scummvm/common/advancedDetector.cpp

562 lines
16 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "base/plugins.h"
#include "common/util.h"
#include "common/hash-str.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/advancedDetector.h"
#include "common/config-manager.h"
namespace Common {
namespace AdvancedDetector {
/**
* Detect games in specified directory.
* Parameters language and platform are used to pass on values
* specified by the user. I.e. this is used to restrict search scope.
*
* @param fslist FSList to scan or NULL for scanning all specified
* default directories.
* @param params a ADParams struct containing various parameters
* @param language restrict results to specified language only
* @param platform restrict results to specified platform only
* @return list of ADGameDescription (or subclass) pointers corresponding to matched games
*/
static ADGameDescList detectGame(const FSList *fslist, const Common::ADParams &params, Language language, Platform platform);
GameList gameIDList(const Common::ADParams &params) {
if (params.singleid != NULL) {
GameList gl;
const PlainGameDescriptor *g = params.list;
while (g->gameid) {
if (0 == scumm_stricmp(params.singleid, g->gameid)) {
gl.push_back(GameDescriptor(g->gameid, g->description));
return gl;
}
g++;
}
error("Engine %s doesn't have its singleid specified in ids list", params.singleid);
}
return GameList(params.list);
}
static void upgradeTargetIfNecessary(const Common::ADParams &params) {
if (params.obsoleteList == 0)
return;
const char *gameid = ConfMan.get("gameid").c_str();
for (const Common::ADObsoleteGameID *o = params.obsoleteList; o->from; ++o) {
if (!scumm_stricmp(gameid, o->from)) {
gameid = o->to;
ConfMan.set("gameid", o->to);
if (o->platform != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(o->platform));
warning("Target upgraded from %s to %s", o->from, o->to);
if (ConfMan.hasKey("id_came_from_command_line")) {
warning("Target came from command line. Skipping save");
} else {
ConfMan.flushToDisk();
}
break;
}
}
}
GameDescriptor findGameID(
const char *gameid,
const PlainGameDescriptor *list,
const Common::ADObsoleteGameID *obsoleteList
) {
// First search the list of supported game IDs for a match.
const PlainGameDescriptor *g = findPlainGameDescriptor(gameid, list);
if (g)
return GameDescriptor(*g);
// If we didn't find the gameid in the main list, check if it
// is an obsolete game id.
if (obsoleteList != 0) {
const Common::ADObsoleteGameID *o = obsoleteList;
while (o->from) {
if (0 == scumm_stricmp(gameid, o->from)) {
g = findPlainGameDescriptor(o->to, list);
if (g && g->description)
return GameDescriptor(gameid, "Obsolete game ID (" + Common::String(g->description) + ")");
else
return GameDescriptor(gameid, "Obsolete game ID");
}
o++;
}
}
// No match found
return GameDescriptor();
}
static GameDescriptor toGameDescriptor(const ADGameDescription &g, const PlainGameDescriptor *sg) {
const char *title = 0;
while (sg->gameid) {
if (!scumm_stricmp(g.gameid, sg->gameid))
title = sg->description;
sg++;
}
GameDescriptor gd(g.gameid, title, g.language, g.platform);
gd.updateDesc(g.extra);
return gd;
}
// Almost identical to the toGameDescriptor function that takes a ADGameDescription and PlainGameDescriptor.
// Just a little fine tuning about accessing variables.
// Used because of fallback detection and the dynamic string content it needs.
static GameDescriptor toGameDescriptor(const EncapsulatedADGameDesc &g, const PlainGameDescriptor *sg) {
const char *title = 0;
while (sg->gameid) {
if (!scumm_stricmp(g.getGameID(), sg->gameid))
title = sg->description;
sg++;
}
assert(g.realDesc);
GameDescriptor gd(g.getGameID(), title, g.realDesc->language, g.realDesc->platform);
gd.updateDesc(g.getExtra());
return gd;
}
/**
* Generate a preferred target value as
* GAMEID-PLAFORM-LANG
* or (if ADGF_DEMO has been set)
* GAMEID-demo-PLAFORM-LANG
*/
static String generatePreferredTarget(const String &id, const ADGameDescription *desc) {
String res(id);
if (desc->flags & ADGF_DEMO) {
res = res + "-demo";
}
if (desc->platform != kPlatformPC && desc->platform != kPlatformUnknown) {
res = res + "-" + getPlatformAbbrev(desc->platform);
}
if (desc->language != EN_ANY && desc->language != UNK_LANG) {
res = res + "-" + getLanguageCode(desc->language);
}
return res;
}
static void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc, const Common::ADParams &params) {
if (params.singleid != NULL) {
desc["preferredtarget"] = desc["gameid"];
desc["gameid"] = params.singleid;
}
if (params.flags & kADFlagAugmentPreferredTarget) {
if (!desc.contains("preferredtarget"))
desc["preferredtarget"] = desc["gameid"];
desc["preferredtarget"] = generatePreferredTarget(desc["preferredtarget"], realDesc);
}
}
GameList detectAllGames(
const FSList &fslist,
const Common::ADParams &params
) {
ADGameDescList matches = detectGame(&fslist, params, Common::UNK_LANG, Common::kPlatformUnknown);
GameList detectedGames;
// Use fallback detector if there were no matches by other means
if (matches.empty() && params.fallbackDetectFunc != NULL) {
EncapsulatedADGameDesc fallbackDesc = (*params.fallbackDetectFunc)(&fslist);
if (fallbackDesc.realDesc != 0) {
GameDescriptor desc(toGameDescriptor(fallbackDesc, params.list));
updateGameDescriptor(desc, fallbackDesc.realDesc, params);
detectedGames.push_back(desc);
}
} else for (uint i = 0; i < matches.size(); i++) { // Otherwise use the found matches
GameDescriptor desc(toGameDescriptor(*matches[i], params.list));
updateGameDescriptor(desc, matches[i], params);
detectedGames.push_back(desc);
}
return detectedGames;
}
EncapsulatedADGameDesc detectBestMatchingGame(
const Common::ADParams &params
) {
const ADGameDescription *agdDesc = 0;
EncapsulatedADGameDesc result;
Common::Language language = Common::UNK_LANG;
Common::Platform platform = Common::kPlatformUnknown;
if (ConfMan.hasKey("language"))
language = Common::parseLanguage(ConfMan.get("language"));
if (ConfMan.hasKey("platform"))
platform = Common::parsePlatform(ConfMan.get("platform"));
Common::String gameid = ConfMan.get("gameid");
ADGameDescList matches = detectGame(0, params, language, platform);
if (params.singleid == NULL) {
for (uint i = 0; i < matches.size(); i++) {
if (matches[i]->gameid == gameid) {
agdDesc = matches[i];
break;
}
}
} else if (matches.size() > 0) {
agdDesc = matches[0];
}
if (agdDesc != 0) { // Check if we found a match without fallback detection
result = EncapsulatedADGameDesc(agdDesc);
} else if (params.fallbackDetectFunc != NULL) { // Use fallback detector if there were no matches by other means
EncapsulatedADGameDesc fallbackDesc = (*params.fallbackDetectFunc)(NULL);
if (fallbackDesc.realDesc != 0 && (params.singleid != NULL || fallbackDesc.getGameID() == gameid)) {
result = fallbackDesc; // Found a fallback match
}
}
if (result.realDesc != 0) {
debug(2, "Running %s", toGameDescriptor(result, params.list).description().c_str());
}
return result;
}
PluginError detectGameForEngineCreation(
const Common::ADParams &params
) {
upgradeTargetIfNecessary(params);
Common::String gameid = ConfMan.get("gameid");
FSList fslist;
FilesystemNode dir(ConfMan.get("path"));
if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
return kInvalidPathError;
}
ADGameDescList matches = detectGame(&fslist, params, Common::UNK_LANG, Common::kPlatformUnknown);
// We have single ID set, so we have a game if there are hits
if (params.singleid != NULL && matches.size())
return kNoError;
for (uint i = 0; i < matches.size(); i++) {
if (matches[i]->gameid == gameid) {
return kNoError;
}
}
// Use fallback detector if there were no matches by other means
if (params.fallbackDetectFunc != NULL) {
EncapsulatedADGameDesc fallbackDesc = (*params.fallbackDetectFunc)(&fslist);
if (fallbackDesc.realDesc != 0 && (params.singleid != NULL || fallbackDesc.getGameID() == gameid)) {
return kNoError;
}
}
return kNoGameDataFoundError;
}
static ADGameDescList detectGame(const FSList *fslist, const Common::ADParams &params, Language language, Platform platform) {
typedef HashMap<String, bool, CaseSensitiveString_Hash, CaseSensitiveString_EqualTo> StringSet;
StringSet filesList;
typedef StringMap StringMap;
typedef HashMap<String, int32, Common::CaseSensitiveString_Hash, Common::CaseSensitiveString_EqualTo> IntMap;
StringMap filesMD5;
IntMap filesSize;
IntMap allFiles;
File testFile;
String tstr;
uint i;
char md5str[32+1];
bool fileMissing;
const ADGameFileDescription *fileDesc;
const ADGameDescription *g;
const byte *descPtr;
debug(3, "Starting detection");
// First we compose list of files which we need MD5s for
for (descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize) {
g = (const ADGameDescription *)descPtr;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
tstr = String(fileDesc->fileName);
tstr.toLowercase();
filesList[tstr] = true;
}
}
// TODO/FIXME: Fingolfin says: It's not good that we have two different code paths here,
// one using a FSList, one using File::open, as that will lead to discrepancies and subtle
// problems caused by those.
if (fslist != 0) {
// Get the information of the existing files
for (FSList::const_iterator file = fslist->begin(); file != fslist->end(); ++file) {
if (file->isDirectory()) continue;
tstr = file->name();
tstr.toLowercase();
// Strip any trailing dot
if (tstr.lastChar() == '.')
tstr.deleteLastChar();
allFiles[tstr] = true;
debug(3, "+ %s", tstr.c_str());
if (!filesList.contains(tstr)) continue;
if (!md5_file_string(*file, md5str, params.md5Bytes))
continue;
filesMD5[tstr] = md5str;
debug(3, "> %s: %s", tstr.c_str(), md5str);
if (testFile.open(file->path())) {
filesSize[tstr] = (int32)testFile.size();
testFile.close();
}
}
} else {
// Get the information of the requested files
for (StringSet::const_iterator file = filesList.begin(); file != filesList.end(); ++file) {
tstr = file->_key;
debug(3, "+ %s", tstr.c_str());
if (!filesMD5.contains(tstr)) {
if (testFile.open(tstr) || testFile.open(tstr + ".")) {
filesSize[tstr] = (int32)testFile.size();
testFile.close();
if (md5_file_string(file->_key.c_str(), md5str, params.md5Bytes)) {
filesMD5[tstr] = md5str;
debug(3, "> %s: %s", tstr.c_str(), md5str);
}
}
}
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
// MD5 based matching
for (i = 0, descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
fileMissing = false;
// Do not even bother to look at entries which do not have matching
// language and platform (if specified).
if ((language != UNK_LANG && g->language != language) ||
(platform != kPlatformUnknown && g->platform != platform)) {
continue;
}
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
tstr = fileDesc->fileName;
tstr.toLowercase();
if (!filesMD5.contains(tstr)) {
fileMissing = true;
break;
}
if (fileDesc->md5 != NULL) {
if (fileDesc->md5 != filesMD5[tstr]) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesMD5[tstr].c_str());
fileMissing = true;
break;
}
}
if (fileDesc->fileSize != -1) {
if (fileDesc->fileSize != filesSize[tstr]) {
debug(3, "Size Mismatch. Skipping");
fileMissing = true;
break;
}
}
debug(3, "Matched file: %s", tstr.c_str());
}
if (!fileMissing) {
debug(2, "Found game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
// Count the number of matching files. Then, only keep those
// entries which match a maximal amount of files.
int curFilesMatched = 0;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++)
curFilesMatched++;
if (curFilesMatched > maxFilesMatched) {
debug(2, " ... new best match, removing all previous candidates");
maxFilesMatched = curFilesMatched;
matched.clear();
matched.push_back(g);
} else if (curFilesMatched == maxFilesMatched) {
matched.push_back(g);
} else {
debug(2, " ... skipped");
}
} else {
debug(5, "Skipping game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
}
}
// We've found a match
if (!matched.empty())
return matched;
if (!filesMD5.empty()) {
// TODO: This message should be cleaned up / made more specific.
// For example, we should specify at least which engine triggered this.
//
// Might also be helpful to display the full path (for when this is used
// from the mass detector).
printf("Your game version appears to be unknown. Please, report the following\n");
printf("data to the ScummVM team along with name of the game you tried to add\n");
printf("and its version/language/etc.:\n");
for (StringMap::const_iterator file = filesMD5.begin(); file != filesMD5.end(); ++file)
printf(" \"%s\", \"%s\", %d\n", file->_key.c_str(), file->_value.c_str(), filesSize[file->_key]);
printf("\n");
}
// Filename based fallback
if (params.fileBasedFallback != 0) {
const ADFileBasedFallback *ptr = params.fileBasedFallback;
const char* const* filenames = 0;
// First we create list of files required for detection.
// The filenames can be different than the MD5 based match ones.
for (; ptr->desc; ptr++) {
filenames = ptr->filenames;
for (; *filenames; filenames++) {
tstr = String(*filenames);
tstr.toLowercase();
if (!allFiles.contains(tstr)) {
if (testFile.open(tstr) || testFile.open(tstr + ".")) {
allFiles[tstr] = true;
testFile.close();
}
}
}
}
// Then we perform the actual filename matching. If there are
// several matches, only the one with the maximum numbers of
// files is considered.
int maxNumMatchedFiles = 0;
const ADGameDescription *matchedDesc = 0;
ptr = params.fileBasedFallback;
for (; ptr->desc; ptr++) {
const ADGameDescription *agdesc = (const ADGameDescription *)ptr->desc;
int numMatchedFiles = 0;
fileMissing = false;
filenames = ptr->filenames;
for (; *filenames; filenames++) {
if (fileMissing) {
continue;
}
tstr = String(*filenames);
tstr.toLowercase();
debug(3, "++ %s", *filenames);
if (!allFiles.contains(tstr)) {
fileMissing = true;
continue;
}
numMatchedFiles++;
}
if (!fileMissing)
debug(4, "Matched: %s", agdesc->gameid);
if (!fileMissing && numMatchedFiles > maxNumMatchedFiles) {
matchedDesc = agdesc;
maxNumMatchedFiles = numMatchedFiles;
debug(4, "and overriden");
}
}
if (matchedDesc) { // We got a match
matched.push_back(matchedDesc);
if (params.flags & kADFlagPrintWarningOnFileBasedFallback) {
printf("Your game version has been detected using filename matching as a\n");
printf("variant of %s.\n", matchedDesc->gameid);
printf("If this is an original and unmodified version, please report any\n");
printf("information previously printed by ScummVM to the team.\n");
}
}
}
return matched;
}
} // End of namespace AdvancedDetector
} // End of namespace Common