scummvm/engines/game.cpp
Bastien Bouclet 9454346782 ENGINES: Copy the data referenced by QualifiedGameDescriptor
The engineId, gameId and description come from static data in the game
engines. When the game engines are compiled as dynamic plugins, the QGD
structure may outlive the engine plugin. Making a copy ensures the data
remains available.

Fixes #11292.
2020-01-01 08:19:48 +01:00

238 lines
7.0 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 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.
*
*/
#include "engines/game.h"
#include "common/gui_options.h"
#include "common/translation.h"
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list) {
const PlainGameDescriptor *g = list;
while (g->gameId) {
if (0 == scumm_stricmp(gameid, g->gameId))
return g;
g++;
}
return 0;
}
PlainGameDescriptor PlainGameDescriptor::empty() {
PlainGameDescriptor pgd;
pgd.gameId = nullptr;
pgd.description = nullptr;
return pgd;
}
PlainGameDescriptor PlainGameDescriptor::of(const char *gameId, const char *description) {
PlainGameDescriptor pgd;
pgd.gameId = gameId;
pgd.description = description;
return pgd;
}
QualifiedGameDescriptor::QualifiedGameDescriptor(const char *engine, const PlainGameDescriptor &pgd) :
engineId(engine),
gameId(pgd.gameId),
description(pgd.description) {
}
DetectedGame::DetectedGame() :
hasUnknownFiles(false),
canBeAdded(true),
language(Common::UNK_LANG),
platform(Common::kPlatformUnknown),
gameSupportLevel(kStableGame) {
}
DetectedGame::DetectedGame(const Common::String &engine, const PlainGameDescriptor &pgd) :
engineId(engine),
hasUnknownFiles(false),
canBeAdded(true),
language(Common::UNK_LANG),
platform(Common::kPlatformUnknown),
gameSupportLevel(kStableGame) {
gameId = pgd.gameId;
preferredTarget = pgd.gameId;
description = pgd.description;
}
DetectedGame::DetectedGame(const Common::String &engine, const Common::String &id, const Common::String &d, Common::Language l, Common::Platform p, const Common::String &ex) :
engineId(engine),
hasUnknownFiles(false),
canBeAdded(true),
gameSupportLevel(kStableGame) {
gameId = id;
preferredTarget = id;
description = d;
language = l;
platform = p;
extra = ex;
// Append additional information, if set, to the description.
description += updateDesc();
}
void DetectedGame::setGUIOptions(const Common::String &guioptions) {
_guiOptions = Common::getGameGUIOptionsDescription(guioptions);
}
void DetectedGame::appendGUIOptions(const Common::String &str) {
if (!_guiOptions.empty())
_guiOptions += " ";
_guiOptions += str;
}
Common::String DetectedGame::updateDesc() const {
const bool hasCustomLanguage = (language != Common::UNK_LANG);
const bool hasCustomPlatform = (platform != Common::kPlatformUnknown);
const bool hasExtraDesc = !extra.empty();
// Adapt the description string if custom platform/language is set.
Common::String descr;
if (!hasCustomLanguage && !hasCustomPlatform && !hasExtraDesc)
return descr;
descr += " (";
if (hasExtraDesc)
descr += extra;
if (hasCustomPlatform) {
if (hasExtraDesc)
descr += "/";
descr += Common::getPlatformDescription(platform);
}
if (hasCustomLanguage) {
if (hasExtraDesc || hasCustomPlatform)
descr += "/";
descr += Common::getLanguageDescription(language);
}
descr += ")";
return descr;
}
DetectionResults::DetectionResults(const DetectedGames &detectedGames) :
_detectedGames(detectedGames) {
}
bool DetectionResults::foundUnknownGames() const {
for (uint i = 0; i < _detectedGames.size(); i++) {
if (_detectedGames[i].hasUnknownFiles) {
return true;
}
}
return false;
}
DetectedGames DetectionResults::listRecognizedGames() const {
DetectedGames candidates;
for (uint i = 0; i < _detectedGames.size(); i++) {
if (_detectedGames[i].canBeAdded) {
candidates.push_back(_detectedGames[i]);
}
}
return candidates;
}
DetectedGames DetectionResults::listDetectedGames() const {
return _detectedGames;
}
Common::String DetectionResults::generateUnknownGameReport(bool translate, uint32 wordwrapAt) const {
return ::generateUnknownGameReport(_detectedGames, translate, false, wordwrapAt);
}
Common::String generateUnknownGameReport(const DetectedGames &detectedGames, bool translate, bool fullPath, uint32 wordwrapAt) {
assert(!detectedGames.empty());
const char *reportStart = _s("The game in '%s' seems to be an unknown game variant.\n\n"
"Please report the following data to the ScummVM team at %s "
"along with the name of the game you tried to add and "
"its version, language, etc.:");
const char *reportEngineHeader = _s("Matched game IDs for the %s engine:");
Common::String report = Common::String::format(
translate ? _(reportStart) : reportStart,
fullPath ? detectedGames[0].path.c_str() : detectedGames[0].shortPath.c_str(),
"https://bugs.scummvm.org/"
);
report += "\n";
FilePropertiesMap matchedFiles;
Common::String currentEngineId;
for (uint i = 0; i < detectedGames.size(); i++) {
const DetectedGame &game = detectedGames[i];
if (!game.hasUnknownFiles) continue;
if (currentEngineId.empty() || currentEngineId != game.engineId) {
currentEngineId = game.engineId;
// If the engine is not the same as for the previous entry, print an engine line header
report += "\n";
report += Common::String::format(
translate ? _(reportEngineHeader) : reportEngineHeader,
game.engineId.c_str()
);
report += " ";
} else {
report += ", ";
}
// Add the gameId to the list of matched games for the engine
// TODO: Use the gameId here instead of the preferred target.
// This is currently impossible due to the AD singleId feature losing the information.
report += game.preferredTarget;
// Consolidate matched files across all engines and detection entries
for (FilePropertiesMap::const_iterator it = game.matchedFiles.begin(); it != game.matchedFiles.end(); it++) {
matchedFiles.setVal(it->_key, it->_value);
}
}
if (wordwrapAt) {
report.wordWrap(wordwrapAt);
}
report += "\n\n";
for (FilePropertiesMap::const_iterator file = matchedFiles.begin(); file != matchedFiles.end(); ++file)
report += Common::String::format(" {\"%s\", 0, \"%s\", %d},\n", file->_key.c_str(), file->_value.md5.c_str(), file->_value.size);
report += "\n";
return report;
}
Common::String generateUnknownGameReport(const DetectedGame &detectedGame, bool translate, bool fullPath, uint32 wordwrapAt) {
DetectedGames detectedGames;
detectedGames.push_back(detectedGame);
return generateUnknownGameReport(detectedGames, translate, fullPath, wordwrapAt);
}