PLUGINS: single plugin model now saves plugin filename to config file
After searching for the right plugin once, the filename will be saved to the config file under the domain 'plugin_files'. The key is the gameid and the value is the plugin file. The backup mechanism is searching plugin by plugin. svn-id: r55061
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77a6dc7046
commit
8f36a5f887
8 changed files with 135 additions and 27 deletions
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@ -37,7 +37,6 @@
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class DCPlugin : public DynamicPlugin {
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protected:
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void *_dlHandle;
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Common::String _filename;
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virtual VoidFunc findSymbol(const char *symbol) {
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void *func = dlsym(_dlHandle, symbol);
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@ -56,7 +55,7 @@ protected:
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public:
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DCPlugin(const Common::String &filename)
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: _dlHandle(0), _filename(filename) {}
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: DynamicPlugin(filename), _dlHandle(0) {}
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bool loadPlugin() {
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assert(!_dlHandle);
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@ -37,7 +37,12 @@ protected:
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virtual VoidFunc findSymbol(const char *symbol) = 0;
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const Common::String _filename;
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public:
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DynamicPlugin(const Common::String &filename) :
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_filename(filename) {}
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virtual bool loadPlugin() {
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// Validate the plugin API version
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IntFunc verFunc = (IntFunc)findSymbol("PLUGIN_getVersion");
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@ -97,6 +102,10 @@ public:
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virtual void unloadPlugin() {
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delete _pluginObject;
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}
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virtual const char *getFileName() const {
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return _filename.c_str();
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}
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};
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#endif
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@ -48,15 +48,14 @@ protected:
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typedef const char *(*CharFunc)();
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DLObject *_dlHandle;
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Common::String _filename;
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void *_dso_handle;
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virtual VoidFunc findSymbol(const char *symbol);
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public:
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ELFPlugin(const Common::String &filename) :
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DynamicPlugin(filename),
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_dlHandle(0),
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_filename(filename),
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_dso_handle(0) {
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}
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@ -37,7 +37,6 @@
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class POSIXPlugin : public DynamicPlugin {
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protected:
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void *_dlHandle;
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Common::String _filename;
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virtual VoidFunc findSymbol(const char *symbol) {
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void *func = dlsym(_dlHandle, symbol);
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@ -56,7 +55,7 @@ protected:
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public:
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POSIXPlugin(const Common::String &filename)
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: _dlHandle(0), _filename(filename) {}
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: DynamicPlugin(filename), _dlHandle(0) {}
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bool loadPlugin() {
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assert(!_dlHandle);
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@ -36,7 +36,6 @@
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class SDLPlugin : public DynamicPlugin {
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protected:
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void *_dlHandle;
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Common::String _filename;
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virtual VoidFunc findSymbol(const char *symbol) {
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void *func = SDL_LoadFunction(_dlHandle, symbol);
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@ -55,7 +54,7 @@ protected:
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public:
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SDLPlugin(const Common::String &filename)
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: _dlHandle(0), _filename(filename) {}
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: DynamicPlugin(filename), _dlHandle(0) {}
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bool loadPlugin() {
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assert(!_dlHandle);
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@ -51,7 +51,6 @@ private:
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protected:
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void *_dlHandle;
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Common::String _filename;
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virtual VoidFunc findSymbol(const char *symbol) {
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#ifndef _WIN32_WCE
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@ -67,7 +66,7 @@ protected:
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public:
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Win32Plugin(const Common::String &filename)
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: _dlHandle(0), _filename(filename) {}
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: DynamicPlugin(filename), _dlHandle(0) {}
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bool loadPlugin() {
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assert(!_dlHandle);
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101
base/plugins.cpp
101
base/plugins.cpp
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@ -335,16 +335,15 @@ void PluginManager::addPluginProvider(PluginProvider *pp) {
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_providers.push_back(pp);
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}
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//
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// This should only be run once
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/**
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* This should only be called once by main()
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**/
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void PluginManagerUncached::init() {
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unloadAllPlugins();
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_allEnginePlugins.clear();
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// We need to resize our pluginsInMem list to prevent fragmentation
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// Otherwise, as soon as we add our 1 engine plugin (which is all we'll have in memory at a time)
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// We'll get an allocation in memory that will never go away
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_pluginsInMem[PLUGIN_TYPE_ENGINE].resize(2); // more than we need
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// Resize our pluginsInMem list to prevent fragmentation
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_pluginsInMem[PLUGIN_TYPE_ENGINE].resize(2);
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for (ProviderList::iterator pp = _providers.begin();
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pp != _providers.end();
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@ -371,6 +370,63 @@ void PluginManagerUncached::init() {
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}
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}
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/**
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* Try to load the plugin by searching in the ConfigManager for a matching
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* gameId under the domain 'plugin_files'.
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**/
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bool PluginManagerUncached::loadPluginFromGameId(const Common::String &gameId) {
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Common::ConfigManager::Domain *domain = ConfMan.getDomain("plugin_files");
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if (domain) {
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if (domain->contains(gameId)) {
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Common::String filename = (*domain)[gameId];
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if (loadPluginByFileName(filename)) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Load a plugin with a filename taken from ConfigManager.
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**/
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bool PluginManagerUncached::loadPluginByFileName(const Common::String &filename) {
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if (filename.empty())
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return false;
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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PluginList::iterator i;
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for (i = _allEnginePlugins.begin(); i != _allEnginePlugins.end(); ++i) {
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if (Common::String((*i)->getFileName()) == filename && (*i)->loadPlugin()) {
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addToPluginsInMemList(*i);
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_currentPlugin = i;
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return true;
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}
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}
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return false;
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}
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/**
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* Update the config manager with a plugin file name that we found can handle
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* the game.
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**/
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void PluginManagerUncached::updateConfigWithFileName(const Common::String &gameId) {
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// Check if we have a filename for the current plugin
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if ((*_currentPlugin)->getFileName()) {
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if (!ConfMan.hasMiscDomain("plugin_files"))
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ConfMan.addMiscDomain("plugin_files");
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Common::ConfigManager::Domain *domain = ConfMan.getDomain("plugin_files");
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assert(domain);
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(*domain)[gameId] = (*_currentPlugin)->getFileName();
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ConfMan.flushToDisk();
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}
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}
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void PluginManagerUncached::loadFirstPlugin() {
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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@ -395,6 +451,10 @@ bool PluginManagerUncached::loadNextPlugin() {
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return false; // no more in list
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}
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/**
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* Used by only the cached plugin manager. The uncached manager can only have
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* one plugin in memory at a time.
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**/
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void PluginManager::loadAllPlugins() {
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for (ProviderList::iterator pp = _providers.begin();
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pp != _providers.end();
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@ -426,6 +486,9 @@ void PluginManager::unloadPluginsExcept(PluginType type, const Plugin *plugin, b
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}
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}
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/*
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* Used only by the cached plugin manager since it deletes the plugin.
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*/
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bool PluginManager::tryLoadPlugin(Plugin *plugin) {
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assert(plugin);
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// Try to load the plugin
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@ -439,6 +502,9 @@ bool PluginManager::tryLoadPlugin(Plugin *plugin) {
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}
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}
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/**
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* Add to the list of plugins loaded in memory.
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*/
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void PluginManager::addToPluginsInMemList(Plugin *plugin) {
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bool found = false;
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// The plugin is valid, see if it provides the same module as an
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@ -468,16 +534,35 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
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DECLARE_SINGLETON(EngineManager);
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/**
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* This function works for both cached and uncached PluginManagers.
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* For the cached version, most of the logic here will short circuit.
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*
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* For the uncached version, we first try to find the plugin using the gameId
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* and only if we can't find it there, we loop through the plugins.
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**/
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GameDescriptor EngineManager::findGame(const Common::String &gameName, const EnginePlugin **plugin) const {
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GameDescriptor result;
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PluginManager::instance().loadFirstPlugin();
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// first look for the game using the gameId
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if (PluginMan.loadPluginFromGameId(gameName)) {
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result = findGameInLoadedPlugins(gameName, plugin);
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if (!result.gameid().empty()) {
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return result;
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}
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}
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// We failed to find it using the gameid. Scan the list of plugins
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PluginMan.loadFirstPlugin();
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do {
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result = findGameInLoadedPlugins(gameName, plugin);
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if (!result.gameid().empty()) {
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// Update with new plugin file name
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PluginMan.updateConfigWithFileName(gameName);
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break;
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}
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} while (PluginManager::instance().loadNextPlugin());
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} while (PluginMan.loadNextPlugin());
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return result;
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}
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@ -153,10 +153,10 @@ extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
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/**
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* Abstract base class for the plugin objects which handle plugins
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* instantiation. Subclasses for this may be used for engine plugins
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* and other types of plugins.
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*
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* FIXME: This class needs better documentation, esp. how it differs from class Plugin
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* instantiation. Subclasses for this may be used for engine plugins and other
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* types of plugins. An existing PluginObject refers to an executable file
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* loaded in memory and ready to run. The plugin, on the other hand, is just
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* a handle to the file/object, whether it's loaded in memory or not.
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*/
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class PluginObject {
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public:
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/**
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* Abstract base class for the plugin system.
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* Subclasses for this can be used to wrap both static and dynamic
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* plugins.
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*
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* FIXME: This class needs better documentation, esp. how it differs from class PluginObject
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* plugins. This class refers to a plugin which may or may not be loaded in
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* memory.
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*/
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class Plugin {
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protected:
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virtual bool loadPlugin() = 0; // TODO: Rename to load() ?
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virtual void unloadPlugin() = 0; // TODO: Rename to unload() ?
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/**
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* The following functions query information from the plugin object once
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* it's loaded into memory.
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**/
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PluginType getType() const;
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const char *getName() const;
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/**
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* The getFileName() function gets the name of the plugin file for those
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* plugins that have files (ie. not static). It doesn't require the plugin
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* object to be loaded into memory, unlike getName()
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**/
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virtual const char *getFileName() const { return 0; }
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};
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/** List of Plugin instances. */
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#endif // DYNAMIC_MODULES
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#define PluginMan PluginManager::instance()
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/**
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* Singleton class which manages all plugins, including loading them,
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* managing all Plugin class instances, and unloading them.
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void addPluginProvider(PluginProvider *pp);
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// Functions used by the uncached PluginManager
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virtual void init() {}
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virtual void loadFirstPlugin() {}
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virtual bool loadNextPlugin() { return false; }
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virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
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virtual void updateConfigWithFileName(const Common::String &gameId) {}
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// Functions used only by the cached PluginManager
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virtual void loadAllPlugins();
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void unloadAllPlugins();
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PluginList::iterator _currentPlugin;
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PluginManagerUncached() {}
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bool loadPluginByFileName(const Common::String &filename);
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public:
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virtual void init();
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virtual void loadFirstPlugin();
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virtual bool loadNextPlugin();
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virtual bool loadPluginFromGameId(const Common::String &gameId);
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virtual void updateConfigWithFileName(const Common::String &gameId);
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virtual void loadAllPlugins() {} // we don't allow this
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};
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