PLUGINS: switched plugin manager to inheritance rather than #defines
The reason for this was that I found issues where the wrong functions were called in EngineManager for single plugin operation. Rather than inserting more messy #defines, I preferred to change the PluginManager to use virtual functions, which also makes EngineManager simpler. svn-id: r55024
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401a8c355d
commit
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5 changed files with 69 additions and 50 deletions
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@ -107,11 +107,7 @@ static const EnginePlugin *detectPlugin() {
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printf("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
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printf("%s", " Looking for a plugin supporting this gameid... ");
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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GameDescriptor game = EngineMan.findGameOnePluginAtATime(gameid, &plugin);
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#else
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GameDescriptor game = EngineMan.findGame(gameid, &plugin);
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#endif
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if (plugin == 0) {
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printf("failed\n");
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@ -342,13 +338,8 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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settings.erase("debugflags");
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}
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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// Only load non-engine plugins and first engine plugin initially in this case.
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PluginManager::instance().loadNonEnginePluginsAndEnumerate();
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#else
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// Load the plugins.
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PluginManager::instance().loadPlugins();
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#endif
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PluginManager::instance().init();
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PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
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// If we received an invalid music parameter via command line we check this here.
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// We can't check this before loading the music plugins.
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@ -463,11 +454,8 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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// Clear the active config domain
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ConfMan.setActiveDomain("");
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// PluginManager::instance().unloadPlugins();
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PluginManager::instance().loadAllPlugins(); // only for cached manager
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#if !defined(ONE_PLUGIN_AT_A_TIME)
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PluginManager::instance().loadPlugins();
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#endif
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} else {
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GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
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}
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@ -476,7 +464,7 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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setupGraphics(system);
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launcherDialog();
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}
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PluginManager::instance().unloadPlugins();
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PluginManager::instance().unloadAllPlugins();
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PluginManager::destroy();
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GUI::GuiManager::destroy();
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Common::ConfigManager::destroy();
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@ -300,7 +300,19 @@ void FilePluginProvider::addCustomDirectories(Common::FSList &dirs) const {
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#pragma mark -
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DECLARE_SINGLETON(PluginManager);
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PluginManager *PluginManager::_instance = NULL;
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PluginManager &PluginManager::instance() {
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if (_instance)
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return *_instance;
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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_instance = new PluginManagerUncached();
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#else
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_instance = new PluginManager();
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#endif
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return *_instance;
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}
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PluginManager::PluginManager() {
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// Always add the static plugin provider.
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@ -309,7 +321,7 @@ PluginManager::PluginManager() {
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PluginManager::~PluginManager() {
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// Explicitly unload all loaded plugins
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unloadPlugins();
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unloadAllPlugins();
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// Delete the plugin providers
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for (ProviderList::iterator pp = _providers.begin();
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@ -325,8 +337,8 @@ void PluginManager::addPluginProvider(PluginProvider *pp) {
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//
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// This should only be run once
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void PluginManager::loadNonEnginePluginsAndEnumerate() {
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unloadPlugins();
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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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@ -359,7 +371,7 @@ void PluginManager::loadNonEnginePluginsAndEnumerate() {
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}
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}
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void PluginManager::loadFirstPlugin() {
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void PluginManagerUncached::loadFirstPlugin() {
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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// let's try to find one we can load
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@ -371,7 +383,7 @@ void PluginManager::loadFirstPlugin() {
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}
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}
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bool PluginManager::loadNextPlugin() {
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bool PluginManagerUncached::loadNextPlugin() {
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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for (++_currentPlugin; _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
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@ -383,7 +395,7 @@ bool PluginManager::loadNextPlugin() {
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return false; // no more in list
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}
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void PluginManager::loadPlugins() {
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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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++pp) {
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@ -392,7 +404,7 @@ void PluginManager::loadPlugins() {
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}
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}
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void PluginManager::unloadPlugins() {
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void PluginManager::unloadAllPlugins() {
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for (int i = 0; i < PLUGIN_TYPE_MAX; i++)
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unloadPluginsExcept((PluginType)i, NULL);
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}
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@ -456,11 +468,12 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
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DECLARE_SINGLETON(EngineManager);
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GameDescriptor EngineManager::findGameOnePluginAtATime(const Common::String &gameName, const EnginePlugin **plugin) const {
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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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do {
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result = findGame(gameName, plugin);
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result = findGameInLoadedPlugins(gameName, plugin);
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if (!result.gameid().empty()) {
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break;
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}
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@ -468,7 +481,10 @@ GameDescriptor EngineManager::findGameOnePluginAtATime(const Common::String &gam
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return result;
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}
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GameDescriptor EngineManager::findGame(const Common::String &gameName, const EnginePlugin **plugin) const {
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/**
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* Find the game within the plugins loaded in memory
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**/
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GameDescriptor EngineManager::findGameInLoadedPlugins(const Common::String &gameName, const EnginePlugin **plugin) const {
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// Find the GameDescriptor for this target
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const EnginePlugin::List &plugins = getPlugins();
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GameDescriptor result;
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@ -493,19 +509,15 @@ GameList EngineManager::detectGames(const Common::FSList &fslist) const {
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GameList candidates;
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EnginePlugin::List plugins;
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EnginePlugin::List::const_iterator iter;
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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PluginManager::instance().loadFirstPlugin();
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do {
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#endif
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plugins = getPlugins();
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// Iterate over all known games and for each check if it might be
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// the game in the presented directory.
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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candidates.push_back((**iter)->detectGames(fslist));
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}
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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} while (PluginManager::instance().loadNextPlugin());
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#endif
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return candidates;
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}
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@ -298,35 +298,58 @@ protected:
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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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*/
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class PluginManager : public Common::Singleton<PluginManager> {
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class PluginManager {
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protected:
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typedef Common::Array<PluginProvider *> ProviderList;
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private:
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PluginList _pluginsInMem[PLUGIN_TYPE_MAX];
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ProviderList _providers;
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PluginList _allEnginePlugins;
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PluginList::iterator _currentPlugin;
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bool tryLoadPlugin(Plugin *plugin);
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void addToPluginsInMemList(Plugin *plugin);
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friend class Common::Singleton<SingletonBaseType>;
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static PluginManager *_instance;
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PluginManager();
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public:
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~PluginManager();
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virtual ~PluginManager();
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static void createInstance(bool cached);
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static void destroy() { delete _instance; }
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static PluginManager &instance();
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void addPluginProvider(PluginProvider *pp);
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void loadNonEnginePluginsAndEnumerate();
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void loadFirstPlugin();
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bool loadNextPlugin();
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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 void loadAllPlugins();
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void unloadAllPlugins();
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void loadPlugins();
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void unloadPlugins();
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void unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin = true);
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const PluginList &getPlugins(PluginType t) { return _pluginsInMem[t]; }
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};
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/**
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* Uncached version of plugin manager
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* Keeps only one dynamic plugin in memory at a time
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**/
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class PluginManagerUncached : public PluginManager {
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protected:
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friend class PluginManager;
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PluginList _allEnginePlugins;
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PluginList::iterator _currentPlugin;
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PluginManagerUncached() {}
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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 void loadAllPlugins() {} // we don't allow this
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};
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#endif
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@ -231,7 +231,7 @@ private:
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friend class Common::Singleton<SingletonBaseType>;
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public:
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GameDescriptor findGameOnePluginAtATime(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameDescriptor findGameInLoadedPlugins(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameList detectGames(const Common::FSList &fslist) const;
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const EnginePlugin::List &getPlugins() const;
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@ -924,11 +924,7 @@ void LauncherDialog::loadGame(int item) {
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const EnginePlugin *plugin = 0;
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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EngineMan.findGameOnePluginAtATime(gameId, &plugin);
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#else
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EngineMan.findGame(gameId, &plugin);
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#endif
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String target = _domains[item];
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target.toLowercase();
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