scummvm/engines/advancedDetector.h
2023-12-24 13:19:25 +01:00

647 lines
23 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ENGINES_ADVANCED_DETECTOR_H
#define ENGINES_ADVANCED_DETECTOR_H
#include "engines/metaengine.h"
#include "engines/engine.h"
#include "common/hash-str.h"
#include "common/gui_options.h" // Keep it here, so detection tables can refer to them
namespace Common {
class Error;
class FSList;
}
/**
* @defgroup engines_advdetector Advanced Detector
* @ingroup engines
*
* @brief The Advanced Detector (AD) provides a standard framework for filename and MD5-based game detection.
*
* @{
*/
/**
* A record describing a file to be matched for detecting a specific game
* variant. A list of such records is used inside every ADGameDescription to
* enable detection.
*/
struct ADGameFileDescription {
const char *fileName; ///< Name of the described file.
uint16 fileType; ///< Optional. Not used during detection, only by engines.
const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore.
int64 fileSize; ///< Size of the described file. Set to -1 to ignore.
};
/**
* A shortcut to produce an empty ADGameFileDescription record. Used to mark
* the end of a list of these.
*/
#define AD_LISTEND {NULL, 0, NULL, 0}
/**
* A shortcut to produce a list of ADGameFileDescription records with only one
* record that contains just a filename with an MD5, and no file size.
*/
#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only one
* record that contains just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only two
* records that contain just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY2s(f1, x1, s1, f2, x2, s2) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only three
* records that contain just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY3s(f1, x1, s1, f2, x2, s2, f3, x3, s3) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, AD_LISTEND}
#define AD_ENTRY4s(f1, x1, s1, f2, x2, s2, f3, x3, s3, f4, x4, s4) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, {f4, 0, x4, s4}, AD_LISTEND}
#define AD_ENTRY5s(f1, x1, s1, f2, x2, s2, f3, x3, s3, f4, x4, s4, f5, x5, s5) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, {f4, 0, x4, s4}, {f5, 0, x5, s5}, AD_LISTEND}
#define AD_ENTRY6s(f1, x1, s1, f2, x2, s2, f3, x3, s3, f4, x4, s4, f5, x5, s5, f6, x6, s6) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, {f4, 0, x4, s4}, {f5, 0, x5, s5}, {f6, 0, x6, s6}, AD_LISTEND}
/**
* Flags used in the game description.
*
* Note that the lowest 16 bits are currently reserved for use by the client code.
*/
enum ADGameFlags : uint {
ADGF_NO_FLAGS = 0u, ///< No flags.
ADGF_TAILMD5 = (1u << 16), ///< Calculate the MD5 for this entry from the end of the file.
ADGF_AUTOGENTARGET = (1u << 17), ///< Automatically generate gameid from @ref ADGameDescription::extra.
ADGF_UNSTABLE = (1u << 18), ///< Flag to designate not yet officially supported games that are not fit for public testing.
ADGF_TESTING = (1u << 19), ///< Flag to designate not yet officially supported games that are fit for public testing.
ADGF_PIRATED = (1u << 20), ///< Flag to designate well-known pirated versions with cracks.
ADGF_UNSUPPORTED = (1u << 21), /*!< Flag to mark certain versions (like badly protected full games as demos) not to be run for various reasons.
A custom message can be provided in the @ref ADGameDescription::extra field. */
ADGF_WARNING = (1u << 22), /*!< Flag to mark certain versions to show confirmation warning before proceeding.
A custom message should be provided in the @ref ADGameDescription::extra field. */
ADGF_ADDENGLISH = (1u << 23), ///< Always add English as a language option.
ADGF_MACRESFORK = (1u << 24), ///< Calculate the MD5 for this entry from the resource fork.
ADGF_USEEXTRAASTITLE = (1u << 25), ///< Use @ref ADGameDescription::extra as the main game title, not gameid.
ADGF_DROPLANGUAGE = (1u << 26), ///< Do not add language to gameid.
ADGF_DROPPLATFORM = (1u << 27), ///< Do not add platform to gameid.
ADGF_CD = (1u << 28), ///< Add "-cd" to gameid.
ADGF_DVD = (1u << 29), ///< Add "-dvd" to gameid.
ADGF_DEMO = (1u << 30), ///< Add "-demo" to gameid.
ADGF_REMASTERED = (1u << 31) ///< Add "-remastered' to gameid.
};
/**
* Data table describing a game variant.
*/
struct ADGameDescription {
/**
* The gameid that identifies the game.
*
* Mainly used for taking the game description from the @ref PlainGameDescriptor table.
*/
const char *gameId;
/**
* Field that is used to distinguish between different variants of a game.
*
* The content of this field is inserted in the generated description for the config file game entry.
* If the @ref kADFlagUseExtraAsHint ADFlag is set, the contents of this field are stored
* in the config file, and are used to additionally distinguish between game variants.
* Also, if the ADGF_USEEXTRAASTITLE game flag is set, the contents of this field
* will be used as a description instead the one extracted from the @ref PlainGameDescriptor table.
*/
const char *extra;
/**
* A list of individual file entries used for detection.
*
* 13 files (last is zero-terminated) is the maximum number of files currently used in ScummVM.
* A hardcoded number is used here due to a C++ limitation for defining const arrays.
*/
ADGameFileDescription filesDescriptions[14];
/**
* Language of the game variant.
*/
Common::Language language;
/**
* Platform of the game variant.
*/
Common::Platform platform;
/**
* A bitmask of extra flags.
*
* The top 16 bits are reserved for generic flags defined in @ref ADGameFlags.
* This leaves 16 bits to be used by the client code.
*/
uint32 flags;
/**
* Game features that are user-controllable.
*
* This list reflects which features of the GUI should be turned on or off in order to minimize user confusion.
* For instance, there is no point in changing game language in single-language games
* or have MIDI controls in a game that only supports digital music.
*/
const char *guiOptions;
};
/**
* struct which saved extra information for detected games
*/
struct ADDetectedGameExtraInfo {
Common::String gameName; /*!< Extra info which saved game name */
Common::String targetID; /*!< targetID which will be used on preferred target id */
};
/**
* A game installation matching an AD game description.
*/
struct ADDetectedGame {
bool hasUnknownFiles; /*!< Whether the game has unknown files. */
FilePropertiesMap matchedFiles; /*!< List of the files that were used to match the game. */
const ADGameDescription *desc; /*!< Human-readable game title. */
ADDetectedGame() : desc(nullptr), hasUnknownFiles(false) {}
/**
* Construct an ADDetectedGame object.
*/
explicit ADDetectedGame(const ADGameDescription *d) : desc(d), hasUnknownFiles(false) {}
};
/** A list of games detected by the AD. */
typedef Common::Array<ADDetectedGame> ADDetectedGames;
/**
* End marker for a table of @ref ADGameDescription structures. Use this to
* terminate a list to be passed to the Advanced Detector API.
*/
#define AD_TABLE_END_MARKER \
{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, GUIO0() }
struct ADFileBasedFallback {
/**
* Pointer to an @ref ADGameDescription or its subclass that will be
* returned if there is a detection match.
*/
const ADGameDescription *desc;
/**
* A zero-terminated list of filenames used for matching. All files in
* the list must be present to get a detection match.
*/
const char *filenames[10];
};
enum ADFlags {
/**
* Store the value of the @ref ADGameDescription::extra field
* in the config file, and use it as a hint on subsequent runs.
*
* This can be used when there is no way to autodetect the game
* (when more than one game are located in same directory), and the user picks
* up a variant manually.
* In addition, this is useful if two variants of a game sharing the same
* gameid are contained in a single directory.
*/
kADFlagUseExtraAsHint = (1 << 0),
/**
* If set, filenames will be matched against the entire path, relative to
* the root detection directory.
*
* For example: "foo/bar.000" for a file at "<root>/foo/bar.000").
* Otherwise, filenames only match the base name (e.g. "bar.000" for the same file).
*
* @note @c _maxScanDepth must still be configured to allow
* the detector to find files inside subdirectories. @c _directoryGlobs are
* extracted from the entries.
*/
kADFlagMatchFullPaths = (1 << 1),
/**
* If set, the engine's fallback detection results are used instead of the
* partial matches found in the detection table.
*
* An engine sets this if its fallback detection produces good results that
* should always be used. If fallback detection fails, then partial matches
* are still used.
*/
kADFlagPreferFallbackDetection = (1 << 2),
/**
* Indicates engine's ability to play a variant of a game with unknown files.
* This will leave the detection entries with partial matches in the list
* of detected games.
*/
kADFlagCanPlayUnknownVariants = (1 << 3),
};
/**
* Map entry for mapping GUIO_GAMEOPTIONS* to their @ref ExtraGuiOption
* description.
*/
struct ADExtraGuiOptionsMap {
const char *guioFlag; /*!< GUIO_GAMEOPTION* string. */
ExtraGuiOption option; /*!< The associated option. */
};
#define AD_EXTRA_GUI_OPTIONS_TERMINATOR { 0, { 0, 0, 0, 0, 0, 0 } }
/**
* A @ref MetaEngineDetection implementation based on the Advanced Detector code.
*/
class AdvancedMetaEngineDetection : public MetaEngineDetection {
protected:
/**
* Pointer to an array of objects which are either ADGameDescription
* or superset structures (i.e. start with an ADGameDescription member).
*
* The list is terminated by an entry with a gameid equal to 0
* (see @ref AD_TABLE_END_MARKER).
*/
const byte *_gameDescriptors;
/**
* The size of a single entry of the above descriptions array.
*
* Always must be >= sizeof(ADGameDescription).
*/
const uint _descItemSize;
/**
* A list of all gameids (and their corresponding descriptions) supported
* by this engine.
*/
const PlainGameDescriptor *_gameIds;
/**
* The number of bytes to compute the MD5 checksum for.
*
* The Advanced Detector is primarily based on computing and matching
* MD5 checksums of files. Since doing that for large files can be slow,
* it can be restricted to a subset of all files.
* Typically this will be set to something between 5 and 50 kilobytes,
* but arbitrary non-zero values are possible. The default is 5000.
*/
uint _md5Bytes;
/**
* A bitmask of flags which can be used to configure the behavior
* of the Advanced Detector.
*
* See @ref ADFlags for a list of flags that can be ORed together and passed here.
*/
uint32 _flags;
/**
* A list of game GUI options which will be added to each
* entry in addition to per-game options.
*
* Refer to @ref GameGUIOption enum for the list.
*/
Common::String _guiOptions;
/**
* Maximum depth of directories to look up.
*
* If set to 0, the depth is 1 level.
*/
uint32 _maxScanDepth;
/**
* Case-insensitive list of directory globs that can be used for
* going deeper into the directory structure.
*
* See @ref String::matchString() method for format description.
*
* @note The last item must be 0.
*/
const char * const *_directoryGlobs;
/**
* If ADGF_AUTOGENTARGET is used, then this specifies the max length
* of the autogenerated name.
* The default is 15.
*/
int _maxAutogenLength;
/**
* If kADFlagMatchFullPaths is set, then use this value for specifying
* depth for addSubDirectoryMatching() call
* The default is 5;
*/
int _fullPathGlobsDepth;
public:
/**
* Initialize game detection using AdvancedMetaEngineDetection.
*/
AdvancedMetaEngineDetection(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds);
/**
* Return a list of targets supported by the engine.
*
* Distinguishes engines with a single ID.
*/
PlainGameList getSupportedGames() const override;
/** Query the engine for a @ref PlainGameDescriptor for the specified gameid, if any. */
PlainGameDescriptor findGame(const char *gameId) const override;
/**
* Run the engine's game detector on the given list of files, and return a
* (possibly empty) list of games supported by the engine that were
* found among the given files.
*/
DetectedGames detectGames(const Common::FSList &fslist, uint32 skipADFlags, bool skipIncomplete) override;
/**
* A generic createInstance.
*
* For instantiating engine objects, this method is called first,
* and then the subclass implemented createInstance is called from within.
*/
Common::Error createInstance(OSystem *syst, Engine **engine);
static Common::StringArray getPathsFromEntry(const ADGameDescription *g);
uint getMD5Bytes() const override final { return _md5Bytes; }
int getGameVariantCount() const override final {
uint count = 0;
for (const byte *descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != nullptr; descPtr += _descItemSize)
++count;
return count;
}
void dumpDetectionEntries() const override final;
protected:
/**
* A hashmap of files and their MD5 checksums.
*/
typedef Common::HashMap<Common::Path, Common::FSNode, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FileMap;
/**
* An (optional) generic fallback detection function that is invoked
* if the regular MD5-based detection failed to detect anything.
*/
virtual ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
return ADDetectedGame();
}
private:
void initSubSystems(const ADGameDescription *gameDesc) const;
void preprocessDescriptions();
bool isEntryGrayListed(const ADGameDescription *g) const;
void detectClashes() const;
private:
Common::HashMap<Common::String, bool, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> _grayListMap;
Common::HashMap<Common::String, bool, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> _globsMap;
bool _hashMapsInited;
protected:
/**
* Detect games in the specified directory.
*
* Parameters @p language and @p platform are used to pass the values
* specified by the user. This is used to restrict search scope.
*
* @param parent Parent node of this file node.
* @param allFiles List of all present files, as computed by the @ref composeFileHashMap.
* @param language Restrict results to the specified language.
* @param platform Restrict results to the specified platform.
* @param extra Restrict results to the specified @c extra string (only if @ref kADFlagUseExtraAsHint is set).
* @param skipADFlags Specify bitmask of ADGF flags to be ignored (for mass add).
* @param skipIncomplete Ignore results with incomplete file/md5/size matches (for mass add).
*
* @return A list of @ref ADGameDescription pointers corresponding to the matched games.
*/
virtual ADDetectedGames detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra, uint32 skipADFlags = 0, bool skipIncomplete = false);
/**
* Iterate over all @ref ADFileBasedFallback records inside @p fileBasedFallback
* and return the record (or rather, the ADGameDescription
* contained in it) for which all files described by it are present, and
* among those the one with the maximal number of matching files.
*
* In case of a tie, the entry coming first in the list is chosen.
*
* @param allFiles Map describing all present files
* @param fileBasedFallback List of ADFileBasedFallback records, zero-terminated.
*/
ADDetectedGame detectGameFilebased(const FileMap &allFiles, const ADFileBasedFallback *fileBasedFallback) const;
/**
* Compose a hashmap of all files in @p fslist.
*
* Removes trailing dots and ignores case in the process.
*/
void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth, const Common::Path &parentName = Common::Path()) const;
/** Get the properties (size and MD5) of this file. */
bool getFileProperties(const FileMap &allFiles, MD5Properties md5prop, const Common::Path &fname, FileProperties &fileProps) const;
/** Convert an AD game description into the shared game description format. */
virtual DetectedGame toDetectedGame(const ADDetectedGame &adGame, ADDetectedGameExtraInfo *extraInfo = nullptr) const;
/** Check for pirated games in the given detected games */
bool cleanupPirated(ADDetectedGames &matched) const;
friend class FileMapArchive;
};
/**
* A MetaEngine implementation of AdvancedMetaEngine.
*/
class AdvancedMetaEngine : public MetaEngine {
public:
/**
* Base createInstance for AdvancedMetaEngine.
*
* The AdvancedMetaEngine provides a default createInstance that is called first,
* so this should be invoked first.
* By the time this is called, it is assumed that there is only one
* plugin engine loaded in memory.
*/
Common::Error createInstance(OSystem *syst, Engine **engine) override;
/**
* A createInstance implementation for subclasses. To be called after the base
* createInstance function above is called.
*/
virtual Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
/**
* Return the name of the engine plugin based on the engineID.
*
* The engineID must match the one from MetaEngine.
*
* @see MetaEngine::getName().
*/
const char *getName() const override = 0;
public:
/**
* A hashmap of files and their MD5 checksums.
*/
typedef Common::HashMap<Common::Path, Common::FSNode, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FileMap;
/**
* An (optional) generic fallback detection function that is invoked
* if the regular MD5-based detection failed to detect anything.
* @note This is only meant to be used if fallback detection heavily depends on engine resources.
*
* To use this, implement the intended fallbackDetectExtern inside the relevant MetaEngine class.
* Then, override the method "fallbackDetect" inside your MetaEngine class.
* Finally, provide a "hook" to fetch the relevant MetaEngine class and then use the original detection
* method.
*
* An example of how this is implemented can be found in the Wintermute Engine.
*/
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, MD5Properties md5prop, const Common::Path &fname, FileProperties &fileProps) const;
protected:
/**
* Return a list of extra GUI options for the specified target.
*
* If no target is specified, all of the available custom GUI options are
* returned for the plugin (used to set default values).
*
* Currently, this only supports options with checkboxes.
*
* The default implementation returns an empty list.
*
* @param target Name of a config manager target.
*
* @return A list of extra GUI options for an engine plugin and target.
*/
const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const override final;
/**
* Returns a map containing all the extra game GUI options the engine supports.
*/
virtual const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const { return nullptr; }
/**
* Returns the set of features that need to be enabled for the
* extended save format to work
*/
bool checkExtendedSaves(MetaEngineFeature f) const;
};
/**
* Singleton Cache Storage for Computed MD5s and Open Archives
*/
class AdvancedDetectorCacheManager : public Common::Singleton<AdvancedDetectorCacheManager> {
public:
void setMD5(const Common::String &fname, const Common::String &md5) {
md5HashMap.setVal(fname, md5);
}
const Common::String &getMD5(const Common::String &fname) const {
return md5HashMap.getVal(fname);
}
void setSize(const Common::String &fname, int64 size) {
sizeHashMap.setVal(fname, size);
}
int64 getSize(const Common::String &fname) const {
return sizeHashMap.getVal(fname);
}
bool containsMD5(const Common::String &fname) const {
return (md5HashMap.contains(fname) && sizeHashMap.contains(fname));
}
void addArchive(const Common::FSNode &node, Common::Archive *archivePtr) {
if (!archivePtr)
return;
Common::Path filename = node.getPath();
if (archiveHashMap.contains(filename)) {
delete archiveHashMap[filename];
}
archiveHashMap.setVal(filename, archivePtr);
}
Common::Archive *getArchive(const Common::FSNode &node) const {
return archiveHashMap.getValOrDefault(node.getPath(), nullptr);
}
AdvancedDetectorCacheManager() {
clear();
}
void clearArchives() {
for (auto &entry : archiveHashMap) {
delete entry._value;
}
archiveHashMap.clear(true);
}
void clear() {
md5HashMap.clear(true);
sizeHashMap.clear(true);
clearArchives();
}
private:
friend class Common::Singleton<AdvancedDetectorCacheManager>;
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;
typedef Common::HashMap<Common::Path, Common::Archive *, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> ArchiveHashMap;
FileHashMap md5HashMap;
SizeHashMap sizeHashMap;
ArchiveHashMap archiveHashMap;
};
/** Convenience shortcut for accessing the MD5CacheManager. */
#define ADCacheMan AdvancedDetectorCacheManager::instance()
/** @} */
#endif