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|
/* 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.
*
*/
#include "base/plugins.h"
#include "common/translation.h"
#include "common/func.h"
#include "common/debug.h"
#include "common/config-manager.h"
#ifdef DYNAMIC_MODULES
#include "common/fs.h"
#endif
// Plugin versioning
int pluginTypeVersions[PLUGIN_TYPE_MAX] = {
PLUGIN_TYPE_ENGINE_VERSION,
PLUGIN_TYPE_MUSIC_VERSION,
};
// Abstract plugins
PluginType Plugin::getType() const {
return _type;
}
const char *Plugin::getName() const {
return _pluginObject->getName();
}
class StaticPlugin : public Plugin {
public:
StaticPlugin(PluginObject *pluginobject, PluginType type) {
assert(pluginobject);
assert(type < PLUGIN_TYPE_MAX);
_pluginObject = pluginobject;
_type = type;
}
~StaticPlugin() {
delete _pluginObject;
}
virtual bool loadPlugin() { return true; }
virtual void unloadPlugin() {}
};
class StaticPluginProvider : public PluginProvider {
public:
StaticPluginProvider() {
}
~StaticPluginProvider() {
}
virtual PluginList getPlugins() {
PluginList pl;
#define LINK_PLUGIN(ID) \
extern PluginType g_##ID##_type; \
extern PluginObject *g_##ID##_getObject(); \
pl.push_back(new StaticPlugin(g_##ID##_getObject(), g_##ID##_type));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
// Engine plugins
#include "engines/plugins_table.h"
// Music plugins
// TODO: Use defines to disable or enable each MIDI driver as a
// static/dynamic plugin, like it's done for the engines
LINK_PLUGIN(AUTO)
LINK_PLUGIN(NULL)
#if defined(WIN32) && !defined(__SYMBIAN32__)
LINK_PLUGIN(WINDOWS)
#endif
#if defined(USE_ALSA)
LINK_PLUGIN(ALSA)
#endif
#if defined(USE_SEQ_MIDI)
LINK_PLUGIN(SEQ)
#endif
#if defined(USE_SNDIO)
LINK_PLUGIN(SNDIO)
#endif
#if defined(__MINT__)
LINK_PLUGIN(STMIDI)
#endif
#if defined(IRIX)
LINK_PLUGIN(DMEDIA)
#endif
#if defined(__amigaos4__)
LINK_PLUGIN(CAMD)
#endif
#if defined(MACOSX)
LINK_PLUGIN(COREAUDIO)
LINK_PLUGIN(COREMIDI)
#endif
#ifdef USE_FLUIDSYNTH
LINK_PLUGIN(FLUIDSYNTH)
#endif
#ifdef USE_MT32EMU
LINK_PLUGIN(MT32)
#endif
#if defined(__ANDROID__)
LINK_PLUGIN(EAS)
#endif
LINK_PLUGIN(ADLIB)
LINK_PLUGIN(PCSPK)
LINK_PLUGIN(PCJR)
LINK_PLUGIN(CMS)
#ifndef DISABLE_SID
LINK_PLUGIN(C64)
#endif
LINK_PLUGIN(AMIGA)
LINK_PLUGIN(APPLEIIGS)
LINK_PLUGIN(TOWNS)
LINK_PLUGIN(PC98)
#if defined(USE_TIMIDITY)
LINK_PLUGIN(TIMIDITY)
#endif
return pl;
}
};
#ifdef DYNAMIC_MODULES
PluginList FilePluginProvider::getPlugins() {
PluginList pl;
// Prepare the list of directories to search
Common::FSList pluginDirs;
// Add the default directories
pluginDirs.push_back(Common::FSNode("."));
pluginDirs.push_back(Common::FSNode("plugins"));
// Add the provider's custom directories
addCustomDirectories(pluginDirs);
// Add the user specified directory
Common::String pluginsPath(ConfMan.get("pluginspath"));
if (!pluginsPath.empty())
pluginDirs.push_back(Common::FSNode(pluginsPath));
Common::FSList::const_iterator dir;
for (dir = pluginDirs.begin(); dir != pluginDirs.end(); ++dir) {
// Load all plugins.
// Scan for all plugins in this directory
Common::FSList files;
if (!dir->getChildren(files, Common::FSNode::kListFilesOnly)) {
debug(1, "Couldn't open plugin directory '%s'", dir->getPath().c_str());
continue;
} else {
debug(1, "Reading plugins from plugin directory '%s'", dir->getPath().c_str());
}
for (Common::FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
if (isPluginFilename(*i)) {
pl.push_back(createPlugin(*i));
}
}
}
return pl;
}
bool FilePluginProvider::isPluginFilename(const Common::FSNode &node) const {
Common::String filename = node.getName();
#ifdef PLUGIN_PREFIX
// Check the plugin prefix
if (!filename.hasPrefix(PLUGIN_PREFIX))
return false;
#endif
#ifdef PLUGIN_SUFFIX
// Check the plugin suffix
if (!filename.hasSuffix(PLUGIN_SUFFIX))
return false;
#endif
return true;
}
void FilePluginProvider::addCustomDirectories(Common::FSList &dirs) const {
#ifdef PLUGIN_DIRECTORY
dirs.push_back(Common::FSNode(PLUGIN_DIRECTORY));
#endif
}
#endif // DYNAMIC_MODULES
#pragma mark -
PluginManager *PluginManager::_instance = NULL;
PluginManager &PluginManager::instance() {
if (_instance)
return *_instance;
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
_instance = new PluginManagerUncached();
#else
_instance = new PluginManager();
#endif
return *_instance;
}
PluginManager::PluginManager() {
// Always add the static plugin provider.
addPluginProvider(new StaticPluginProvider());
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadAllPlugins();
// Delete the plugin providers
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
delete *pp;
}
}
void PluginManager::addPluginProvider(PluginProvider *pp) {
_providers.push_back(pp);
}
/**
* This should only be called once by main()
**/
void PluginManagerUncached::init() {
unloadAllPlugins();
_allEnginePlugins.clear();
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false); // empty the engine plugins
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
for (PluginList::iterator p = pl.begin(); p != pl.end(); ++p) {
// This is a 'hack' based on the assumption that we have no sound
// file plugins. Currently this is the case. If it changes, we
// should find a fast way of detecting whether a plugin is a
// music or an engine plugin.
if ((*pp)->isFilePluginProvider()) {
_allEnginePlugins.push_back(*p);
} else if ((*p)->loadPlugin()) { // and this is the proper method
if ((*p)->getType() == PLUGIN_TYPE_ENGINE) {
(*p)->unloadPlugin();
_allEnginePlugins.push_back(*p);
} else { // add non-engine plugins to the 'in-memory' list
// these won't ever get unloaded
addToPluginsInMemList(*p);
}
}
}
}
}
/**
* Try to load the plugin by searching in the ConfigManager for a matching
* engine ID under the domain 'engine_plugin_files'.
**/
bool PluginManagerUncached::loadPluginFromEngineId(const Common::String &engineId) {
Common::ConfigManager::Domain *domain = ConfMan.getDomain("engine_plugin_files");
if (domain) {
if (domain->contains(engineId)) {
Common::String filename = (*domain)[engineId];
if (loadPluginByFileName(filename)) {
return true;
}
}
}
return false;
}
/**
* Load a plugin with a filename taken from ConfigManager.
**/
bool PluginManagerUncached::loadPluginByFileName(const Common::String &filename) {
if (filename.empty())
return false;
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
PluginList::iterator i;
for (i = _allEnginePlugins.begin(); i != _allEnginePlugins.end(); ++i) {
if (Common::String((*i)->getFileName()) == filename && (*i)->loadPlugin()) {
addToPluginsInMemList(*i);
_currentPlugin = i;
return true;
}
}
return false;
}
/**
* Update the config manager with a plugin file name that we found can handle
* the engine.
**/
void PluginManagerUncached::updateConfigWithFileName(const Common::String &engineId) {
// Check if we have a filename for the current plugin
if ((*_currentPlugin)->getFileName()) {
if (!ConfMan.hasMiscDomain("engine_plugin_files"))
ConfMan.addMiscDomain("engine_plugin_files");
Common::ConfigManager::Domain *domain = ConfMan.getDomain("engine_plugin_files");
assert(domain);
(*domain)[engineId] = (*_currentPlugin)->getFileName();
ConfMan.flushToDisk();
}
}
void PluginManagerUncached::loadFirstPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
// let's try to find one we can load
for (_currentPlugin = _allEnginePlugins.begin(); _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
if ((*_currentPlugin)->loadPlugin()) {
addToPluginsInMemList(*_currentPlugin);
break;
}
}
}
bool PluginManagerUncached::loadNextPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
for (++_currentPlugin; _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
if ((*_currentPlugin)->loadPlugin()) {
addToPluginsInMemList(*_currentPlugin);
return true;
}
}
return false; // no more in list
}
/**
* Used by only the cached plugin manager. The uncached manager can only have
* one plugin in memory at a time.
**/
void PluginManager::loadAllPlugins() {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
Common::for_each(pl.begin(), pl.end(), Common::bind1st(Common::mem_fun(&PluginManager::tryLoadPlugin), this));
}
}
void PluginManager::loadAllPluginsOfType(PluginType type) {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
for (PluginList::iterator p = pl.begin();
p != pl.end();
++p) {
if ((*p)->loadPlugin()) {
if ((*p)->getType() == type) {
addToPluginsInMemList((*p));
} else {
// Plugin is wrong type
(*p)->unloadPlugin();
delete (*p);
}
} else {
// Plugin did not load
delete (*p);
}
}
}
}
void PluginManager::unloadAllPlugins() {
for (int i = 0; i < PLUGIN_TYPE_MAX; i++)
unloadPluginsExcept((PluginType)i, NULL);
}
void PluginManager::unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin /*=true*/) {
Plugin *found = NULL;
for (PluginList::iterator p = _pluginsInMem[type].begin(); p != _pluginsInMem[type].end(); ++p) {
if (*p == plugin) {
found = *p;
} else {
(*p)->unloadPlugin();
if (deletePlugin)
delete *p;
}
}
_pluginsInMem[type].clear();
if (found != NULL) {
_pluginsInMem[type].push_back(found);
}
}
/*
* Used only by the cached plugin manager since it deletes the plugin.
*/
bool PluginManager::tryLoadPlugin(Plugin *plugin) {
assert(plugin);
// Try to load the plugin
if (plugin->loadPlugin()) {
addToPluginsInMemList(plugin);
return true;
} else {
// Failed to load the plugin
delete plugin;
return false;
}
}
/**
* Add to the list of plugins loaded in memory.
*/
void PluginManager::addToPluginsInMemList(Plugin *plugin) {
bool found = false;
// The plugin is valid, see if it provides the same module as an
// already loaded one and should replace it.
PluginList::iterator pl = _pluginsInMem[plugin->getType()].begin();
while (!found && pl != _pluginsInMem[plugin->getType()].end()) {
if (!strcmp(plugin->getName(), (*pl)->getName())) {
// Found a duplicated module. Replace the old one.
found = true;
delete *pl;
*pl = plugin;
debug(1, "Replaced the duplicated plugin: '%s'", plugin->getName());
}
pl++;
}
if (!found) {
// If it provides a new module, just add it to the list of known plugins in memory.
_pluginsInMem[plugin->getType()].push_back(plugin);
}
}
// Engine plugins
#include "engines/metaengine.h"
namespace Common {
DECLARE_SINGLETON(EngineManager);
}
/**
* This function works for both cached and uncached PluginManagers.
* For the cached version, most of the logic here will short circuit.
*
* For the uncached version, we first try to find the plugin using the engineId
* and only if we can't find it there, we loop through the plugins.
**/
QualifiedGameList EngineManager::findGamesMatching(const Common::String &engineId, const Common::String &gameId) const {
QualifiedGameList results;
if (!engineId.empty()) {
// If we got an engine name, look for THE game only in that engine
const Plugin *p = EngineMan.findPlugin(engineId);
if (p) {
const MetaEngine &engine = p->get<MetaEngine>();
PlainGameDescriptor pluginResult = engine.findGame(gameId.c_str());
if (pluginResult.gameId) {
results.push_back(QualifiedGameDescriptor(engine.getEngineId(), pluginResult));
}
}
} else {
// This is a slow path, we have to scan the list of plugins
PluginMan.loadFirstPlugin();
do {
results.push_back(findGameInLoadedPlugins(gameId));
} while (PluginMan.loadNextPlugin());
}
return results;
}
/**
* Find the game within the plugins loaded in memory
**/
QualifiedGameList EngineManager::findGameInLoadedPlugins(const Common::String &gameId) const {
// Find the GameDescriptor for this target
const PluginList &plugins = getPlugins();
QualifiedGameList results;
PluginList::const_iterator iter;
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
const MetaEngine &engine = (*iter)->get<MetaEngine>();
PlainGameDescriptor pluginResult = engine.findGame(gameId.c_str());
if (pluginResult.gameId) {
results.push_back(QualifiedGameDescriptor(engine.getEngineId(), pluginResult));
}
}
return results;
}
DetectionResults EngineManager::detectGames(const Common::FSList &fslist) const {
DetectedGames candidates;
PluginList plugins;
PluginList::const_iterator iter;
PluginManager::instance().loadFirstPlugin();
do {
plugins = getPlugins();
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
const MetaEngine &metaEngine = (*iter)->get<MetaEngine>();
DetectedGames engineCandidates = metaEngine.detectGames(fslist);
for (uint i = 0; i < engineCandidates.size(); i++) {
engineCandidates[i].path = fslist.begin()->getParent().getPath();
engineCandidates[i].shortPath = fslist.begin()->getParent().getDisplayName();
candidates.push_back(engineCandidates[i]);
}
}
} while (PluginManager::instance().loadNextPlugin());
return DetectionResults(candidates);
}
const PluginList &EngineManager::getPlugins() const {
return PluginManager::instance().getPlugins(PLUGIN_TYPE_ENGINE);
}
namespace {
void addStringToConf(const Common::String &key, const Common::String &value, const Common::String &domain) {
if (!value.empty())
ConfMan.set(key, value, domain);
}
} // End of anonymous namespace
Common::String EngineManager::createTargetForGame(const DetectedGame &game) {
// The auto detector or the user made a choice.
// Pick a domain name which does not yet exist (after all, we
// are *adding* a game to the config, not replacing).
Common::String domain = game.preferredTarget;
assert(!domain.empty());
if (ConfMan.hasGameDomain(domain)) {
int suffixN = 1;
Common::String gameid(domain);
while (ConfMan.hasGameDomain(domain)) {
domain = gameid + Common::String::format("-%d", suffixN);
suffixN++;
}
}
// Add the name domain
ConfMan.addGameDomain(domain);
// Copy all non-empty relevant values into the new domain
addStringToConf("engineid", game.engineId, domain);
addStringToConf("gameid", game.gameId, domain);
addStringToConf("description", game.description, domain);
addStringToConf("language", Common::getLanguageCode(game.language), domain);
addStringToConf("platform", Common::getPlatformCode(game.platform), domain);
addStringToConf("path", game.path, domain);
addStringToConf("extra", game.extra, domain);
addStringToConf("guioptions", game.getGUIOptions(), domain);
// Add any extra configuration keys
for (Common::StringMap::iterator i = game._extraConfigEntries.begin();
i != game._extraConfigEntries.end(); ++i)
addStringToConf((*i)._key, (*i)._value, domain);
// TODO: Setting the description field here has the drawback
// that the user does never notice when we upgrade our descriptions.
// It might be nice to leave this field empty, and only set it to
// a value when the user edits the description string.
// However, at this point, that's impractical. Once we have a method
// to query all backends for the proper & full description of a given
// game target, we can change this (currently, you can only query
// for the generic gameid description; it's not possible to obtain
// a description which contains extended information like language, etc.).
return domain;
}
const Plugin *EngineManager::findLoadedPlugin(const Common::String &engineId) const {
const PluginList &plugins = getPlugins();
for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); iter++)
if (engineId == (*iter)->get<MetaEngine>().getEngineId())
return *iter;
return 0;
}
const Plugin *EngineManager::findPlugin(const Common::String &engineId) const {
// First look for the game using the plugins in memory. This is critical
// for calls coming from inside games
const Plugin *plugin = findLoadedPlugin(engineId);
if (plugin)
return plugin;
// Now look for the plugin using the engine ID. This is much faster than scanning plugin
// by plugin
if (PluginMan.loadPluginFromEngineId(engineId)) {
plugin = findLoadedPlugin(engineId);
if (plugin)
return plugin;
}
// We failed to find it using the engine ID. Scan the list of plugins
PluginMan.loadFirstPlugin();
do {
plugin = findLoadedPlugin(engineId);
if (plugin) {
// Update with new plugin file name
PluginMan.updateConfigWithFileName(engineId);
return plugin;
}
} while (PluginMan.loadNextPlugin());
return 0;
}
QualifiedGameDescriptor EngineManager::findTarget(const Common::String &target, const Plugin **plugin) const {
// Ignore empty targets
if (target.empty())
return QualifiedGameDescriptor();
// Lookup the domain. If we have no domain, fallback on the old function [ultra-deprecated].
const Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
if (!domain || !domain->contains("gameid") || !domain->contains("engineid"))
return QualifiedGameDescriptor();
// Look for the engine ID
const Plugin *foundPlugin = findPlugin(domain->getVal("engineid"));
if (!foundPlugin) {
return QualifiedGameDescriptor();
}
// Make sure it does support the game ID
const MetaEngine &engine = foundPlugin->get<MetaEngine>();
PlainGameDescriptor desc = engine.findGame(domain->getVal("gameid").c_str());
if (!desc.gameId) {
return QualifiedGameDescriptor();
}
if (plugin)
*plugin = foundPlugin;
return QualifiedGameDescriptor(engine.getEngineId(), desc);
}
void EngineManager::upgradeTargetIfNecessary(const Common::String &target) const {
Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
assert(domain);
if (!domain->contains("engineid")) {
upgradeTargetForEngineId(target);
}
}
void EngineManager::upgradeTargetForEngineId(const Common::String &target) const {
Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
assert(domain);
debug("Target '%s' lacks an engine ID, upgrading...", target.c_str());
Common::String oldGameId = domain->getVal("gameid");
Common::String path = domain->getVal("path");
// At this point the game ID and game path must be known
if (oldGameId.empty()) {
warning("The game ID is required to upgrade target '%s'", target.c_str());
return;
}
if (path.empty()) {
warning("The game path is required to upgrade target '%s'", target.c_str());
return;
}
// Game descriptor for the upgraded target
Common::String engineId;
Common::String newGameId;
// First, try to update entries for engines that previously used the "single id" system
// Search for an engine whose ID is the game ID
const Plugin *plugin = findPlugin(oldGameId);
if (plugin) {
// Run detection on the game path
Common::FSNode dir(path);
Common::FSList files;
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
warning("Failed to access path '%s' when upgrading target '%s'", path.c_str(), target.c_str());
return;
}
// Take the first detection entry
const MetaEngine &metaEngine = plugin->get<MetaEngine>();
DetectedGames candidates = metaEngine.detectGames(files);
if (candidates.empty()) {
warning("No games supported by the engine '%s' were found in path '%s' when upgrading target '%s'",
metaEngine.getEngineId(), path.c_str(), target.c_str());
return;
}
engineId = candidates[0].engineId;
newGameId = candidates[0].gameId;
}
// Next, try to find an engine with the game ID in its supported games list
if (engineId.empty()) {
QualifiedGameList candidates = findGamesMatching("", oldGameId);
if (candidates.size() > 1) {
warning("Multiple matching engines were found when upgrading target '%s'", target.c_str());
return;
} else if (!candidates.empty()) {
engineId = candidates[0].engineId;
newGameId = candidates[0].gameId;
}
}
if (engineId.empty() || newGameId.empty()) {
warning("No matching engine was found when upgrading target '%s'", target.c_str());
return;
}
domain->setVal("engineid", engineId);
domain->setVal("gameid", newGameId);
// Save a backup of the pre-upgrade gameId to the config file
if (newGameId != oldGameId) {
domain->setVal("oldgameid", oldGameId);
}
debug("Upgrade complete (engine ID '%s', game ID '%s')", engineId.c_str(), newGameId.c_str());
ConfMan.flushToDisk();
}
// Music plugins
#include "audio/musicplugin.h"
namespace Common {
DECLARE_SINGLETON(MusicManager);
}
const PluginList &MusicManager::getPlugins() const {
return PluginManager::instance().getPlugins(PLUGIN_TYPE_MUSIC);
}
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