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
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
|
/* 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 {
/**
* A list of pointers to ADGameDescription structs (or subclasses thereof).
*/
typedef Array<const ADGameDescription*> ADGameDescList;
/**
* 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;
String gameid = ConfMan.get("gameid");
for (const Common::ADObsoleteGameID *o = params.obsoleteList; o->from; ++o) {
if (gameid.equalsIgnoreCase(o->from)) {
gameid = o->to;
ConfMan.set("gameid", gameid);
if (o->platform != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(o->platform));
warning("Target upgraded from %s to %s", o->from, o->to);
// WORKAROUND: Fix for bug #1719463: "DETECTOR: Launching
// undefined target adds launcher entry"
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");
Common::String path;
if (ConfMan.hasKey("path")) {
path = ConfMan.get("path");
} else {
path = ".";
warning("No path was provided. Assuming the data files are in the current directory");
}
FilesystemNode dir(path);
FSList files;
if (!dir.isDirectory() || !dir.getChildren(files, FilesystemNode::kListAll)) {
warning("Game data path does not exist or is not a directory (%s)", path.c_str());
return kNoGameDataFoundError;
}
ADGameDescList matches = detectGame(files, 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;
}
typedef HashMap<String, bool, IgnoreCase_Hash, IgnoreCase_EqualTo> StringSet;
typedef HashMap<String, int32, IgnoreCase_Hash, IgnoreCase_EqualTo> IntMap;
static void reportUnknown(const StringMap &filesMD5, const IntMap &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 detectGameFilebased(const StringMap &allFiles, const Common::ADParams ¶ms);
static ADGameDescList detectGame(const FSList &fslist, const Common::ADParams ¶ms, Language language, Platform platform, const Common::String extra) {
StringMap allFiles;
StringSet detectFiles;
StringMap filesMD5;
IntMap filesSize;
const ADGameFileDescription *fileDesc;
const ADGameDescription *g;
const byte *descPtr;
debug(3, "Starting detection");
// First we compose an efficient to query set of all files in fslist.
// Includes nifty stuff like removing trailing dots and ignoring case.
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory())
continue;
String tstr = file->getName();
// Strip any trailing dot
if (tstr.lastChar() == '.')
tstr.deleteLastChar();
allFiles[tstr] = file->getPath(); // Record the presence of this file
}
// Compute the set of files for which we need MD5s for. I.e. files which are
// included in some ADGameDescription *and* present in fslist.
for (descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize) {
g = (const ADGameDescription *)descPtr;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
String tstr = fileDesc->fileName;
if (allFiles.contains(tstr))
detectFiles[tstr] = true;
}
}
// Get the information for all detection files, if they exist
for (StringSet::const_iterator file = detectFiles.begin(); file != detectFiles.end(); ++file) {
String fname = file->_key;
debug(3, "+ %s", fname.c_str());
char md5str[32+1];
if (!md5_file_string(allFiles[fname].c_str(), md5str, params.md5Bytes))
continue;
filesMD5[fname] = md5str;
debug(3, "> %s: %s", fname.c_str(), md5str);
File testFile;
if (testFile.open(allFiles[fname])) {
filesSize[fname] = (int32)testFile.size();
testFile.close();
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
// MD5 based matching
uint i;
for (i = 0, descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
bool 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.empty() && g->extra != extra)
continue;
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
String tstr = fileDesc->fileName;
if (!filesMD5.contains(tstr)) {
fileMissing = true;
break;
}
if (fileDesc->md5 != NULL && fileDesc->md5 != filesMD5[tstr]) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesMD5[tstr].c_str());
fileMissing = true;
break;
}
if (fileDesc->fileSize != -1 && 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;
for (uint j = 0; j < matched.size();) {
if (matched[j]->flags & ADGF_KEEPMATCH)
++j;
else
matched.remove_at(j);
}
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 didn't find a match
if (matched.empty()) {
if (!filesMD5.empty())
reportUnknown(filesMD5, filesSize);
// Filename based fallback
if (params.fileBasedFallback != 0)
matched = detectGameFilebased(allFiles, params);
}
return matched;
}
/**
* Check for each ADFileBasedFallback record whether all files listed
* in it are present. If multiple pass this test, we pick the one with
* the maximal number of matching files. In case of a tie, the entry
* coming first in the list is chosen.
*/
static ADGameDescList detectGameFilebased(const StringMap &allFiles, const Common::ADParams ¶ms) {
const ADFileBasedFallback *ptr;
const char* const* filenames;
int maxNumMatchedFiles = 0;
const ADGameDescription *matchedDesc = 0;
for (ptr = params.fileBasedFallback; ptr->desc; ++ptr) {
const ADGameDescription *agdesc = (const ADGameDescription *)ptr->desc;
int numMatchedFiles = 0;
bool fileMissing = false;
for (filenames = ptr->filenames; *filenames; ++filenames) {
debug(3, "++ %s", *filenames);
if (!allFiles.contains(*filenames)) {
fileMissing = true;
break;
}
numMatchedFiles++;
}
if (!fileMissing) {
debug(4, "Matched: %s", agdesc->gameid);
if (numMatchedFiles > maxNumMatchedFiles) {
matchedDesc = agdesc;
maxNumMatchedFiles = numMatchedFiles;
debug(4, "and overriden");
}
}
}
ADGameDescList matched;
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
|