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559 lines
19 KiB
C++
559 lines
19 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ENGINES_ADVANCED_DETECTOR_H
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#define ENGINES_ADVANCED_DETECTOR_H
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#include "engines/metaengine.h"
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#include "engines/engine.h"
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#include "common/hash-str.h"
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#include "common/gui_options.h" // FIXME: Temporary hack?
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namespace Common {
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class Error;
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class FSList;
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}
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/**
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* @defgroup engines_advdetector Advanced Detector
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* @ingroup engines
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*
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* @brief The Advanced Detector (AD) provides a standard framework for filename and MD5-based game detection.
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*
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* @{
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*/
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/**
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* A record describing a file to be matched for detecting a specific game
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* variant. A list of such records is used inside every ADGameDescription to
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* enable detection.
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*/
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struct ADGameFileDescription {
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const char *fileName; ///< Name of the described file.
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uint16 fileType; ///< Optional. Not used during detection, only by engines.
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const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore.
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int64 fileSize; ///< Size of the described file. Set to -1 to ignore.
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};
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/**
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* A shortcut to produce an empty ADGameFileDescription record. Used to mark
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* the end of a list of these.
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*/
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#define AD_LISTEND {NULL, 0, NULL, 0}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only one
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* record that contains just a filename with an MD5, and no file size.
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*/
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#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only one
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* record that contains just a filename with an MD5, plus a file size.
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*/
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#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only two
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* records that contain just a filename with an MD5, plus a file size.
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*/
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#define AD_ENTRY2s(f1, x1, s1, f2, x2, s2) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, AD_LISTEND}
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/**
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* Flags used in the game description.
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*/
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enum ADGameFlags {
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ADGF_NO_FLAGS = 0, ///< No flags.
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ADGF_REMASTERED = (1 << 17), ///< Add "-remastered' to gameid.
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ADGF_AUTOGENTARGET = (1 << 18), ///< Automatically generate gameid from @ref ADGameDescription::extra.
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ADGF_UNSTABLE = (1 << 19), ///< Flag to designate not yet officially supported games that are not fit for public testing.
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ADGF_TESTING = (1 << 20), ///< Flag to designate not yet officially supported games that are fit for public testing.
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ADGF_PIRATED = (1 << 21), ///< Flag to designate well-known pirated versions with cracks.
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ADGF_UNSUPPORTED = (1 << 22), /*!< Flag to mark certain versions (like badly protected full games as demos) not to be run for various reasons.
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A custom message can be provided in the @ref ADGameDescription::extra field. */
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ADGF_WARNING = (1 << 23), /*!< Flag to mark certain versions to show confirmation warning before proceeding.
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A custom message should be provided in the @ref ADGameDescription::extra field. */
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ADGF_ADDENGLISH = (1 << 24), ///< Always add English as a language option.
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ADGF_MACRESFORK = (1 << 25), ///< Calculate the MD5 for this entry from the resource fork.
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ADGF_USEEXTRAASTITLE = (1 << 26), ///< Use @ref ADGameDescription::extra as the main game title, not gameid.
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ADGF_DROPLANGUAGE = (1 << 27), ///< Do not add language to gameid.
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ADGF_DROPPLATFORM = (1 << 28), ///< Do not add platform to gameid.
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ADGF_CD = (1 << 29), ///< Add "-cd" to gameid.
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ADGF_DEMO = (1 << 30) ///< Add "-demo" to gameid.
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};
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/**
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* Data table describing a game variant.
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*/
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struct ADGameDescription {
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/**
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* The gameid that identifies the game.
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*
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* Mainly used for taking the game description from the @ref PlainGameDescriptor table.
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*/
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const char *gameId;
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/**
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* Field that is used to distinguish between different variants of a game.
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*
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* The content of this field is inserted in the generated description for the config file game entry.
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* If the @ref kADFlagUseExtraAsHint ADFlag is set, the contents of this field are stored
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* in the config file, and are used to additionally distinguish between game variants.
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* Also, if the ADGF_USEEXTRAASTITLE game flag is set, the contents of this field
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* will be used as a description instead the one extracted from the @ref PlainGameDescriptor table.
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*/
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const char *extra;
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/**
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* A list of individual file entries used for detection.
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*
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* 13 files (last is zero-terminated) is the maximum number of files currently used in ScummVM.
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* A hardcoded number is used here due to a C++ limitation for defining const arrays.
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*/
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ADGameFileDescription filesDescriptions[14];
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/**
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* Language of the game variant.
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*/
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Common::Language language;
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/**
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* Platform of the game variant.
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*/
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Common::Platform platform;
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/**
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* A bitmask of extra flags.
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*
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* The top 16 bits are reserved for generic flags defined in @ref ADGameFlags.
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* This leaves 16 bits to be used by the client code.
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*/
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uint32 flags;
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/**
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* Game features that are user-controllable.
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*
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* This list reflects which features of the GUI should be turned on or off in order to minimize user confusion.
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* For instance, there is no point in changing game language in single-language games
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* or have MIDI controls in a game that only supports digital music.
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*/
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const char *guiOptions;
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};
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/**
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* struct which saved extra information for detected games
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*/
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struct ADDetectedGameExtraInfo {
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Common::String gameName; /*!< Extra info which saved game name */
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Common::String targetID; /*!< targetID which will be used on preferred target id */
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};
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/**
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* A game installation matching an AD game description.
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*/
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struct ADDetectedGame {
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bool hasUnknownFiles; /*!< Whether the game has unknown files. */
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FilePropertiesMap matchedFiles; /*!< List of the files that were used to match the game. */
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const ADGameDescription *desc; /*!< Human-readable game title. */
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ADDetectedGame() : desc(nullptr), hasUnknownFiles(false) {}
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/**
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* Construct an ADDetectedGame object.
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*/
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explicit ADDetectedGame(const ADGameDescription *d) : desc(d), hasUnknownFiles(false) {}
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};
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/** A list of games detected by the AD. */
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typedef Common::Array<ADDetectedGame> ADDetectedGames;
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/**
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* End marker for a table of @ref ADGameDescription structures. Use this to
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* terminate a list to be passed to the Advanced Detector API.
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*/
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#define AD_TABLE_END_MARKER \
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{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, GUIO0() }
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struct ADFileBasedFallback {
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/**
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* Pointer to an @ref ADGameDescription or its subclass that will be
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* returned if there is a detection match.
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*/
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const ADGameDescription *desc;
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/**
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* A zero-terminated list of filenames used for matching. All files in
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* the list must be present to get a detection match.
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*/
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const char *filenames[10];
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};
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enum ADFlags {
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/**
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* Store the value of the @ref ADGameDescription::extra field
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* in the config file, and use it as a hint on subsequent runs.
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*
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* This can be used when there is no way to autodetect the game
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* (when more than one game are located in same directory), and the user picks
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* up a variant manually.
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* In addition, this is useful if two variants of a game sharing the same
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* gameid are contained in a single directory.
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*/
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kADFlagUseExtraAsHint = (1 << 0)
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};
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/**
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* Map entry for mapping GUIO_GAMEOPTIONS* to their @ref ExtraGuiOption
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* description.
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*/
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struct ADExtraGuiOptionsMap {
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const char *guioFlag; /*!< GUIO_GAMEOPTION* string. */
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ExtraGuiOption option; /*!< The associated option. */
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};
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#define AD_EXTRA_GUI_OPTIONS_TERMINATOR { 0, { 0, 0, 0, 0 } }
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/**
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* A @ref MetaEngineDetection implementation based on the Advanced Detector code.
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*/
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class AdvancedMetaEngineDetection : public MetaEngineDetection {
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protected:
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/**
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* Pointer to an array of objects which are either ADGameDescription
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* or superset structures (i.e. start with an ADGameDescription member).
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*
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* The list is terminated by an entry with a gameid equal to 0
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* (see @ref AD_TABLE_END_MARKER).
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*/
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const byte *_gameDescriptors;
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/**
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* The size of a single entry of the above descriptions array.
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*
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* Always must be >= sizeof(ADGameDescription).
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*/
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const uint _descItemSize;
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/**
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* A list of all gameids (and their corresponding descriptions) supported
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* by this engine.
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*/
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const PlainGameDescriptor *_gameIds;
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/**
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* A map containing all the extra game GUI options the engine supports.
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*/
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const ADExtraGuiOptionsMap * const _extraGuiOptions;
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/**
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* The number of bytes to compute the MD5 checksum for.
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*
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* The Advanced Detector is primarily based on computing and matching
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* MD5 checksums of files. Since doing that for large files can be slow,
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* it can be restricted to a subset of all files.
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* Typically this will be set to something between 5 and 50 kilobytes,
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* but arbitrary non-zero values are possible. The default is 5000.
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*/
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uint _md5Bytes;
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/**
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* A bitmask of flags which can be used to configure the behavior
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* of the Advanced Detector.
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*
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* See @ref ADFlags for a list of flags that can be ORed together and passed here.
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*/
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uint32 _flags;
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/**
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* A list of game GUI options which will be added to each
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* entry in addition to per-game options.
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*
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* Refer to @ref GameGUIOption enum for the list.
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*/
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Common::String _guiOptions;
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/**
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* Maximum depth of directories to look up.
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*
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* If set to 0, the depth is 1 level.
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*/
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uint32 _maxScanDepth;
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/**
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* Case-insensitive list of directory globs that can be used for
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* going deeper into the directory structure.
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*
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* See @ref String::matchString() method for format description.
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*
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* @note The last item must be 0.
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*/
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const char * const *_directoryGlobs;
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/**
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* If true, filenames will be matched against the entire path, relative to
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* the root detection directory.
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*
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* For example: "foo/bar.000" for a file at "<root>/foo/bar.000").
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* Otherwise, filenames only match the base name (e.g. "bar.000" for the same file).
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*
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* @note @c _maxScanDepth and @c _directoryGlobs must still be configured to allow
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* the detector to find files inside subdirectories.
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*/
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bool _matchFullPaths;
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/**
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* If ADGF_AUTOGENTARGET is used, then this specifies the max length
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* of the autogenerated name.
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* The default is 15.
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*/
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int _maxAutogenLength;
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public:
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/**
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* Initialize game detection using AdvancedMetaEngineDetection.
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*/
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AdvancedMetaEngineDetection(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds, const ADExtraGuiOptionsMap *extraGuiOptions = 0);
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/**
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* Return a list of targets supported by the engine.
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*
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* Distinguishes engines with a single ID.
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*/
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PlainGameList getSupportedGames() const override;
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/** Query the engine for a @ref PlainGameDescriptor for the specified gameid, if any. */
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PlainGameDescriptor findGame(const char *gameId) const override;
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/**
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* Run the engine's game detector on the given list of files, and return a
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* (possibly empty) list of games supported by the engine that were
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* found among the given files.
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*/
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DetectedGames detectGames(const Common::FSList &fslist) const override;
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/**
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* A generic createInstance.
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*
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* For instantiating engine objects, this method is called first,
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* and then the subclass implemented createInstance is called from within.
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*/
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Common::Error createInstance(OSystem *syst, Engine **engine) const;
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/**
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* Return a list of extra GUI options for the specified target.
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*
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* If no target is specified, all of the available custom GUI options are
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* returned for the plugin (used to set default values).
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*
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* Currently, this only supports options with checkboxes.
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*
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* The default implementation returns an empty list.
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*
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* @param target Name of a config manager target.
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*
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* @return A list of extra GUI options for an engine plugin and target.
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*/
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virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const override;
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protected:
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/**
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* A hashmap of files and their MD5 checksums.
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*/
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typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
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/**
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* An (optional) generic fallback detection function that is invoked
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* if the regular MD5-based detection failed to detect anything.
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*/
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virtual ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
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return ADDetectedGame();
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}
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private:
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void initSubSystems(const ADGameDescription *gameDesc) const;
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protected:
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/**
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* Detect games in the specified directory.
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*
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* Parameters @p language and @p platform are used to pass the values
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* specified by the user. This is used to restrict search scope.
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*
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* @param parent Parent node of this file node.
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* @param allFiles List of all present files, as computed by the @ref composeFileHashMap.
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* @param language Restrict results to the specified language.
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* @param platform Restrict results to the specified platform.
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* @param extra Restrict results to the specified @c extra string (only if @ref kADFlagUseExtraAsHint is set).
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*
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* @return A list of @ref ADGameDescription pointers corresponding to the matched games.
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*/
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virtual ADDetectedGames detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const;
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/**
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* @return True if variant of a game with unknown files can be played with the engine and false otherwise.
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* By default this is false.
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*/
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virtual bool canPlayUnknownVariants() const { return false; }
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/**
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* Iterate over all @ref ADFileBasedFallback records inside @p fileBasedFallback
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* and return the record (or rather, the ADGameDescription
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* contained in it) for which all files described by it are present, and
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* among those the one with the maximal number of matching files.
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*
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* In case of a tie, the entry coming first in the list is chosen.
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*
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* @param allFiles Map describing all present files
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* @param fileBasedFallback List of ADFileBasedFallback records, zero-terminated.
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*/
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ADDetectedGame detectGameFilebased(const FileMap &allFiles, const ADFileBasedFallback *fileBasedFallback) const;
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/**
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* Compose a hashmap of all files in @p fslist.
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*
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* Removes trailing dots and ignores case in the process.
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*/
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void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth, const Common::String &parentName = Common::String()) const;
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/** Get the properties (size and MD5) of this file. */
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bool getFileProperties(const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, FileProperties &fileProps) const;
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/** Convert an AD game description into the shared game description format. */
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virtual DetectedGame toDetectedGame(const ADDetectedGame &adGame, ADDetectedGameExtraInfo *extraInfo = nullptr) const;
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/** Check for pirated games in the given detected games */
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bool cleanupPirated(ADDetectedGames &matched) const;
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friend class FileMapArchive;
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};
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/**
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* A MetaEngine implementation of AdvancedMetaEngine.
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*/
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class AdvancedMetaEngine : public MetaEngine {
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public:
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/**
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* Base createInstance for AdvancedMetaEngine.
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*
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* The AdvancedMetaEngine provides a default createInstance that is called first,
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* so this should be invoked first.
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* By the time this is called, it is assumed that there is only one
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* plugin engine loaded in memory.
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*/
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) const override;
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/**
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* A createInstance implementation for subclasses. To be called after the base
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* createInstance function above is called.
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*/
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virtual Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
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/**
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* Return the name of the engine plugin based on the engineID.
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*
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* The the engineID must match the one from MetaEngine.
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*
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* @see MetaEngine::getName().
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*/
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virtual const char *getName() const override = 0;
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public:
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/**
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* A hashmap of files and their MD5 checksums.
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*/
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typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
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/**
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* An (optional) generic fallback detection function that is invoked
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* if the regular MD5-based detection failed to detect anything.
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* @note This is only meant to be used if fallback detection heavily depends on engine resources.
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*
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* To use this, implement the intended fallbackDetectExtern inside the relevant MetaEngine class.
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* Then, override the method "fallbackDetect" inside your MetaEngine class.
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* Finally, provide a "hook" to fetch the relevant MetaEngine class and then use the original detection
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* method.
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*
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* An example of how this is implemented can be found in the Wintermute Engine.
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*/
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virtual ADDetectedGame fallbackDetectExtern(uint md5Bytes, const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
|
|
return ADDetectedGame();
|
|
}
|
|
|
|
/**
|
|
* Get the properties (size and MD5) of this file.
|
|
*
|
|
* Based on @ref MetaEngine::getFileProperties.
|
|
*/
|
|
bool getFilePropertiesExtern(uint md5Bytes, const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, FileProperties &fileProps) const;
|
|
};
|
|
|
|
/**
|
|
* Singleton Cache Storage for Computed MD5s
|
|
*/
|
|
class MD5CacheManager : public Common::Singleton<MD5CacheManager> {
|
|
public:
|
|
void setMD5(Common::String fname, Common::String md5) {
|
|
md5HashMap.setVal(fname, md5);
|
|
}
|
|
|
|
Common::String getMD5(Common::String fname) {
|
|
return md5HashMap.getVal(fname);
|
|
}
|
|
|
|
void setSize(Common::String fname, int64 size) {
|
|
sizeHashMap.setVal(fname, size);
|
|
}
|
|
|
|
int64 getSize(Common::String fname) {
|
|
return sizeHashMap.getVal(fname);
|
|
}
|
|
|
|
bool contains(Common::String fname) {
|
|
return (md5HashMap.contains(fname) && sizeHashMap.contains(fname));
|
|
}
|
|
|
|
MD5CacheManager() {
|
|
clear();
|
|
}
|
|
|
|
void clear() {
|
|
md5HashMap.clear(true);
|
|
sizeHashMap.clear(true);
|
|
}
|
|
|
|
private:
|
|
friend class Common::Singleton<MD5CacheManager>;
|
|
|
|
typedef Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileHashMap;
|
|
typedef Common::HashMap<Common::String, int64, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> SizeHashMap;
|
|
FileHashMap md5HashMap;
|
|
SizeHashMap sizeHashMap;
|
|
};
|
|
|
|
/** Convenience shortcut for accessing the MD5CacheManager. */
|
|
#define MD5Man MD5CacheManager::instance()
|
|
/** @} */
|
|
#endif
|