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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.
*
*/
#ifndef ENGINES_ADVANCED_DETECTOR_H
#define ENGINES_ADVANCED_DETECTOR_H
#include "engines/metaengine.h"
#include "engines/engine.h"
#include "common/hash-str.h"
#include "common/gui_options.h" // FIXME: Temporary hack?
namespace Common {
class Error;
class FSList;
}
/**
* A record describing a file to be matched for detecting a specific game
* variant. A list of such records is used inside every ADGameDescription to
* enable detection.
*/
struct ADGameFileDescription {
const char *fileName; ///< Name of described file.
uint16 fileType; ///< Optional. Not used during detection, only by engines.
const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore.
int32 fileSize; ///< Size of the described file. Set to -1 to ignore.
};
/**
* A record describing the properties of a file. Used on the existing
* files while detecting a game.
*/
struct ADFileProperties {
int32 size;
Common::String md5;
};
/**
* A map of all relevant existing files in a game directory while detecting.
*/
typedef Common::HashMap<Common::String, ADFileProperties, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> ADFilePropertiesMap;
/**
* A shortcut to produce an empty ADGameFileDescription record. Used to mark
* the end of a list of these.
*/
#define AD_LISTEND {NULL, 0, NULL, 0}
/**
* A shortcut to produce a list of ADGameFileDescription records with only one
* record that contains just a filename with an MD5, and no file size.
*/
#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only one
* record that contains just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND}
enum ADGameFlags {
ADGF_NO_FLAGS = 0,
ADGF_AUTOGENTARGET = (1 << 20), ///< automatically generate gameid from extra
ADGF_UNSTABLE = (1 << 21), ///< flag to designate not yet officially-supported games that are not fit for public testing
ADGF_TESTING = (1 << 22), ///< flag to designate not yet officially-supported games that are fit for public testing
ADGF_PIRATED = (1 << 23), ///< flag to designate well known pirated versions with cracks
ADGF_ADDENGLISH = (1 << 24), ///< always add English as language option
ADGF_MACRESFORK = (1 << 25), ///< the md5 for this entry will be calculated from the resource fork
ADGF_USEEXTRAASTITLE = (1 << 26), ///< Extra field value will be used as main game title, not gameid
ADGF_DROPLANGUAGE = (1 << 27), ///< don't add language to gameid
ADGF_DROPPLATFORM = (1 << 28), ///< don't add platform to gameid
ADGF_CD = (1 << 29), ///< add "-cd" to gameid
ADGF_DEMO = (1 << 30) ///< add "-demo" to gameid
};
struct ADGameDescription {
const char *gameId;
const char *extra;
ADGameFileDescription filesDescriptions[14];
Common::Language language;
Common::Platform platform;
/**
* A bitmask of extra flags. The top 16 bits are reserved for generic flags
* defined in the ADGameFlags. This leaves 16 bits to be used by client
* code.
*/
uint32 flags;
const char *guiOptions;
};
/**
* A list of pointers to ADGameDescription structs (or subclasses thereof).
*/
typedef Common::Array<const ADGameDescription *> ADGameDescList;
/**
* A list of raw game ID strings.
*/
typedef Common::Array<const char *> ADGameIdList;
/**
* End marker for a table of ADGameDescription structs. Use this to
* terminate a list to be passed to the AdvancedDetector API.
*/
#define AD_TABLE_END_MARKER \
{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, GUIO0() }
struct ADFileBasedFallback {
/**
* Pointer to an ADGameDescription or subclass thereof which will get
* returned if there's a detection match.
*/
const ADGameDescription *desc;
/**
* A zero-terminated list of filenames used for matching. All files in
* the list must be present to get a detection match.
*/
const char *filenames[10];
};
enum ADFlags {
/**
* Store value of extra field in config file, and use it as a hint
* on subsequent runs. Could be used when there is no way to autodetect
* game (when more than one game sits in same directory), and user picks
* up a variant manually.
* In addition, this is useful if two variants of a game sharing the same
* gameid are contained in a single directory.
*/
kADFlagUseExtraAsHint = (1 << 0)
};
/**
* Map entry for mapping GUIO_GAMEOPTIONS* to their ExtraGuiOption
* description.
*/
struct ADExtraGuiOptionsMap {
/**
* GUIO_GAMEOPTION* string.
*/
const char *guioFlag;
/**
* The associated option.
*/
ExtraGuiOption option;
};
#define AD_EXTRA_GUI_OPTIONS_TERMINATOR { 0, { 0, 0, 0, 0 } }
/**
* A MetaEngine implementation based around the advanced detector code.
*/
class AdvancedMetaEngine : public MetaEngine {
protected:
/**
* Pointer to an array of objects which are either ADGameDescription
* or superset structures (i.e. start with an ADGameDescription member.
* The list is terminated by an entry with a gameid equal to 0
* (see AD_TABLE_END_MARKER).
*/
const byte *_gameDescriptors;
/**
* The size of a single entry of the above descs array. Always
* must be >= sizeof(ADGameDescription).
*/
const uint _descItemSize;
/**
* A list of all gameids (and their corresponding descriptions) supported
* by this engine.
*/
const PlainGameDescriptor *_gameIds;
/**
* A map containing all the extra game GUI options the engine supports.
*/
const ADExtraGuiOptionsMap * const _extraGuiOptions;
/**
* The number of bytes to compute MD5 sum for. The AdvancedDetector
* is primarily based on computing and matching MD5 checksums of files.
* Since doing that for large files can be slow, it can be restricted
* to a subset of all files.
* Typically this will be set to something between 5 and 50 kilobytes,
* but arbitrary non-zero values are possible. The default is 5000.
*/
uint _md5Bytes;
/**
* Name of single gameid (optional).
*
* Used to override gameid.
* This is a recommended setting to prevent global gameid pollution.
* With this option set, the gameid effectively turns into engineid.
*
* FIXME: This field actually removes a feature (gameid) in order to
* address a more generic problem. We should find a better way to
* disambiguate gameids.
*/
const char *_singleId;
/**
* A bitmask of flags which can be used to configure the behavior
* of the AdvancedDetector. Refer to ADFlags for a list of flags
* that can be ORed together and passed here.
*/
uint32 _flags;
/**
* A list of game GUI options which will be added to each
* entry in addition to per-game options. Refer to GameGUIOption
* enum for the list.
*/
Common::String _guiOptions;
/**
* Maximum depth of directories to look up.
* If set to 0, the depth is 1 level
*/
uint32 _maxScanDepth;
/**
* Case-insensitive list of directory globs which could be used for
* going deeper into the directory structure.
* @see String::matchString() method for format description.
*
* @note Last item must be 0
*/
const char * const *_directoryGlobs;
/**
* If true, filenames will be matched against the entire path, relative to
* the root detection directory (e.g. "foo/bar.000" for a file at
* "<root>/foo/bar.000"). Otherwise, filenames only match the basename
* (e.g. "bar.000" for the same file).
*
* @note _maxScanDepth and _directoryGlobs must still be configured to allow
* the detector to find files inside subdirectories.
*/
bool _matchFullPaths;
public:
AdvancedMetaEngine(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds, const ADExtraGuiOptionsMap *extraGuiOptions = 0);
/**
* Returns list of targets supported by the engine.
* Distinguishes engines with single ID
*/
virtual GameList getSupportedGames() const;
virtual GameDescriptor findGame(const char *gameId) const;
virtual GameList detectGames(const Common::FSList &fslist, bool useUnknownGameDialog = false) const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const;
protected:
// To be implemented by subclasses
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
/**
* An (optional) generic fallback detect function which is invoked
* if the regular MD5 based detection failed to detect anything.
*/
virtual const ADGameDescription *fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const {
return 0;
}
private:
void initSubSystems(const ADGameDescription *gameDesc) const;
protected:
/**
* Detect games in specified directory.
* Parameters language and platform are used to pass on values
* specified by the user. This is used to restrict search scope.
*
* @param allFiles list of all present files, as computed by composeFileHashMap
* @param language restrict results to specified language
* @param platform restrict results to specified platform
* @param extra restrict results to specified extra string (only if kADFlagUseExtraAsHint is set)
* @return list of ADGameDescription pointers corresponding to matched games
*/
virtual ADGameDescList detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra, bool useUnknownGameDialog = false) const;
/**
* Iterates over all ADFileBasedFallback records inside fileBasedFallback.
* This then returns the record (or rather, the ADGameDescription
* contained in it) for which all files described by it are present, and
* among those the one with the maximal number of matching files.
* In case of a tie, the entry coming first in the list is chosen.
*
* @param allFiles a map describing all present files
* @param fslist a list of nodes for all present files
* @param fileBasedFallback a list of ADFileBasedFallback records, zero-terminated
* @param filesProps if not 0, return a map of properties for all detected files here
*/
const ADGameDescription *detectGameFilebased(const FileMap &allFiles, const Common::FSList &fslist, const ADFileBasedFallback *fileBasedFallback, ADFilePropertiesMap *filesProps = 0) const;
/**
* Log and print a report that we found an unknown game variant, together with the file
* names, sizes and MD5 sums.
*/
void reportUnknown(const Common::FSNode &path, const ADFilePropertiesMap &filesProps, const ADGameIdList &matchedGameIds = ADGameIdList(), bool useUnknownGameDialog = false) const;
// TODO
void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc) const;
/**
* Compose a hashmap of all files in fslist.
* Includes nifty stuff like removing trailing dots and ignoring case.
*/
void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth, const Common::String &parentName = Common::String()) const;
/** Get the properties (size and MD5) of this file. */
bool getFileProperties(const Common::FSNode &parent, const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, ADFileProperties &fileProps) const;
};
#endif
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