/* 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 "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 { using 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 ¶ms, Language language, Platform platform, const Common::String extra); /** * Returns list of targets supported by the engine. * Distinguishes engines with single ID */ static GameList gameIDList(const Common::ADParams ¶ms) { 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 ¶ms) { 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; } } } namespace AdvancedDetector { 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(); } } // End of namespace AdvancedDetector 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; } /** * 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->flags & ADGF_CD) { res = res + "-cd"; } if (desc->platform != kPlatformPC && desc->platform != kPlatformUnknown) { res = res + "-" + getPlatformAbbrev(desc->platform); } if (desc->language != EN_ANY && desc->language != UNK_LANG && !(desc->flags & ADGF_DROPLANGUAGE)) { res = res + "-" + getLanguageCode(desc->language); } return res; } static void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc, const Common::ADParams ¶ms) { if (params.singleid != NULL) { desc["preferredtarget"] = desc["gameid"]; desc["gameid"] = params.singleid; } if (!(params.flags & kADFlagDontAugmentPreferredTarget)) { if (!desc.contains("preferredtarget")) desc["preferredtarget"] = desc["gameid"]; desc["preferredtarget"] = generatePreferredTarget(desc["preferredtarget"], realDesc); } if (params.flags & kADFlagUseExtraAsHint) desc["extra"] = realDesc->extra; } GameList AdvancedMetaEngine::detectGames(const FSList &fslist) const { 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()) { const Common::ADGameDescription *fallbackDesc = fallbackDetect(&fslist); if (fallbackDesc != 0) { GameDescriptor desc(toGameDescriptor(*fallbackDesc, params.list)); updateGameDescriptor(desc, fallbackDesc, 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; } PluginError AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) const { assert(engine); upgradeTargetIfNecessary(params); const ADGameDescription *agdDesc = 0; Common::Language language = Common::UNK_LANG; Common::Platform platform = Common::kPlatformUnknown; Common::String extra(""); if (ConfMan.hasKey("language")) language = Common::parseLanguage(ConfMan.get("language")); if (ConfMan.hasKey("platform")) platform = Common::parsePlatform(ConfMan.get("platform")); if (params.flags & kADFlagUseExtraAsHint) if (ConfMan.hasKey("extra")) extra = ConfMan.get("extra"); Common::String gameid = ConfMan.get("gameid"); ADGameDescList matches = detectGame(0, params, language, platform, extra); 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) { // Use fallback detector if there were no matches by other means agdDesc = fallbackDetect(NULL); if (agdDesc != 0) { // Seems we found a fallback match. But first perform a basic // sanity check: the gameid must match. if (params.singleid == NULL && agdDesc->gameid != gameid) agdDesc = 0; } } if (agdDesc == 0) { return kNoGameDataFoundError; } debug(2, "Running %s", toGameDescriptor(*agdDesc, params.list).description().c_str()); if (!createInstance(syst, engine, agdDesc)) { return kNoGameDataFoundError; } return kNoError; } static void reportUnknown(StringMap &filesMD5, HashMap &filesSize) { // 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"); } static ADGameDescList detectGame(const FSList *fslist, const Common::ADParams ¶ms, Language language, Platform platform, const Common::String extra) { typedef HashMap StringSet; StringSet filesList; typedef StringMap StringMap; typedef HashMap 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->getName(); 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->getPath())) { 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 != UNK_LANG && g->language != language) || (platform != kPlatformUnknown && g->platform != kPlatformUnknown && g->platform != platform)) { continue; } if ((params.flags & kADFlagUseExtraAsHint) && extra != "" && g->extra != extra) 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()) reportUnknown(filesMD5, filesSize); // 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; } GameList AdvancedMetaEngine::getSupportedGames() const { return gameIDList(params); } GameDescriptor AdvancedMetaEngine::findGame(const char *gameid) const { return AdvancedDetector::findGameID(gameid, params.list, params.obsoleteList); } } // End of namespace Common