mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 04:07:05 +00:00
b1999a2a16
svn-id: r35481
520 lines
15 KiB
C++
520 lines
15 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "base/plugins.h"
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#include "common/util.h"
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#include "common/hash-str.h"
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#include "common/file.h"
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#include "common/md5.h"
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#include "common/advancedDetector.h"
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#include "common/config-manager.h"
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namespace Common {
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/**
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* A list of pointers to ADGameDescription structs (or subclasses thereof).
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*/
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typedef Array<const ADGameDescription*> ADGameDescList;
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/**
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* Detect games in specified directory.
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* Parameters language and platform are used to pass on values
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* specified by the user. I.e. this is used to restrict search scope.
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*
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* @param fslist FSList to scan or NULL for scanning all specified
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* default directories.
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* @param params a ADParams struct containing various parameters
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* @param language restrict results to specified language only
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* @param platform restrict results to specified platform only
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* @return list of ADGameDescription (or subclass) pointers corresponding to matched games
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*/
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static ADGameDescList detectGame(const FSList &fslist, const Common::ADParams ¶ms, Language language, Platform platform, const Common::String extra);
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/**
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* Returns list of targets supported by the engine.
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* Distinguishes engines with single ID
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*/
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static GameList gameIDList(const Common::ADParams ¶ms) {
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if (params.singleid != NULL) {
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GameList gl;
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const PlainGameDescriptor *g = params.list;
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while (g->gameid) {
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if (0 == scumm_stricmp(params.singleid, g->gameid)) {
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gl.push_back(GameDescriptor(g->gameid, g->description));
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return gl;
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}
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g++;
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}
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error("Engine %s doesn't have its singleid specified in ids list", params.singleid);
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}
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return GameList(params.list);
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}
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static void upgradeTargetIfNecessary(const Common::ADParams ¶ms) {
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if (params.obsoleteList == 0)
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return;
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String gameid = ConfMan.get("gameid");
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for (const Common::ADObsoleteGameID *o = params.obsoleteList; o->from; ++o) {
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if (gameid.equalsIgnoreCase(o->from)) {
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gameid = o->to;
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ConfMan.set("gameid", gameid);
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if (o->platform != Common::kPlatformUnknown)
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ConfMan.set("platform", Common::getPlatformCode(o->platform));
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warning("Target upgraded from %s to %s", o->from, o->to);
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// WORKAROUND: Fix for bug #1719463: "DETECTOR: Launching
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// undefined target adds launcher entry"
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if (ConfMan.hasKey("id_came_from_command_line")) {
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warning("Target came from command line. Skipping save");
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} else {
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ConfMan.flushToDisk();
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}
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break;
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}
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}
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}
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namespace AdvancedDetector {
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GameDescriptor findGameID(
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const char *gameid,
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const PlainGameDescriptor *list,
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const Common::ADObsoleteGameID *obsoleteList
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) {
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// First search the list of supported game IDs for a match.
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const PlainGameDescriptor *g = findPlainGameDescriptor(gameid, list);
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if (g)
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return GameDescriptor(*g);
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// If we didn't find the gameid in the main list, check if it
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// is an obsolete game id.
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if (obsoleteList != 0) {
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const Common::ADObsoleteGameID *o = obsoleteList;
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while (o->from) {
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if (0 == scumm_stricmp(gameid, o->from)) {
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g = findPlainGameDescriptor(o->to, list);
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if (g && g->description)
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return GameDescriptor(gameid, "Obsolete game ID (" + Common::String(g->description) + ")");
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else
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return GameDescriptor(gameid, "Obsolete game ID");
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}
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o++;
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}
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}
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// No match found
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return GameDescriptor();
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}
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} // End of namespace AdvancedDetector
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static GameDescriptor toGameDescriptor(const ADGameDescription &g, const PlainGameDescriptor *sg) {
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const char *title = 0;
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while (sg->gameid) {
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if (!scumm_stricmp(g.gameid, sg->gameid))
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title = sg->description;
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sg++;
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}
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GameDescriptor gd(g.gameid, title, g.language, g.platform);
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gd.updateDesc(g.extra);
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return gd;
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}
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/**
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* Generate a preferred target value as
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* GAMEID-PLAFORM-LANG
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* or (if ADGF_DEMO has been set)
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* GAMEID-demo-PLAFORM-LANG
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*/
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static String generatePreferredTarget(const String &id, const ADGameDescription *desc) {
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String res(id);
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if (desc->flags & ADGF_DEMO) {
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res = res + "-demo";
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}
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if (desc->flags & ADGF_CD) {
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res = res + "-cd";
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}
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if (desc->platform != kPlatformPC && desc->platform != kPlatformUnknown) {
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res = res + "-" + getPlatformAbbrev(desc->platform);
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}
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if (desc->language != EN_ANY && desc->language != UNK_LANG && !(desc->flags & ADGF_DROPLANGUAGE)) {
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res = res + "-" + getLanguageCode(desc->language);
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}
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return res;
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}
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static void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc, const Common::ADParams ¶ms) {
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if (params.singleid != NULL) {
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desc["preferredtarget"] = desc["gameid"];
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desc["gameid"] = params.singleid;
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}
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if (!(params.flags & kADFlagDontAugmentPreferredTarget)) {
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if (!desc.contains("preferredtarget"))
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desc["preferredtarget"] = desc["gameid"];
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desc["preferredtarget"] = generatePreferredTarget(desc["preferredtarget"], realDesc);
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}
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if (params.flags & kADFlagUseExtraAsHint)
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desc["extra"] = realDesc->extra;
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}
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GameList AdvancedMetaEngine::detectGames(const FSList &fslist) const {
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ADGameDescList matches = detectGame(fslist, params, Common::UNK_LANG, Common::kPlatformUnknown, "");
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GameList detectedGames;
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// Use fallback detector if there were no matches by other means
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if (matches.empty()) {
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const Common::ADGameDescription *fallbackDesc = fallbackDetect(fslist);
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if (fallbackDesc != 0) {
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GameDescriptor desc(toGameDescriptor(*fallbackDesc, params.list));
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updateGameDescriptor(desc, fallbackDesc, params);
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detectedGames.push_back(desc);
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}
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} else for (uint i = 0; i < matches.size(); i++) { // Otherwise use the found matches
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GameDescriptor desc(toGameDescriptor(*matches[i], params.list));
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updateGameDescriptor(desc, matches[i], params);
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detectedGames.push_back(desc);
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}
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return detectedGames;
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}
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Common::Error AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
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assert(engine);
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upgradeTargetIfNecessary(params);
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const ADGameDescription *agdDesc = 0;
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Common::Language language = Common::UNK_LANG;
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Common::Platform platform = Common::kPlatformUnknown;
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Common::String extra;
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if (ConfMan.hasKey("language"))
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language = Common::parseLanguage(ConfMan.get("language"));
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if (ConfMan.hasKey("platform"))
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platform = Common::parsePlatform(ConfMan.get("platform"));
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if (params.flags & kADFlagUseExtraAsHint)
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if (ConfMan.hasKey("extra"))
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extra = ConfMan.get("extra");
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Common::String gameid = ConfMan.get("gameid");
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Common::String path;
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if (ConfMan.hasKey("path")) {
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path = ConfMan.get("path");
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} else {
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path = ".";
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warning("No path was provided. Assuming the data files are in the current directory");
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}
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FSNode dir(path);
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FSList files;
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if (!dir.isDirectory() || !dir.getChildren(files, FSNode::kListAll)) {
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warning("Game data path does not exist or is not a directory (%s)", path.c_str());
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return kNoGameDataFoundError;
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}
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ADGameDescList matches = detectGame(files, params, language, platform, extra);
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if (params.singleid == NULL) {
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for (uint i = 0; i < matches.size(); i++) {
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if (matches[i]->gameid == gameid) {
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agdDesc = matches[i];
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break;
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}
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}
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} else if (matches.size() > 0) {
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agdDesc = matches[0];
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}
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if (agdDesc == 0) {
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// Use fallback detector if there were no matches by other means
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agdDesc = fallbackDetect(files);
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if (agdDesc != 0) {
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// Seems we found a fallback match. But first perform a basic
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// sanity check: the gameid must match.
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if (params.singleid == NULL && agdDesc->gameid != gameid)
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agdDesc = 0;
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}
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}
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if (agdDesc == 0) {
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return kNoGameDataFoundError;
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}
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debug(2, "Running %s", toGameDescriptor(*agdDesc, params.list).description().c_str());
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if (!createInstance(syst, engine, agdDesc)) {
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return kNoGameDataFoundError;
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}
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return kNoError;
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}
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struct SizeMD5 {
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int size;
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char md5[32+1];
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};
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typedef HashMap<String, SizeMD5, IgnoreCase_Hash, IgnoreCase_EqualTo> SizeMD5Map;
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typedef HashMap<String, FSNode, IgnoreCase_Hash, IgnoreCase_EqualTo> FileMap;
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static void reportUnknown(const SizeMD5Map &filesSizeMD5) {
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// TODO: This message should be cleaned up / made more specific.
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// For example, we should specify at least which engine triggered this.
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//
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// Might also be helpful to display the full path (for when this is used
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// from the mass detector).
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printf("Your game version appears to be unknown. Please, report the following\n");
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printf("data to the ScummVM team along with name of the game you tried to add\n");
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printf("and its version/language/etc.:\n");
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for (SizeMD5Map::const_iterator file = filesSizeMD5.begin(); file != filesSizeMD5.end(); ++file)
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printf(" \"%s\", \"%s\", %d\n", file->_key.c_str(), file->_value.md5, file->_value.size);
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printf("\n");
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}
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static ADGameDescList detectGameFilebased(const FileMap &allFiles, const Common::ADParams ¶ms);
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static ADGameDescList detectGame(const FSList &fslist, const Common::ADParams ¶ms, Language language, Platform platform, const Common::String extra) {
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FileMap allFiles;
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SizeMD5Map filesSizeMD5;
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const ADGameFileDescription *fileDesc;
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const ADGameDescription *g;
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const byte *descPtr;
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debug(3, "Starting detection");
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// First we compose a hashmap of all files in fslist.
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// Includes nifty stuff like removing trailing dots and ignoring case.
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (file->isDirectory())
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continue;
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String tstr = file->getName();
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// Strip any trailing dot
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if (tstr.lastChar() == '.')
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tstr.deleteLastChar();
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allFiles[tstr] = *file; // Record the presence of this file
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}
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// Check which files are included in some ADGameDescription *and* present
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// in fslist. Compute MD5s and file sizes for these files.
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for (descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize) {
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g = (const ADGameDescription *)descPtr;
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for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
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String fname = fileDesc->fileName;
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if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) {
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debug(3, "+ %s", fname.c_str());
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SizeMD5 tmp;
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if (!md5_file_string(allFiles[fname], tmp.md5, params.md5Bytes))
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tmp.md5[0] = 0;
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debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5);
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File testFile;
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if (testFile.open(allFiles[fname]))
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tmp.size = (int32)testFile.size();
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else
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tmp.size = -1;
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filesSizeMD5[fname] = tmp;
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}
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}
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}
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ADGameDescList matched;
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int maxFilesMatched = 0;
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// MD5 based matching
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uint i;
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for (i = 0, descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize, ++i) {
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g = (const ADGameDescription *)descPtr;
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bool fileMissing = false;
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// Do not even bother to look at entries which do not have matching
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// language and platform (if specified).
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if ((language != UNK_LANG && g->language != UNK_LANG && g->language != language) ||
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(platform != kPlatformUnknown && g->platform != kPlatformUnknown && g->platform != platform)) {
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continue;
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}
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if ((params.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
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continue;
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// Try to match all files for this game
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for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
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String tstr = fileDesc->fileName;
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if (!filesSizeMD5.contains(tstr)) {
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fileMissing = true;
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break;
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}
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if (fileDesc->md5 != NULL && 0 != strcmp(fileDesc->md5, filesSizeMD5[tstr].md5)) {
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debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesSizeMD5[tstr].md5);
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fileMissing = true;
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break;
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}
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if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesSizeMD5[tstr].size) {
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debug(3, "Size Mismatch. Skipping");
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fileMissing = true;
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break;
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}
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debug(3, "Matched file: %s", tstr.c_str());
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}
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if (!fileMissing) {
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debug(2, "Found game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
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getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
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// Count the number of matching files. Then, only keep those
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// entries which match a maximal amount of files.
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int curFilesMatched = 0;
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for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++)
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curFilesMatched++;
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if (curFilesMatched > maxFilesMatched) {
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debug(2, " ... new best match, removing all previous candidates");
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maxFilesMatched = curFilesMatched;
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for (uint j = 0; j < matched.size();) {
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if (matched[j]->flags & ADGF_KEEPMATCH)
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++j;
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else
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matched.remove_at(j);
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}
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matched.push_back(g);
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} else if (curFilesMatched == maxFilesMatched) {
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matched.push_back(g);
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} else {
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debug(2, " ... skipped");
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}
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} else {
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debug(5, "Skipping game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
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getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
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}
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}
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// We didn't find a match
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if (matched.empty()) {
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if (!filesSizeMD5.empty())
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reportUnknown(filesSizeMD5);
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// Filename based fallback
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if (params.fileBasedFallback != 0)
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matched = detectGameFilebased(allFiles, params);
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}
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return matched;
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}
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/**
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* Check for each ADFileBasedFallback record whether all files listed
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* in it are present. If multiple pass this test, we pick the one with
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* the maximal number of matching files. In case of a tie, the entry
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* coming first in the list is chosen.
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*/
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static ADGameDescList detectGameFilebased(const FileMap &allFiles, const Common::ADParams ¶ms) {
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const ADFileBasedFallback *ptr;
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const char* const* filenames;
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int maxNumMatchedFiles = 0;
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const ADGameDescription *matchedDesc = 0;
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for (ptr = params.fileBasedFallback; ptr->desc; ++ptr) {
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const ADGameDescription *agdesc = (const ADGameDescription *)ptr->desc;
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int numMatchedFiles = 0;
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bool fileMissing = false;
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for (filenames = ptr->filenames; *filenames; ++filenames) {
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debug(3, "++ %s", *filenames);
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if (!allFiles.contains(*filenames)) {
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fileMissing = true;
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break;
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}
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numMatchedFiles++;
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}
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if (!fileMissing) {
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debug(4, "Matched: %s", agdesc->gameid);
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if (numMatchedFiles > maxNumMatchedFiles) {
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matchedDesc = agdesc;
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maxNumMatchedFiles = numMatchedFiles;
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debug(4, "and overriden");
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}
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}
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}
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ADGameDescList matched;
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if (matchedDesc) { // We got a match
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matched.push_back(matchedDesc);
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if (params.flags & kADFlagPrintWarningOnFileBasedFallback) {
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printf("Your game version has been detected using filename matching as a\n");
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printf("variant of %s.\n", matchedDesc->gameid);
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printf("If this is an original and unmodified version, please report any\n");
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printf("information previously printed by ScummVM to the team.\n");
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}
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}
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return matched;
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}
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GameList AdvancedMetaEngine::getSupportedGames() const {
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return gameIDList(params);
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}
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GameDescriptor AdvancedMetaEngine::findGame(const char *gameid) const {
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return AdvancedDetector::findGameID(gameid, params.list, params.obsoleteList);
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}
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} // End of namespace Common
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