detectionConnect = (*it)->get<Detection>();
const PluginList &pl = detectionConnect.getPlugins();
Common::for_each(pl.begin(), pl.end(), Common::bind1st(Common::mem_fun(&PluginManager::tryLoadPlugin), this));
}
#endif
}
void PluginManager::loadAllPluginsOfType(PluginType type) {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
for (PluginList::iterator p = pl.begin();
p != pl.end();
++p) {
if ((*p)->loadPlugin()) {
if ((*p)->getType() == type) {
addToPluginsInMemList((*p));
} else {
// Plugin is wrong type
(*p)->unloadPlugin();
delete (*p);
}
} else {
// Plugin did not load
delete (*p);
}
}
}
}
void PluginManager::unloadAllPlugins() {
for (int i = 0; i < PLUGIN_TYPE_MAX; i++)
unloadPluginsExcept((PluginType)i, nullptr);
}
void PluginManager::unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin /*=true*/) {
Plugin *found = nullptr;
for (PluginList::iterator p = _pluginsInMem[type].begin(); p != _pluginsInMem[type].end(); ++p) {
if (*p == plugin) {
found = *p;
} else {
(*p)->unloadPlugin();
if (deletePlugin) {
delete *p;
}
}
}
_pluginsInMem[type].clear();
if (found != nullptr) {
_pluginsInMem[type].push_back(found);
}
}
/*
* Used only by the cached plugin manager since it deletes the plugin.
*/
bool PluginManager::tryLoadPlugin(Plugin *plugin) {
assert(plugin);
// Try to load the plugin
if (plugin->loadPlugin()) {
addToPluginsInMemList(plugin);
return true;
} else {
// Failed to load the plugin
delete plugin;
return false;
}
}
/**
* Add to the list of plugins loaded in memory.
*/
void PluginManager::addToPluginsInMemList(Plugin *plugin) {
bool found = false;
// The plugin is valid, see if it provides the same module as an
// already loaded one and should replace it.
PluginList &list = _pluginsInMem[plugin->getType()];
PluginList::iterator pl = list.begin();
while (!found && pl != list.end()) {
if (!strcmp(plugin->getName(), (*pl)->getName())) {
// Found a duplicated module. Replace the old one.
found = true;
(*pl)->unloadPlugin();
delete *pl;
*pl = plugin;
debug(1, "Replaced the duplicated plugin: '%s'", plugin->getName());
}
pl++;
}
if (!found) {
// If it provides a new module, just add it to the list of known plugins in memory.
list.push_back(plugin);
}
}
// Engine plugins
#include "engines/metaengine.h"
namespace Common {
DECLARE_SINGLETON(EngineManager);
}
/**
* This function works for both cached and uncached PluginManagers.
* For the cached version, most of the logic here will short circuit.
*
* For the uncached version, we first try to find the plugin using the engineId
* and only if we can't find it there, we loop through the plugins.
**/
QualifiedGameList EngineManager::findGamesMatching(const Common::String &engineId, const Common::String &gameId) const {
QualifiedGameList results;
if (!engineId.empty()) {
// If we got an engine name, look for THE game only in that engine
const Plugin *p = EngineMan.findDetectionPlugin(engineId);
if (p) {
const MetaEngineDetection &engine = p->get<MetaEngineDetection>();
DebugMan.addAllDebugChannels(engine.getDebugChannels());
PlainGameDescriptor pluginResult = engine.findGame(gameId.c_str());
if (pluginResult.gameId) {
results.push_back(QualifiedGameDescriptor(engine.getName(), pluginResult));
}
}
} else {
// This is a slow path, we have to scan the list of plugins
PluginMan.loadFirstPlugin();
do {
results.push_back(findGameInLoadedPlugins(gameId));
} while (PluginMan.loadNextPlugin());
}
return results;
}
/**
* Find the game within the plugins loaded in memory
**/
QualifiedGameList EngineManager::findGameInLoadedPlugins(const Common::String &gameId) const {
// Find the GameDescriptor for this target
const PluginList &plugins = getPlugins(PLUGIN_TYPE_ENGINE_DETECTION);
QualifiedGameList results;
PluginList::const_iterator iter;
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
const MetaEngineDetection &engine = (*iter)->get<MetaEngineDetection>();
DebugMan.addAllDebugChannels(engine.getDebugChannels());
PlainGameDescriptor pluginResult = engine.findGame(gameId.c_str());
if (pluginResult.gameId) {
results.push_back(QualifiedGameDescriptor(engine.getName(), pluginResult));
}
}
return results;
}
DetectionResults EngineManager::detectGames(const Common::FSList &fslist, uint32 skipADFlags, bool skipIncomplete) {
DetectedGames candidates;
PluginList plugins;
PluginList::const_iterator iter;
// MetaEngines are always loaded into memory, so, get them and
// run detection for all of them.
plugins = getPlugins(PLUGIN_TYPE_ENGINE_DETECTION);
// Clear md5 cache before each detection starts, just in case.
ADCacheMan.clear();
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
MetaEngineDetection &metaEngine = (*iter)->get<MetaEngineDetection>();
// set the debug flags
DebugMan.addAllDebugChannels(metaEngine.getDebugChannels());
DetectedGames engineCandidates = metaEngine.detectGames(fslist, skipADFlags, skipIncomplete);
for (uint i = 0; i < engineCandidates.size(); i++) {
engineCandidates[i].path = fslist.begin()->getParent().getPath();
engineCandidates[i].shortPath = fslist.begin()->getParent().getDisplayName();
candidates.push_back(engineCandidates[i]);
}
}
// Close all archives that were opened during detection
ADCacheMan.clearArchives();
return DetectionResults(candidates);
}
const PluginList &EngineManager::getPlugins(const PluginType fetchPluginType) const {
return PluginManager::instance().getPlugins(fetchPluginType);
}
static void addStringToConf(const Common::String &key, const Common::String &value, const Common::String &domain) {
if (!value.empty())
ConfMan.set(key, value, domain);
}
static void addPathToConf(const Common::String &key, const Common::Path &value, const Common::String &domain) {
if (!value.empty())
ConfMan.setPath(key, value, domain);
}
Common::String EngineManager::generateUniqueDomain(const Common::String gameId) {
Common::String domainName(gameId);
int suffixN = 1;
while (ConfMan.hasGameDomain(domainName)) {
domainName = gameId + Common::String::format("-%d", suffixN++);
}
return domainName;
}
Common::String EngineManager::createTargetForGame(const DetectedGame &game) {
// The auto detector or the user made a choice.
// Pick a domain name which does not yet exist (after all, we
// are *adding* a game to the config, not replacing).
Common::String domain = game.preferredTarget;
assert(!domain.empty());
domain = generateUniqueDomain(domain);
// Add the name domain
ConfMan.addGameDomain(domain);
// Copy all non-empty relevant values into the new domain
addStringToConf("engineid", game.engineId, domain);
addStringToConf("gameid", game.gameId, domain);
addStringToConf("description", game.description, domain);
addStringToConf("language", Common::getLanguageCode(game.language), domain);
addStringToConf("platform", Common::getPlatformCode(game.platform), domain);
addPathToConf("path", game.path, domain);
addStringToConf("extra", game.extra, domain);
addStringToConf("guioptions", game.getGUIOptions(), domain);
// Add any extra configuration keys
for (Common::StringMap::iterator i = game._extraConfigEntries.begin();
i != game._extraConfigEntries.end(); ++i)
addStringToConf((*i)._key, (*i)._value, domain);
// TODO: Setting the description field here has the drawback
// that the user does never notice when we upgrade our descriptions.
// It might be nice to leave this field empty, and only set it to
// a value when the user edits the description string.
// However, at this point, that's impractical. Once we have a method
// to query all backends for the proper & full description of a given
// game target, we can change this (currently, you can only query
// for the generic gameid description; it's not possible to obtain
// a description which contains extended information like language, etc.).
return domain;
}
const Plugin *EngineManager::findDetectionPlugin(const Common::String &engineId) const {
const PluginList &plugins = getPlugins(PLUGIN_TYPE_ENGINE_DETECTION);
for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); iter++)
if (engineId == (*iter)->get<MetaEngineDetection>().getName())
return *iter;
return nullptr;
}
const Plugin *PluginManager::findLoadedPlugin(const Common::String &engineId) {
const PluginList &plugins = getPlugins(PLUGIN_TYPE_ENGINE);
for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); iter++)
if (engineId == (*iter)->get<MetaEngine>().getName())
return *iter;
return nullptr;
}
const Plugin *PluginManager::findEnginePlugin(const Common::String &engineId) {
// First look for the game using the plugins in memory. This is critical
// for calls coming from inside games
const Plugin *plugin = findLoadedPlugin(engineId);
if (plugin)
return plugin;
// Now look for the plugin using the engine ID. This is much faster than scanning plugin
// by plugin
if (loadPluginFromEngineId(engineId)) {
plugin = findLoadedPlugin(engineId);
if (plugin)
return plugin;
}
// We failed to find it using the engine ID. Scan the list of plugins
PluginMan.loadFirstPlugin();
do {
plugin = findLoadedPlugin(engineId);
if (plugin) {
// Update with new plugin file name
PluginMan.updateConfigWithFileName(engineId);
return plugin;
}
} while (PluginMan.loadNextPlugin());
return nullptr;
}
QualifiedGameDescriptor EngineManager::findTarget(const Common::String &target) const {
// Ignore empty targets
if (target.empty())
return QualifiedGameDescriptor();
// Lookup the domain. If we have no domain, fallback on the old function [ultra-deprecated].
const Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
if (!domain || !domain->contains("gameid") || !domain->contains("engineid"))
return QualifiedGameDescriptor();
// Look for the engine ID
const Plugin *foundPlugin = findDetectionPlugin(domain->getVal("engineid"));
if (!foundPlugin) {
return QualifiedGameDescriptor();
}
// Make sure it does support the game ID
const MetaEngineDetection &engine = foundPlugin->get<MetaEngineDetection>();
DebugMan.addAllDebugChannels(engine.getDebugChannels());
PlainGameDescriptor desc = engine.findGame(domain->getVal("gameid").c_str());
if (!desc.gameId) {
return QualifiedGameDescriptor();
}
return QualifiedGameDescriptor(engine.getName(), desc);
}
void EngineManager::upgradeTargetIfNecessary(const Common::String &target) const {
Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
assert(domain);
if (!domain->contains("engineid")) {
upgradeTargetForEngineId(target);
} else {
Common::String engineId = domain->getVal("engineid");
if (engineId.equals("fullpipe")) {
domain->setVal("engineid", "ngi");
debug("Upgrading engineid from 'fullpipe' to 'ngi'");
ConfMan.flushToDisk();
} else if (engineId.equals("xeen")) {
domain->setVal("engineid", "mm");
debug("Upgrading engineid from 'xeen' to 'mm'");
}
}
}
void EngineManager::upgradeTargetForEngineId(const Common::String &target) const {
Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
assert(domain);
debug("Target '%s' lacks an engine ID, upgrading...", target.c_str());
Common::String oldGameId = domain->getVal("gameid");
Common::Path path = Common::Path::fromConfig(domain->getVal("path"));
// At this point the game ID and game path must be known
if (oldGameId.empty()) {
warning("The game ID is required to upgrade target '%s'", target.c_str());
return;
}
if (path.empty()) {
warning("The game path is required to upgrade target '%s'", target.c_str());
return;
}
// Game descriptor for the upgraded target
Common::String engineId;
Common::String newGameId;
// First, try to update entries for engines that previously used the "single id" system
// Search for an engine whose ID is the game ID
const Plugin *plugin = findDetectionPlugin(oldGameId);
if (plugin) {
// Run detection on the game path
Common::FSNode dir(path);
Common::FSList files;
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
warning("Failed to access path '%s' when upgrading target '%s'", path.toString(Common::Path::kNativeSeparator).c_str(), target.c_str());
return;
}
// Take the first detection entry
MetaEngineDetection &metaEngine = plugin->get<MetaEngineDetection>();
// set debug flags before call detectGames
DebugMan.addAllDebugChannels(metaEngine.getDebugChannels());
// Clear md5 cache before detection starts
ADCacheMan.clear();
DetectedGames candidates = metaEngine.detectGames(files);
if (candidates.empty()) {
warning("No games supported by the engine '%s' were found in path '%s' when upgrading target '%s'",
metaEngine.getName(), path.toString(Common::Path::kNativeSeparator).c_str(), target.c_str());
return;
}
engineId = candidates[0].engineId;
newGameId = candidates[0].gameId;
}
// Next, try to find an engine with the game ID in its supported games list
if (engineId.empty()) {
QualifiedGameList candidates = findGamesMatching("", oldGameId);
if (candidates.size() > 1) {
warning("Multiple matching engines were found when upgrading target '%s'", target.c_str());
return;
} else if (!candidates.empty()) {
engineId = candidates[0].engineId;
newGameId = candidates[0].gameId;
}
}
if (engineId.empty() || newGameId.empty()) {
warning("No matching engine was found when upgrading target '%s'", target.c_str());
return;
}
domain->setVal("engineid", engineId);
domain->setVal("gameid", newGameId);
// Save a backup of the pre-upgrade gameId to the config file
if (newGameId != oldGameId) {
domain->setVal("oldgameid", oldGameId);
}
debug("Upgrade complete (engine ID '%s', game ID '%s')", engineId.c_str(), newGameId.c_str());
ConfMan.flushToDisk();
}
// Music plugins
#include "audio/musicplugin.h"
namespace Common {
DECLARE_SINGLETON(MusicManager);
}
const PluginList &MusicManager::getPlugins() const {
return PluginManager::instance().getPlugins(PLUGIN_TYPE_MUSIC);
}
// Scaler plugins
#include "graphics/scalerplugin.h"
namespace Common {
DECLARE_SINGLETON(ScalerManager);
}
const PluginList &ScalerManager::getPlugins() const {
return PluginManager::instance().getPlugins(PLUGIN_TYPE_SCALER);
}
uint ScalerManager::getMaxExtraPixels() const {
uint maxPixels = 0;
PluginList plugins = getPlugins();
PluginList::iterator i = plugins.begin();
for (; i != plugins.end(); ++i) {
uint n = (*i)->get<ScalerPluginObject>().extraPixels();
if (n > maxPixels) {
maxPixels = n;
}
}
return maxPixels;
}
Plugin *ScalerManager::findScalerPlugin(const char *name) const {
const PluginList &plugins = getPlugins();
for (PluginList::const_iterator i = plugins.begin(); i != plugins.end(); ++i) {
if (!strcmp((*i)->get<ScalerPluginObject>().getName(), name)) {
return *i;
}
}
return nullptr;
}
uint ScalerManager::findScalerPluginIndex(const char *name) const {
const PluginList &plugins = getPlugins();
uint index = 0;
for (PluginList::const_iterator i = plugins.begin(); i != plugins.end(); ++i) {
if (!strcmp((*i)->get<ScalerPluginObject>().getName(), name)) {
return index;
}
index++;
}
return 0;
}
struct LegacyGraphicsMode {
const char *oldName;
const char *newName;
uint factor;
};
// Table for using old names for scalers in the configuration
// to keep compatibiblity with old config files.
static const LegacyGraphicsMode s_legacyGraphicsModes[] = {
{ "1x", "normal", 1 },
{ "2x", "normal", 2 },
{ "3x", "normal", 3 },
{ "normal1x", "normal", 1 },
{ "normal2x", "normal", 2 },
{ "normal3x", "normal", 3 },
{ "normal4x", "normal", 4 },
{ "hq2x", "hq", 2 },
{ "hq3x", "hq", 3 },
{ "edge2x", "edge", 2 },
{ "edge3x", "edge", 3 },
{ "advmame2x", "advmame", 2 },
{ "advmame3x", "advmame", 3 },
{ "advmame4x", "advmame", 4 },
{ "2xsai", "sai", 2 },
{ "sai2x", "sai", 2 },
{ "super2xsai", "supersai", 2 },
{ "supersai2x", "supersai", 2 },
{ "supereagle", "supereagle", 2 },
{ "supereagle2x", "supereagle", 2 },
{ "pm2x", "pm", 2 },
{ "dotmatrix", "dotmatrix", 2 },
{ "dotmatrix2x", "dotmatrix", 2 },
{ "tv2x", "tv", 2 }
};
bool ScalerManager::isOldGraphicsSetting(const Common::String &gfxMode) {
for (uint i = 0; i < ARRAYSIZE(s_legacyGraphicsModes); ++i) {
if (gfxMode == s_legacyGraphicsModes[i].oldName) {
return true;
}
}
return false;
}
void ScalerManager::updateOldSettings() {
// Search for legacy gfx_mode and replace it
if (ConfMan.hasKey("gfx_mode")) {
Common::String gfxMode(ConfMan.get("gfx_mode"));
for (uint i = 0; i < ARRAYSIZE(s_legacyGraphicsModes); ++i) {
if (gfxMode == s_legacyGraphicsModes[i].oldName) {
ConfMan.set("scaler", s_legacyGraphicsModes[i].newName);
ConfMan.setInt("scale_factor", s_legacyGraphicsModes[i].factor);
break;
}
}
}
// Look in all game domains as well
for (Common::ConfigManager::DomainMap::iterator domain = ConfMan.beginGameDomains(); domain != ConfMan.endGameDomains(); ++domain) {
if (domain->_value.contains("gfx_mode")) {
Common::String gfxMode(domain->_value.getVal("gfx_mode"));
for (uint i = 0; i < ARRAYSIZE(s_legacyGraphicsModes); ++i) {
if (gfxMode == s_legacyGraphicsModes[i].oldName) {
warning("%s: %s -> %s@%dx", domain->_value.getDomainComment().c_str(), s_legacyGraphicsModes[i].oldName, s_legacyGraphicsModes[i].newName, s_legacyGraphicsModes[i].factor);
domain->_value.setVal("scaler", s_legacyGraphicsModes[i].newName);
domain->_value.setVal("scale_factor", Common::String::format("%i", s_legacyGraphicsModes[i].factor));
domain->_value.erase("gfx_mode");
break;
}
}
}
}
}