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authorYotam Barnoy2011-01-02 10:08:02 +0000
committerYotam Barnoy2011-01-02 10:08:02 +0000
commitc4095aabc5bb2d53bb8bb1c97e94f39cf3d81355 (patch)
treec0e3381df8e8726114b992db70ef35a3e95eca68 /base/plugins.cpp
parentfcf40ad6267a10456351404bea2f488f742fcc6c (diff)
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PLUGINS: for uncached plugins, first check the loaded plugin before looking elsewhere
There are some calls to EngineManager::findGame() from within games, such as when loading saved games. It's critical not to unload the plugin from memory or other threads may crash. Therefore, we first scan using any plugin that's already in memory. svn-id: r55089
Diffstat (limited to 'base/plugins.cpp')
-rw-r--r--base/plugins.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/base/plugins.cpp b/base/plugins.cpp
index a46ebe8748..5f01329df8 100644
--- a/base/plugins.cpp
+++ b/base/plugins.cpp
@@ -344,6 +344,7 @@ void PluginManagerUncached::init() {
// Resize our pluginsInMem list to prevent fragmentation
_pluginsInMem[PLUGIN_TYPE_ENGINE].resize(2);
+ unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false); // empty the engine plugins
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
@@ -543,8 +544,16 @@ DECLARE_SINGLETON(EngineManager);
**/
GameDescriptor EngineManager::findGame(const Common::String &gameName, const EnginePlugin **plugin) const {
GameDescriptor result;
+
+ // First look for the game using the plugins in memory. This is critical
+ // for calls coming from inside games
+ result = findGameInLoadedPlugins(gameName, plugin);
+ if (!result.gameid().empty()) {
+ return result;
+ }
- // first look for the game using the gameId
+ // Now look for the game using the gameId. This is much faster than scanning plugin
+ // by plugin
if (PluginMan.loadPluginFromGameId(gameName)) {
result = findGameInLoadedPlugins(gameName, plugin);
if (!result.gameid().empty()) {