Started to refactor the plugin code (moving backend specific stuff into backends/plugins/)
svn-id: r24148
This commit is contained in:
parent
1373686c34
commit
26e4e16800
6 changed files with 478 additions and 282 deletions
382
base/plugins.cpp
382
base/plugins.cpp
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@ -23,52 +23,18 @@
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#include "common/stdafx.h"
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#include "base/plugins.h"
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#include "engines/engine.h"
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#include "common/util.h"
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#include "common/fs.h"
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/** Type of factory functions which make new Engine objects. */
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typedef PluginError (*EngineFactory)(OSystem *syst, Engine **engine);
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typedef const char *(*NameFunc)();
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typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
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typedef GameList (*GameIDListFunc)();
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typedef DetectedGameList (*DetectFunc)(const FSList &fslist);
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#ifdef DYNAMIC_MODULES
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#ifdef UNIX
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#include <dlfcn.h>
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#define PLUGIN_DIRECTORY "plugins/"
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#else
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#ifdef __DC__
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#include "dcloader.h"
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#define PLUGIN_DIRECTORY "/"
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#define PLUGIN_PREFIX ""
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#define PLUGIN_SUFFIX ".PLG"
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#else
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#ifdef _WIN32
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#define PLUGIN_DIRECTORY ""
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#define PLUGIN_PREFIX ""
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#define PLUGIN_SUFFIX ".dll"
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#else
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#error No support for loading plugins on non-unix systems at this point!
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#if defined(UNIX)
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#include "backends/plugins/posix/posix-provider.h"
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#elif defined(__DC__)
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#include "backends/plugins/dc/dc-provider.h"
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#elif defined(_WIN32)
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#include "backends/plugins/win32/win32-provider.h"
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#endif
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#endif
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#endif
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#endif
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#else
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PluginRegistrator::PluginRegistrator(const char *name, const char *copyright, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df)
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: _name(name), _copyright(copyright), _qf(qf), _ef(ef), _df(df), _games(games) {
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//printf("Automatically registered plugin '%s'\n", name);
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}
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#endif
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#pragma mark -
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void DetectedGame::updateDesc(const char *extra) {
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@ -114,6 +80,9 @@ public:
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delete _plugin;
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}
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virtual bool loadPlugin() { return true; }
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virtual void unloadPlugin() {}
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const char *getName() const { return _plugin->_name; }
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const char *getCopyright() const { return _plugin->_copyright; }
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@ -134,266 +103,118 @@ public:
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return (*_plugin->_df)(fslist);
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}
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};
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#endif
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#pragma mark -
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#ifdef DYNAMIC_MODULES
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class DynamicPlugin : public Plugin {
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protected:
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typedef void (*VoidFunc)();
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void *_dlHandle;
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Common::String _filename;
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Common::String _name;
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Common::String _copyright;
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GameIDQueryFunc _qf;
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EngineFactory _ef;
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DetectFunc _df;
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GameList _games;
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VoidFunc findSymbol(const char *symbol);
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class StaticPluginProvider : public PluginProvider {
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public:
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DynamicPlugin(const Common::String &filename)
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: _dlHandle(0), _filename(filename), _qf(0), _ef(0), _df(0), _games() {}
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const char *getName() const { return _name.c_str(); }
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const char *getCopyright() const { return _copyright.c_str(); }
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PluginError createInstance(OSystem *syst, Engine **engine) const {
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assert(_ef);
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return (*_ef)(syst, engine);
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StaticPluginProvider() {
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}
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~StaticPluginProvider() {
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}
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GameList getSupportedGames() const { return _games; }
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GameDescriptor findGame(const char *gameid) const {
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assert(_qf);
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return (*_qf)(gameid);
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virtual PluginList getPlugins() {
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PluginList pl;
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#define LINK_PLUGIN(ID) \
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extern PluginRegistrator *g_##ID##_PluginReg; \
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extern void g_##ID##_PluginReg_alloc(); \
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g_##ID##_PluginReg_alloc(); \
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plugin = g_##ID##_PluginReg; \
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pl.push_back(new StaticPlugin(plugin));
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// "Loader" for the static plugins.
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// Iterate over all registered (static) plugins and load them.
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PluginRegistrator *plugin;
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#ifndef DISABLE_SCUMM
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LINK_PLUGIN(SCUMM)
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#endif
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#ifndef DISABLE_SKY
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LINK_PLUGIN(SKY)
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#endif
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#ifndef DISABLE_SWORD1
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LINK_PLUGIN(SWORD1)
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#endif
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#ifndef DISABLE_SWORD2
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LINK_PLUGIN(SWORD2)
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#endif
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#ifndef DISABLE_AGOS
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LINK_PLUGIN(AGOS)
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#endif
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#ifndef DISABLE_QUEEN
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LINK_PLUGIN(QUEEN)
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#endif
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#ifndef DISABLE_SAGA
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LINK_PLUGIN(SAGA)
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#endif
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#ifndef DISABLE_KYRA
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LINK_PLUGIN(KYRA)
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#endif
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#ifndef DISABLE_GOB
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LINK_PLUGIN(GOB)
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#endif
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#ifndef DISABLE_LURE
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LINK_PLUGIN(LURE)
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#endif
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#ifndef DISABLE_CINE
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LINK_PLUGIN(CINE)
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#endif
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#ifndef DISABLE_AGI
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LINK_PLUGIN(AGI)
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#endif
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return pl;
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}
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DetectedGameList detectGames(const FSList &fslist) const {
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assert(_df);
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return (*_df)(fslist);
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}
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bool loadPlugin();
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void unloadPlugin();
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};
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DynamicPlugin::VoidFunc DynamicPlugin::findSymbol(const char *symbol) {
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#if defined(UNIX) || defined(__DC__)
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void *func = dlsym(_dlHandle, symbol);
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if (!func)
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warning("Failed loading symbol '%s' from plugin '%s' (%s)", symbol, _filename.c_str(), dlerror());
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#else
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#if defined(_WIN32)
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void *func = (void *)GetProcAddress((HMODULE)_dlHandle, symbol);
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if (!func)
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warning("Failed loading symbol '%s' from plugin '%s'", symbol, _filename.c_str());
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#else
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#error TODO
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#endif
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#endif
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// FIXME HACK: This is a HACK to circumvent a clash between the ISO C++
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// standard and POSIX: ISO C++ disallows casting between function pointers
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// and data pointers, but dlsym always returns a void pointer. For details,
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// see e.g. <http://www.trilithium.com/johan/2004/12/problem-with-dlsym/>.
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assert(sizeof(VoidFunc) == sizeof(func));
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VoidFunc tmp;
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memcpy(&tmp, &func, sizeof(VoidFunc));
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return tmp;
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}
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bool DynamicPlugin::loadPlugin() {
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assert(!_dlHandle);
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#if defined(UNIX) || defined(__DC__)
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_dlHandle = dlopen(_filename.c_str(), RTLD_LAZY);
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if (!_dlHandle) {
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warning("Failed loading plugin '%s' (%s)", _filename.c_str(), dlerror());
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return false;
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}
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#else
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#if defined(_WIN32)
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_dlHandle = LoadLibrary(_filename.c_str());
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if (!_dlHandle) {
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warning("Failed loading plugin '%s'", _filename.c_str());
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return false;
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}
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#else
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#error TODO
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#endif
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#endif
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// Query the plugin's name
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NameFunc nameFunc = (NameFunc)findSymbol("PLUGIN_name");
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if (!nameFunc) {
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unloadPlugin();
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return false;
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}
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_name = nameFunc();
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// Query the plugin's copyright
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nameFunc = (NameFunc)findSymbol("PLUGIN_copyright");
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if (!nameFunc) {
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unloadPlugin();
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return false;
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}
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_copyright = nameFunc();
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// Query the plugin for the game ids it supports
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GameIDListFunc gameListFunc = (GameIDListFunc)findSymbol("PLUGIN_gameIDList");
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if (!gameListFunc) {
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unloadPlugin();
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return false;
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}
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_games = gameListFunc();
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// Retrieve the gameid query function
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_qf = (GameIDQueryFunc)findSymbol("PLUGIN_findGameID");
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if (!_qf) {
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unloadPlugin();
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return false;
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}
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// Retrieve the factory function
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_ef = (EngineFactory)findSymbol("PLUGIN_createEngine");
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if (!_ef) {
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unloadPlugin();
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return false;
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}
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// Retrieve the detector function
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_df = (DetectFunc)findSymbol("PLUGIN_detectGames");
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if (!_df) {
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unloadPlugin();
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return false;
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}
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#ifdef __DC__
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dlforgetsyms(_dlHandle);
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#endif
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return true;
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}
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void DynamicPlugin::unloadPlugin() {
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if (_dlHandle) {
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#if defined(UNIX) || defined(__DC__)
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if (dlclose(_dlHandle) != 0)
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warning("Failed unloading plugin '%s' (%s)", _filename.c_str(), dlerror());
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#elif defined(_WIN32)
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if (!FreeLibrary((HMODULE)_dlHandle))
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warning("Failed unloading plugin '%s'", _filename.c_str());
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#else
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#error TODO
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#endif
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}
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}
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#endif // DYNAMIC_MODULES
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#pragma mark -
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DECLARE_SINGLETON(PluginManager);
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PluginManager::PluginManager() {
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// FIXME: The following code should be moved to the backend specific code,
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// usually into the main() function just before scummvm_main is called
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#ifdef DYNAMIC_MODULES
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#if defined(UNIX)
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addPluginProvider(new POSIXPluginProvider());
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#elif defined(__DC__)
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addPluginProvider(new DCPluginProvider());
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#elif defined(_WIN32)
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addPluginProvider(new Win32PluginProvider());
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#else
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#error No support for loading plugins on non-unix systems at this point!
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#endif
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#else
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addPluginProvider(new StaticPluginProvider());
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#endif
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}
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PluginManager::~PluginManager() {
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// Explicitly unload all loaded plugins
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unloadPlugins();
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}
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void PluginManager::addPluginProvider(PluginProvider *pp) {
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_providers.push_back(pp);
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}
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void PluginManager::loadPlugins() {
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#ifdef DYNAMIC_MODULES
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// Load dynamic plugins
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// TODO... this is right now just a nasty hack.
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// This should search one or multiple directories for all plugins it can
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// find (to this end, we maybe should use a special prefix/suffix; e.g.
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// instead of libscumm.so, use scumm.engine or scumm.plugin etc.).
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//
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// The list of directories to search could be e.g.:
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// User specified (via config file), ".", "./plugins", "$(prefix)/lib".
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//
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// We also need to add code which ensures what we are looking at is
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// a) a ScummVM engine and b) matches the version of the executable.
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// Hence one more symbol should be exported by plugins which returns
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// the "ABI" version the plugin was built for, and we can compare that
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// to the ABI version of the executable.
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// Load all plugins.
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// Scan for all plugins in this directory
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FilesystemNode dir(PLUGIN_DIRECTORY);
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FSList files;
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if (!dir.listDir(files, FilesystemNode::kListFilesOnly)) {
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error("Couldn't open plugin directory '%s'", PLUGIN_DIRECTORY);
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}
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for (FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
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Common::String name(i->name());
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if (name.hasPrefix(PLUGIN_PREFIX) && name.hasSuffix(PLUGIN_SUFFIX)) {
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tryLoadPlugin(new DynamicPlugin(i->path()));
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for (ProviderList::iterator pp = _providers.begin();
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pp != _providers.end();
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++pp) {
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PluginList pl((**pp).getPlugins());
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for (PluginList::iterator plugin = pl.begin(); plugin != pl.end(); ++plugin) {
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tryLoadPlugin(*plugin);
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}
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}
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#else
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#define LINK_PLUGIN(ID) \
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extern PluginRegistrator *g_##ID##_PluginReg; \
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extern void g_##ID##_PluginReg_alloc(); \
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g_##ID##_PluginReg_alloc(); \
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plugin = g_##ID##_PluginReg; \
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tryLoadPlugin(new StaticPlugin(plugin));
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// "Loader" for the static plugins.
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// Iterate over all registered (static) plugins and load them.
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PluginRegistrator *plugin;
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#ifndef DISABLE_SCUMM
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LINK_PLUGIN(SCUMM)
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#endif
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#ifndef DISABLE_SKY
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LINK_PLUGIN(SKY)
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#endif
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#ifndef DISABLE_SWORD1
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LINK_PLUGIN(SWORD1)
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#endif
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#ifndef DISABLE_SWORD2
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LINK_PLUGIN(SWORD2)
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#endif
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#ifndef DISABLE_AGOS
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LINK_PLUGIN(AGOS)
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#endif
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#ifndef DISABLE_QUEEN
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LINK_PLUGIN(QUEEN)
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#endif
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#ifndef DISABLE_SAGA
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LINK_PLUGIN(SAGA)
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#endif
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#ifndef DISABLE_KYRA
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LINK_PLUGIN(KYRA)
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#endif
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#ifndef DISABLE_GOB
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LINK_PLUGIN(GOB)
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#endif
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#ifndef DISABLE_LURE
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LINK_PLUGIN(LURE)
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#endif
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#ifndef DISABLE_CINE
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LINK_PLUGIN(CINE)
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#endif
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#ifndef DISABLE_AGI
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LINK_PLUGIN(AGI)
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#endif
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#endif
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}
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void PluginManager::unloadPlugins() {
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if (plugin->loadPlugin()) {
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// If successful, add it to the list of known plugins and return.
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_plugins.push_back(plugin);
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// TODO/FIXME: We should perform some additional checks here:
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// * Check for some kind of "API version" (possibly derived from the
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// SVN tree revision?)
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// * If two plugins provide the same engine, we should only load one.
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// To detect this situation, we could just compare the plugin name.
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// To handle it, simply prefer modules loaded earlier to those coming.
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// Or vice versa... to be determined... :-)
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return true;
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} else {
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// Failed to load the plugin
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