Started to refactor the plugin code (moving backend specific stuff into backends/plugins/)

svn-id: r24148
This commit is contained in:
Max Horn 2006-10-07 00:22:48 +00:00
parent 1373686c34
commit 26e4e16800
6 changed files with 478 additions and 282 deletions

View file

@ -23,52 +23,18 @@
#include "common/stdafx.h"
#include "base/plugins.h"
#include "engines/engine.h"
#include "common/util.h"
#include "common/fs.h"
/** Type of factory functions which make new Engine objects. */
typedef PluginError (*EngineFactory)(OSystem *syst, Engine **engine);
typedef const char *(*NameFunc)();
typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
typedef GameList (*GameIDListFunc)();
typedef DetectedGameList (*DetectFunc)(const FSList &fslist);
#ifdef DYNAMIC_MODULES
#ifdef UNIX
#include <dlfcn.h>
#define PLUGIN_DIRECTORY "plugins/"
#else
#ifdef __DC__
#include "dcloader.h"
#define PLUGIN_DIRECTORY "/"
#define PLUGIN_PREFIX ""
#define PLUGIN_SUFFIX ".PLG"
#else
#ifdef _WIN32
#define PLUGIN_DIRECTORY ""
#define PLUGIN_PREFIX ""
#define PLUGIN_SUFFIX ".dll"
#else
#error No support for loading plugins on non-unix systems at this point!
#if defined(UNIX)
#include "backends/plugins/posix/posix-provider.h"
#elif defined(__DC__)
#include "backends/plugins/dc/dc-provider.h"
#elif defined(_WIN32)
#include "backends/plugins/win32/win32-provider.h"
#endif
#endif
#endif
#endif
#else
PluginRegistrator::PluginRegistrator(const char *name, const char *copyright, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df)
: _name(name), _copyright(copyright), _qf(qf), _ef(ef), _df(df), _games(games) {
//printf("Automatically registered plugin '%s'\n", name);
}
#endif
#pragma mark -
void DetectedGame::updateDesc(const char *extra) {
@ -114,6 +80,9 @@ public:
delete _plugin;
}
virtual bool loadPlugin() { return true; }
virtual void unloadPlugin() {}
const char *getName() const { return _plugin->_name; }
const char *getCopyright() const { return _plugin->_copyright; }
@ -134,266 +103,118 @@ public:
return (*_plugin->_df)(fslist);
}
};
#endif
#pragma mark -
#ifdef DYNAMIC_MODULES
class DynamicPlugin : public Plugin {
protected:
typedef void (*VoidFunc)();
void *_dlHandle;
Common::String _filename;
Common::String _name;
Common::String _copyright;
GameIDQueryFunc _qf;
EngineFactory _ef;
DetectFunc _df;
GameList _games;
VoidFunc findSymbol(const char *symbol);
class StaticPluginProvider : public PluginProvider {
public:
DynamicPlugin(const Common::String &filename)
: _dlHandle(0), _filename(filename), _qf(0), _ef(0), _df(0), _games() {}
const char *getName() const { return _name.c_str(); }
const char *getCopyright() const { return _copyright.c_str(); }
PluginError createInstance(OSystem *syst, Engine **engine) const {
assert(_ef);
return (*_ef)(syst, engine);
StaticPluginProvider() {
}
~StaticPluginProvider() {
}
GameList getSupportedGames() const { return _games; }
GameDescriptor findGame(const char *gameid) const {
assert(_qf);
return (*_qf)(gameid);
virtual PluginList getPlugins() {
PluginList pl;
#define LINK_PLUGIN(ID) \
extern PluginRegistrator *g_##ID##_PluginReg; \
extern void g_##ID##_PluginReg_alloc(); \
g_##ID##_PluginReg_alloc(); \
plugin = g_##ID##_PluginReg; \
pl.push_back(new StaticPlugin(plugin));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
PluginRegistrator *plugin;
#ifndef DISABLE_SCUMM
LINK_PLUGIN(SCUMM)
#endif
#ifndef DISABLE_SKY
LINK_PLUGIN(SKY)
#endif
#ifndef DISABLE_SWORD1
LINK_PLUGIN(SWORD1)
#endif
#ifndef DISABLE_SWORD2
LINK_PLUGIN(SWORD2)
#endif
#ifndef DISABLE_AGOS
LINK_PLUGIN(AGOS)
#endif
#ifndef DISABLE_QUEEN
LINK_PLUGIN(QUEEN)
#endif
#ifndef DISABLE_SAGA
LINK_PLUGIN(SAGA)
#endif
#ifndef DISABLE_KYRA
LINK_PLUGIN(KYRA)
#endif
#ifndef DISABLE_GOB
LINK_PLUGIN(GOB)
#endif
#ifndef DISABLE_LURE
LINK_PLUGIN(LURE)
#endif
#ifndef DISABLE_CINE
LINK_PLUGIN(CINE)
#endif
#ifndef DISABLE_AGI
LINK_PLUGIN(AGI)
#endif
return pl;
}
DetectedGameList detectGames(const FSList &fslist) const {
assert(_df);
return (*_df)(fslist);
}
bool loadPlugin();
void unloadPlugin();
};
DynamicPlugin::VoidFunc DynamicPlugin::findSymbol(const char *symbol) {
#if defined(UNIX) || defined(__DC__)
void *func = dlsym(_dlHandle, symbol);
if (!func)
warning("Failed loading symbol '%s' from plugin '%s' (%s)", symbol, _filename.c_str(), dlerror());
#else
#if defined(_WIN32)
void *func = (void *)GetProcAddress((HMODULE)_dlHandle, symbol);
if (!func)
warning("Failed loading symbol '%s' from plugin '%s'", symbol, _filename.c_str());
#else
#error TODO
#endif
#endif
// FIXME HACK: This is a HACK to circumvent a clash between the ISO C++
// standard and POSIX: ISO C++ disallows casting between function pointers
// and data pointers, but dlsym always returns a void pointer. For details,
// see e.g. <http://www.trilithium.com/johan/2004/12/problem-with-dlsym/>.
assert(sizeof(VoidFunc) == sizeof(func));
VoidFunc tmp;
memcpy(&tmp, &func, sizeof(VoidFunc));
return tmp;
}
bool DynamicPlugin::loadPlugin() {
assert(!_dlHandle);
#if defined(UNIX) || defined(__DC__)
_dlHandle = dlopen(_filename.c_str(), RTLD_LAZY);
if (!_dlHandle) {
warning("Failed loading plugin '%s' (%s)", _filename.c_str(), dlerror());
return false;
}
#else
#if defined(_WIN32)
_dlHandle = LoadLibrary(_filename.c_str());
if (!_dlHandle) {
warning("Failed loading plugin '%s'", _filename.c_str());
return false;
}
#else
#error TODO
#endif
#endif
// Query the plugin's name
NameFunc nameFunc = (NameFunc)findSymbol("PLUGIN_name");
if (!nameFunc) {
unloadPlugin();
return false;
}
_name = nameFunc();
// Query the plugin's copyright
nameFunc = (NameFunc)findSymbol("PLUGIN_copyright");
if (!nameFunc) {
unloadPlugin();
return false;
}
_copyright = nameFunc();
// Query the plugin for the game ids it supports
GameIDListFunc gameListFunc = (GameIDListFunc)findSymbol("PLUGIN_gameIDList");
if (!gameListFunc) {
unloadPlugin();
return false;
}
_games = gameListFunc();
// Retrieve the gameid query function
_qf = (GameIDQueryFunc)findSymbol("PLUGIN_findGameID");
if (!_qf) {
unloadPlugin();
return false;
}
// Retrieve the factory function
_ef = (EngineFactory)findSymbol("PLUGIN_createEngine");
if (!_ef) {
unloadPlugin();
return false;
}
// Retrieve the detector function
_df = (DetectFunc)findSymbol("PLUGIN_detectGames");
if (!_df) {
unloadPlugin();
return false;
}
#ifdef __DC__
dlforgetsyms(_dlHandle);
#endif
return true;
}
void DynamicPlugin::unloadPlugin() {
if (_dlHandle) {
#if defined(UNIX) || defined(__DC__)
if (dlclose(_dlHandle) != 0)
warning("Failed unloading plugin '%s' (%s)", _filename.c_str(), dlerror());
#elif defined(_WIN32)
if (!FreeLibrary((HMODULE)_dlHandle))
warning("Failed unloading plugin '%s'", _filename.c_str());
#else
#error TODO
#endif
}
}
#endif // DYNAMIC_MODULES
#pragma mark -
DECLARE_SINGLETON(PluginManager);
PluginManager::PluginManager() {
// FIXME: The following code should be moved to the backend specific code,
// usually into the main() function just before scummvm_main is called
#ifdef DYNAMIC_MODULES
#if defined(UNIX)
addPluginProvider(new POSIXPluginProvider());
#elif defined(__DC__)
addPluginProvider(new DCPluginProvider());
#elif defined(_WIN32)
addPluginProvider(new Win32PluginProvider());
#else
#error No support for loading plugins on non-unix systems at this point!
#endif
#else
addPluginProvider(new StaticPluginProvider());
#endif
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadPlugins();
}
void PluginManager::addPluginProvider(PluginProvider *pp) {
_providers.push_back(pp);
}
void PluginManager::loadPlugins() {
#ifdef DYNAMIC_MODULES
// 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.
// Load all plugins.
// Scan for all plugins in this directory
FilesystemNode dir(PLUGIN_DIRECTORY);
FSList files;
if (!dir.listDir(files, FilesystemNode::kListFilesOnly)) {
error("Couldn't open plugin directory '%s'", PLUGIN_DIRECTORY);
}
for (FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
Common::String name(i->name());
if (name.hasPrefix(PLUGIN_PREFIX) && name.hasSuffix(PLUGIN_SUFFIX)) {
tryLoadPlugin(new DynamicPlugin(i->path()));
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((**pp).getPlugins());
for (PluginList::iterator plugin = pl.begin(); plugin != pl.end(); ++plugin) {
tryLoadPlugin(*plugin);
}
}
#else
#define LINK_PLUGIN(ID) \
extern PluginRegistrator *g_##ID##_PluginReg; \
extern void g_##ID##_PluginReg_alloc(); \
g_##ID##_PluginReg_alloc(); \
plugin = g_##ID##_PluginReg; \
tryLoadPlugin(new StaticPlugin(plugin));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
PluginRegistrator *plugin;
#ifndef DISABLE_SCUMM
LINK_PLUGIN(SCUMM)
#endif
#ifndef DISABLE_SKY
LINK_PLUGIN(SKY)
#endif
#ifndef DISABLE_SWORD1
LINK_PLUGIN(SWORD1)
#endif
#ifndef DISABLE_SWORD2
LINK_PLUGIN(SWORD2)
#endif
#ifndef DISABLE_AGOS
LINK_PLUGIN(AGOS)
#endif
#ifndef DISABLE_QUEEN
LINK_PLUGIN(QUEEN)
#endif
#ifndef DISABLE_SAGA
LINK_PLUGIN(SAGA)
#endif
#ifndef DISABLE_KYRA
LINK_PLUGIN(KYRA)
#endif
#ifndef DISABLE_GOB
LINK_PLUGIN(GOB)
#endif
#ifndef DISABLE_LURE
LINK_PLUGIN(LURE)
#endif
#ifndef DISABLE_CINE
LINK_PLUGIN(CINE)
#endif
#ifndef DISABLE_AGI
LINK_PLUGIN(AGI)
#endif
#endif
}
void PluginManager::unloadPlugins() {
@ -423,6 +244,15 @@ bool PluginManager::tryLoadPlugin(Plugin *plugin) {
if (plugin->loadPlugin()) {
// If successful, add it to the list of known plugins and return.
_plugins.push_back(plugin);
// TODO/FIXME: We should perform some additional checks here:
// * Check for some kind of "API version" (possibly derived from the
// SVN tree revision?)
// * If two plugins provide the same engine, we should only load one.
// To detect this situation, we could just compare the plugin name.
// To handle it, simply prefer modules loaded earlier to those coming.
// Or vice versa... to be determined... :-)
return true;
} else {
// Failed to load the plugin