1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "backends/fs/fs.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "base/engine.h"
#include "common/util.h"
/** Type of factory functions which make new Engine objects. */
typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
#ifdef DYNAMIC_MODULES
#ifdef UNIX
#include <dlfcn.h>
#else
#error No support for loading plugins on non-unix systems at this point!
#endif
#else
// Factory functions => no need to include the specific classes
// in this header. This serves two purposes:
// 1) Clean seperation from the game modules (scumm, simon) and the generic code
// 2) Faster (compiler doesn't have to parse lengthy header files)
#ifndef DISABLE_SCUMM
extern const GameSettings *Engine_SCUMM_targetList();
extern Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst);
#endif
#ifndef DISABLE_SIMON
extern Engine *Engine_SIMON_create(GameDetector *detector, OSystem *syst);
extern const GameSettings *Engine_SIMON_targetList();
#endif
#ifndef DISABLE_SKY
extern const GameSettings *Engine_SKY_targetList();
extern Engine *Engine_SKY_create(GameDetector *detector, OSystem *syst);
#endif
#ifndef DISABLE_SWORD2
extern const GameSettings *Engine_SWORD2_targetList();
extern Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst);
#endif
#ifndef DISABLE_QUEEN
extern const GameSettings *Engine_QUEEN_targetList();
extern Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst);
#endif
#endif
#pragma mark -
GameSettings Plugin::findGame(const char *gameName) const {
// Find the GameSettings for this game
assert(gameName);
GameList games = getSupportedGames();
GameSettings result = {NULL, NULL, 0, 0, MDT_NONE, 0, NULL};
for (GameList::Iterator g = games.begin(); g != games.end(); ++g) {
if (!scumm_stricmp(g->gameName, gameName)) {
result = *g;
break;
}
}
return result;
}
/**
* Auxillary class to simplify transition from old plugin interface to the
* new one (which provides an API for game detection). To be removed once
* the transition is complete.
*/
class GameSettingsPlugin : public Plugin {
const GameSettings *_games;
public:
GameSettingsPlugin(const GameSettings *games) : _games(games) { }
GameList getSupportedGames() const {
GameList games;
const GameSettings *g;
for (g = _games; g->gameName; ++g) {
games.push_back(*g);
}
return games;
}
GameList detectGames(const FSList &fslist) const {
GameList games;
const GameSettings *g;
char detectName[128];
char detectName2[128];
char detectName3[128];
for (g = _games; g->gameName; ++g) {
// Determine the 'detectname' for this game, that is, the name of a
// file that *must* be presented if the directory contains the data
// for this game. For example, FOA requires atlantis.000
if (g->detectname) {
strcpy(detectName, g->detectname);
strcpy(detectName2, g->detectname);
strcat(detectName2, ".");
detectName3[0] = '\0';
} else {
strcpy(detectName, g->gameName);
strcpy(detectName2, g->gameName);
strcpy(detectName3, g->gameName);
strcat(detectName, ".000");
if (g->version >= 7) {
strcat(detectName2, ".la0");
} else
strcat(detectName2, ".sm0");
strcat(detectName3, ".he0");
}
// Iterate over all files in the given directory
for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
const char *gameName = file->displayName().c_str();
if ((0 == scumm_stricmp(detectName, gameName)) ||
(0 == scumm_stricmp(detectName2, gameName)) ||
(0 == scumm_stricmp(detectName3, gameName))) {
// Match found, add to list of candidates, then abort inner loop.
games.push_back(*g);
break;
}
}
}
return games;
}
};
#pragma mark -
class StaticPlugin : public GameSettingsPlugin {
const char *_name;
EngineFactory _ef;
public:
StaticPlugin(const char *name, const GameSettings *games, EngineFactory ef)
: GameSettingsPlugin(games), _name(name), _ef(ef) {
}
const char *getName() const { return _name; }
Engine *createInstance(GameDetector *detector, OSystem *syst) const {
return (*_ef)(detector, syst);
}
};
#pragma mark -
#ifdef DYNAMIC_MODULES
class DynamicPlugin : public GameSettingsPlugin {
void *_dlHandle;
Common::String _filename;
Common::String _name;
EngineFactory _ef;
void *findSymbol(const char *symbol);
public:
DynamicPlugin(const char *filename)
: GameSettingsPlugin(0), _dlHandle(0), _filename(filename), _ef(0) {}
const char *getName() const { return _name.c_str(); }
Engine *createInstance(GameDetector *detector, OSystem *syst) const {
assert(_ef);
return (*_ef)(detector, syst);
}
bool loadPlugin();
void unloadPlugin();
};
void *DynamicPlugin::findSymbol(const char *symbol) {
#ifdef UNIX
#ifdef MACOSX
// Need to prepend underscore on Mac OS X
char buffer[256];
buffer[0] = '_';
strcpy(buffer + 1, symbol);
symbol = buffer;
#endif
void *func = dlsym(_dlHandle, symbol);
if (!func)
warning("Failed loading symbold '%s' from plugin '%s' (%s)", symbol, _filename.c_str(), dlerror());
return func;
#else
#error TODO
#endif
}
typedef const char *(*NameFunc)();
typedef const GameSettings *(*TargetListFunc)();
bool DynamicPlugin::loadPlugin() {
assert(!_dlHandle);
_dlHandle = dlopen(_filename.c_str(), RTLD_LAZY);
if (!_dlHandle) {
warning("Failed loading plugin '%s' (%s)", _filename.c_str(), dlerror());
return false;
}
// Query the plugin's name
NameFunc nameFunc = (NameFunc)findSymbol("PLUGIN_name");
if (!nameFunc) {
unloadPlugin();
return false;
}
_name = nameFunc();
// Query the plugin for the targets it supports
TargetListFunc targetListFunc = (TargetListFunc)findSymbol("PLUGIN_getTargetList");
if (!targetListFunc) {
unloadPlugin();
return false;
}
_games = targetListFunc();
// Finally, retrieve the factory function
_ef = (EngineFactory)findSymbol("PLUGIN_createEngine");
if (!_ef) {
unloadPlugin();
return false;
}
return true;
}
void DynamicPlugin::unloadPlugin() {
if (_dlHandle) {
if (dlclose(_dlHandle) != 0)
warning("Failed unloading plugin '%s' (%s)", _filename.c_str(), dlerror());
}
}
#endif // DYNAMIC_MODULES
#pragma mark -
PluginManager::PluginManager() {
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadPlugins();
}
void PluginManager::loadPlugins() {
#ifndef DYNAMIC_MODULES
// "Load" the static plugins
#ifndef DISABLE_SCUMM
tryLoadPlugin(new StaticPlugin("scumm", Engine_SCUMM_targetList(), Engine_SCUMM_create));
#endif
#ifndef DISABLE_SIMON
tryLoadPlugin(new StaticPlugin("simon", Engine_SIMON_targetList(), Engine_SIMON_create));
#endif
#ifndef DISABLE_SKY
tryLoadPlugin(new StaticPlugin("sky", Engine_SKY_targetList(), Engine_SKY_create));
#endif
#ifndef DISABLE_SWORD2
tryLoadPlugin(new StaticPlugin("sword2", Engine_SWORD2_targetList(), Engine_SWORD2_create));
#endif
#ifndef DISABLE_QUEEN
tryLoadPlugin(new StaticPlugin("queen", Engine_QUEEN_targetList(), Engine_QUEEN_create));
#endif
#else
// Load dynamic plugins
// TODO... this is right now just a nasty hack.
// This should search one or multiple directories for all plugins it can
// find (to this end, we maybe should use a special prefix/suffix; e.g.
// instead of libscumm.so, use scumm.engine or scumm.plugin etc.).
//
// The list of directories to search could be e.g.:
// User specified (via config file), ".", "./plugins", "$(prefix)/lib".
//
// We also need to add code which ensures what we are looking at is
// a) a ScummVM engine and b) matches the version of the executable.
// Hence one more symbol should be exported by plugins which returns
// the "ABI" version the plugin was built for, and we can compare that
// to the ABI version of the executable.
#ifndef DISABLE_SCUMM
tryLoadPlugin(new DynamicPlugin("scumm/libscumm.so"));
#endif
#ifndef DISABLE_SIMON
tryLoadPlugin(new DynamicPlugin("simon/libsimon.so"));
#endif
#ifndef DISABLE_SKY
tryLoadPlugin(new DynamicPlugin("sky/libsky.so"));
#endif
#ifndef DISABLE_SWORD2
tryLoadPlugin(new DynamicPlugin("bs2/libbs2.so"));
#endif
#ifndef DISABLE_QUEEN
tryLoadPlugin(new DynamicPlugin("queen/libqueen.so"));
#endif
#endif
}
void PluginManager::unloadPlugins() {
int i;
for (i = 0; i < _plugins.size(); i++) {
_plugins[i]->unloadPlugin();
delete _plugins[i];
}
_plugins.clear();
}
bool PluginManager::tryLoadPlugin(Plugin *plugin) {
assert(plugin);
// Try to load the plugin
if (plugin->loadPlugin()) {
// If succesful, add it to the list of known plugins and return.
_plugins.push_back(plugin);
return true;
} else {
// Failed to load the plugin
delete plugin;
return false;
}
}
|