Currently, the plugin architecture searches for plugins in ScummVM's base directory and in the plugins directory itself. However, for Win32, we need to bundle several DLL files in order to make ScummVM run at all. Currently, this leads to several warning messages since ScummVM tries to load those DLLs as plugins. This patch excludes the ScummVM base directory when running on Win32 and only accepts plugins from the plugins directory.
792 lines
22 KiB
C++
792 lines
22 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "base/plugins.h"
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#include "common/func.h"
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#include "common/debug.h"
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#include "common/config-manager.h"
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#ifdef DYNAMIC_MODULES
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#include "common/fs.h"
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#endif
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// Plugin versioning
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int pluginTypeVersions[PLUGIN_TYPE_MAX] = {
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PLUGIN_TYPE_ENGINE_VERSION,
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PLUGIN_TYPE_MUSIC_VERSION,
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};
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// Abstract plugins
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PluginType Plugin::getType() const {
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return _type;
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}
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const char *Plugin::getName() const {
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return _pluginObject->getName();
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}
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class StaticPlugin : public Plugin {
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public:
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StaticPlugin(PluginObject *pluginobject, PluginType type) {
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assert(pluginobject);
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assert(type < PLUGIN_TYPE_MAX);
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_pluginObject = pluginobject;
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_type = type;
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}
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~StaticPlugin() {
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delete _pluginObject;
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}
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virtual bool loadPlugin() { return true; }
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virtual void unloadPlugin() {}
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};
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class StaticPluginProvider : public PluginProvider {
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public:
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StaticPluginProvider() {
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}
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~StaticPluginProvider() {
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}
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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 PluginType g_##ID##_type; \
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extern PluginObject *g_##ID##_getObject(); \
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pl.push_back(new StaticPlugin(g_##ID##_getObject(), g_##ID##_type));
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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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// Engine plugins
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#include "engines/plugins_table.h"
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// Music plugins
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// TODO: Use defines to disable or enable each MIDI driver as a
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// static/dynamic plugin, like it's done for the engines
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LINK_PLUGIN(AUTO)
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LINK_PLUGIN(NULL)
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#if defined(WIN32) && !defined(__SYMBIAN32__)
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LINK_PLUGIN(WINDOWS)
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#endif
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#if defined(USE_ALSA)
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LINK_PLUGIN(ALSA)
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#endif
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#if defined(USE_SEQ_MIDI)
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LINK_PLUGIN(SEQ)
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#endif
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#if defined(USE_SNDIO)
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LINK_PLUGIN(SNDIO)
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#endif
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#if defined(__MINT__)
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LINK_PLUGIN(STMIDI)
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#endif
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#if defined(IRIX)
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LINK_PLUGIN(DMEDIA)
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#endif
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#if defined(__amigaos4__)
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LINK_PLUGIN(CAMD)
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#endif
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#if defined(MACOSX)
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LINK_PLUGIN(COREAUDIO)
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#endif
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#ifdef USE_FLUIDSYNTH
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LINK_PLUGIN(FLUIDSYNTH)
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#endif
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#ifdef USE_MT32EMU
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LINK_PLUGIN(MT32)
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#endif
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#if defined(__ANDROID__)
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LINK_PLUGIN(EAS)
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#endif
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LINK_PLUGIN(ADLIB)
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LINK_PLUGIN(PCSPK)
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LINK_PLUGIN(PCJR)
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LINK_PLUGIN(CMS)
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#ifndef DISABLE_SID
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LINK_PLUGIN(C64)
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#endif
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LINK_PLUGIN(AMIGA)
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LINK_PLUGIN(APPLEIIGS)
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LINK_PLUGIN(TOWNS)
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LINK_PLUGIN(PC98)
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LINK_PLUGIN(SEGACD)
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#if defined(USE_TIMIDITY)
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LINK_PLUGIN(TIMIDITY)
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#endif
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#if defined(MACOSX)
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// Keep this at the end of the list - it takes a long time to enumerate
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// and is only for hardware midi devices
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LINK_PLUGIN(COREMIDI)
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#endif
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return pl;
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}
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};
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#ifdef DYNAMIC_MODULES
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PluginList FilePluginProvider::getPlugins() {
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PluginList pl;
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// Prepare the list of directories to search
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Common::FSList pluginDirs;
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// Add the default directories
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#ifndef WIN32
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pluginDirs.push_back(Common::FSNode("."));
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#endif
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pluginDirs.push_back(Common::FSNode("plugins"));
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// Add the provider's custom directories
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addCustomDirectories(pluginDirs);
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// Add the user specified directory
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Common::String pluginsPath(ConfMan.get("pluginspath"));
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if (!pluginsPath.empty())
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pluginDirs.push_back(Common::FSNode(pluginsPath));
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Common::FSList::const_iterator dir;
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for (dir = pluginDirs.begin(); dir != pluginDirs.end(); ++dir) {
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// Load all plugins.
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// Scan for all plugins in this directory
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Common::FSList files;
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if (!dir->getChildren(files, Common::FSNode::kListFilesOnly)) {
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debug(1, "Couldn't open plugin directory '%s'", dir->getPath().c_str());
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continue;
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} else {
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debug(1, "Reading plugins from plugin directory '%s'", dir->getPath().c_str());
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}
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for (Common::FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
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if (isPluginFilename(*i)) {
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pl.push_back(createPlugin(*i));
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}
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}
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}
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return pl;
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}
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bool FilePluginProvider::isPluginFilename(const Common::FSNode &node) const {
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Common::String filename = node.getName();
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#ifdef PLUGIN_PREFIX
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// Check the plugin prefix
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if (!filename.hasPrefix(PLUGIN_PREFIX))
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return false;
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#endif
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#ifdef PLUGIN_SUFFIX
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// Check the plugin suffix
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if (!filename.hasSuffix(PLUGIN_SUFFIX))
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return false;
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#endif
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return true;
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}
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void FilePluginProvider::addCustomDirectories(Common::FSList &dirs) const {
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#ifdef PLUGIN_DIRECTORY
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dirs.push_back(Common::FSNode(PLUGIN_DIRECTORY));
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#endif
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}
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#endif // DYNAMIC_MODULES
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#pragma mark -
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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(UNCACHED_PLUGINS) && 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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addPluginProvider(new StaticPluginProvider());
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}
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PluginManager::~PluginManager() {
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// Explicitly unload all loaded plugins
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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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pp != _providers.end();
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++pp) {
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delete *pp;
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}
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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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/**
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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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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false); // empty the engine plugins
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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 p = pl.begin(); p != pl.end(); ++p) {
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// This is a 'hack' based on the assumption that we have no sound
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// file plugins. Currently this is the case. If it changes, we
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// should find a fast way of detecting whether a plugin is a
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// music or an engine plugin.
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if ((*pp)->isFilePluginProvider()) {
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_allEnginePlugins.push_back(*p);
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} else if ((*p)->loadPlugin()) { // and this is the proper method
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if ((*p)->getType() == PLUGIN_TYPE_ENGINE) {
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(*p)->unloadPlugin();
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_allEnginePlugins.push_back(*p);
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} else { // add non-engine plugins to the 'in-memory' list
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// these won't ever get unloaded
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addToPluginsInMemList(*p);
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}
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}
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}
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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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* engine ID under the domain 'engine_plugin_files'.
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**/
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bool PluginManagerUncached::loadPluginFromEngineId(const Common::String &engineId) {
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Common::ConfigManager::Domain *domain = ConfMan.getDomain("engine_plugin_files");
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if (domain) {
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if (domain->contains(engineId)) {
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Common::String filename = (*domain)[engineId];
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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 engine.
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**/
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void PluginManagerUncached::updateConfigWithFileName(const Common::String &engineId) {
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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("engine_plugin_files"))
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ConfMan.addMiscDomain("engine_plugin_files");
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Common::ConfigManager::Domain *domain = ConfMan.getDomain("engine_plugin_files");
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assert(domain);
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(*domain)[engineId] = (*_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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// let's try to find one we can load
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for (_currentPlugin = _allEnginePlugins.begin(); _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
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if ((*_currentPlugin)->loadPlugin()) {
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addToPluginsInMemList(*_currentPlugin);
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break;
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}
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}
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}
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bool PluginManagerUncached::loadNextPlugin() {
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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if (!_currentPlugin || _currentPlugin == _allEnginePlugins.end())
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return false;
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for (++_currentPlugin; _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
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if ((*_currentPlugin)->loadPlugin()) {
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addToPluginsInMemList(*_currentPlugin);
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return true;
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}
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}
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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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++pp) {
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PluginList pl((*pp)->getPlugins());
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Common::for_each(pl.begin(), pl.end(), Common::bind1st(Common::mem_fun(&PluginManager::tryLoadPlugin), this));
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}
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}
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void PluginManager::loadAllPluginsOfType(PluginType type) {
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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 p = pl.begin();
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p != pl.end();
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++p) {
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if ((*p)->loadPlugin()) {
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if ((*p)->getType() == type) {
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addToPluginsInMemList((*p));
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} else {
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// Plugin is wrong type
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(*p)->unloadPlugin();
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delete (*p);
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}
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} else {
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// Plugin did not load
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delete (*p);
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}
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}
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}
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}
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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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void PluginManager::unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin /*=true*/) {
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Plugin *found = NULL;
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for (PluginList::iterator p = _pluginsInMem[type].begin(); p != _pluginsInMem[type].end(); ++p) {
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if (*p == plugin) {
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found = *p;
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} else {
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(*p)->unloadPlugin();
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if (deletePlugin)
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delete *p;
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}
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}
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_pluginsInMem[type].clear();
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if (found != NULL) {
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_pluginsInMem[type].push_back(found);
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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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if (plugin->loadPlugin()) {
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addToPluginsInMemList(plugin);
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return true;
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} else {
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// Failed to load the plugin
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delete plugin;
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return false;
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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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// already loaded one and should replace it.
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PluginList::iterator pl = _pluginsInMem[plugin->getType()].begin();
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while (!found && pl != _pluginsInMem[plugin->getType()].end()) {
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if (!strcmp(plugin->getName(), (*pl)->getName())) {
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// Found a duplicated module. Replace the old one.
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found = true;
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delete *pl;
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*pl = plugin;
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debug(1, "Replaced the duplicated plugin: '%s'", plugin->getName());
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}
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pl++;
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}
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if (!found) {
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// If it provides a new module, just add it to the list of known plugins in memory.
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_pluginsInMem[plugin->getType()].push_back(plugin);
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}
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}
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// Engine plugins
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#include "engines/metaengine.h"
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namespace Common {
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DECLARE_SINGLETON(EngineManager);
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}
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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 engineId
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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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QualifiedGameList EngineManager::findGamesMatching(const Common::String &engineId, const Common::String &gameId) const {
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QualifiedGameList results;
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if (!engineId.empty()) {
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// If we got an engine name, look for THE game only in that engine
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const Plugin *p = EngineMan.findPlugin(engineId);
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if (p) {
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const MetaEngine &engine = p->get<MetaEngine>();
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PlainGameDescriptor pluginResult = engine.findGame(gameId.c_str());
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if (pluginResult.gameId) {
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results.push_back(QualifiedGameDescriptor(engine.getEngineId(), pluginResult));
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}
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}
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} else {
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// This is a slow path, we have to scan the list of plugins
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PluginMan.loadFirstPlugin();
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do {
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results.push_back(findGameInLoadedPlugins(gameId));
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} while (PluginMan.loadNextPlugin());
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}
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return results;
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}
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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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QualifiedGameList EngineManager::findGameInLoadedPlugins(const Common::String &gameId) const {
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// Find the GameDescriptor for this target
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const PluginList &plugins = getPlugins();
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QualifiedGameList results;
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PluginList::const_iterator iter;
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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const MetaEngine &engine = (*iter)->get<MetaEngine>();
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PlainGameDescriptor pluginResult = engine.findGame(gameId.c_str());
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if (pluginResult.gameId) {
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results.push_back(QualifiedGameDescriptor(engine.getEngineId(), pluginResult));
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}
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}
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return results;
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}
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DetectionResults EngineManager::detectGames(const Common::FSList &fslist) const {
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DetectedGames candidates;
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PluginList plugins;
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PluginList::const_iterator iter;
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PluginMan.loadFirstPlugin();
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do {
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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) {
|
|
const MetaEngine &metaEngine = (*iter)->get<MetaEngine>();
|
|
DetectedGames engineCandidates = metaEngine.detectGames(fslist);
|
|
|
|
for (uint i = 0; i < engineCandidates.size(); i++) {
|
|
engineCandidates[i].path = fslist.begin()->getParent().getPath();
|
|
engineCandidates[i].shortPath = fslist.begin()->getParent().getDisplayName();
|
|
candidates.push_back(engineCandidates[i]);
|
|
}
|
|
|
|
}
|
|
} while (PluginMan.loadNextPlugin());
|
|
|
|
return DetectionResults(candidates);
|
|
}
|
|
|
|
const PluginList &EngineManager::getPlugins() const {
|
|
return PluginManager::instance().getPlugins(PLUGIN_TYPE_ENGINE);
|
|
}
|
|
|
|
namespace {
|
|
|
|
void addStringToConf(const Common::String &key, const Common::String &value, const Common::String &domain) {
|
|
if (!value.empty())
|
|
ConfMan.set(key, value, domain);
|
|
}
|
|
|
|
} // End of anonymous namespace
|
|
|
|
Common::String EngineManager::createTargetForGame(const DetectedGame &game) {
|
|
// The auto detector or the user made a choice.
|
|
// Pick a domain name which does not yet exist (after all, we
|
|
// are *adding* a game to the config, not replacing).
|
|
Common::String domain = game.preferredTarget;
|
|
|
|
assert(!domain.empty());
|
|
if (ConfMan.hasGameDomain(domain)) {
|
|
int suffixN = 1;
|
|
Common::String gameid(domain);
|
|
|
|
while (ConfMan.hasGameDomain(domain)) {
|
|
domain = gameid + Common::String::format("-%d", suffixN);
|
|
suffixN++;
|
|
}
|
|
}
|
|
|
|
// Add the name domain
|
|
ConfMan.addGameDomain(domain);
|
|
|
|
// Copy all non-empty relevant values into the new domain
|
|
addStringToConf("engineid", game.engineId, domain);
|
|
addStringToConf("gameid", game.gameId, domain);
|
|
addStringToConf("description", game.description, domain);
|
|
addStringToConf("language", Common::getLanguageCode(game.language), domain);
|
|
addStringToConf("platform", Common::getPlatformCode(game.platform), domain);
|
|
addStringToConf("path", game.path, domain);
|
|
addStringToConf("extra", game.extra, domain);
|
|
addStringToConf("guioptions", game.getGUIOptions(), domain);
|
|
|
|
// Add any extra configuration keys
|
|
for (Common::StringMap::iterator i = game._extraConfigEntries.begin();
|
|
i != game._extraConfigEntries.end(); ++i)
|
|
addStringToConf((*i)._key, (*i)._value, domain);
|
|
|
|
// TODO: Setting the description field here has the drawback
|
|
// that the user does never notice when we upgrade our descriptions.
|
|
// It might be nice to leave this field empty, and only set it to
|
|
// a value when the user edits the description string.
|
|
// However, at this point, that's impractical. Once we have a method
|
|
// to query all backends for the proper & full description of a given
|
|
// game target, we can change this (currently, you can only query
|
|
// for the generic gameid description; it's not possible to obtain
|
|
// a description which contains extended information like language, etc.).
|
|
|
|
return domain;
|
|
}
|
|
|
|
const Plugin *EngineManager::findLoadedPlugin(const Common::String &engineId) const {
|
|
const PluginList &plugins = getPlugins();
|
|
|
|
for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); iter++)
|
|
if (engineId == (*iter)->get<MetaEngine>().getEngineId())
|
|
return *iter;
|
|
|
|
return 0;
|
|
}
|
|
|
|
const Plugin *EngineManager::findPlugin(const Common::String &engineId) const {
|
|
// First look for the game using the plugins in memory. This is critical
|
|
// for calls coming from inside games
|
|
const Plugin *plugin = findLoadedPlugin(engineId);
|
|
if (plugin)
|
|
return plugin;
|
|
|
|
// Now look for the plugin using the engine ID. This is much faster than scanning plugin
|
|
// by plugin
|
|
if (PluginMan.loadPluginFromEngineId(engineId)) {
|
|
plugin = findLoadedPlugin(engineId);
|
|
if (plugin)
|
|
return plugin;
|
|
}
|
|
|
|
// We failed to find it using the engine ID. Scan the list of plugins
|
|
PluginMan.loadFirstPlugin();
|
|
do {
|
|
plugin = findLoadedPlugin(engineId);
|
|
if (plugin) {
|
|
// Update with new plugin file name
|
|
PluginMan.updateConfigWithFileName(engineId);
|
|
return plugin;
|
|
}
|
|
} while (PluginMan.loadNextPlugin());
|
|
|
|
return 0;
|
|
}
|
|
|
|
QualifiedGameDescriptor EngineManager::findTarget(const Common::String &target, const Plugin **plugin) const {
|
|
// Ignore empty targets
|
|
if (target.empty())
|
|
return QualifiedGameDescriptor();
|
|
|
|
// Lookup the domain. If we have no domain, fallback on the old function [ultra-deprecated].
|
|
const Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
|
|
if (!domain || !domain->contains("gameid") || !domain->contains("engineid"))
|
|
return QualifiedGameDescriptor();
|
|
|
|
// Look for the engine ID
|
|
const Plugin *foundPlugin = findPlugin(domain->getVal("engineid"));
|
|
if (!foundPlugin) {
|
|
return QualifiedGameDescriptor();
|
|
}
|
|
|
|
// Make sure it does support the game ID
|
|
const MetaEngine &engine = foundPlugin->get<MetaEngine>();
|
|
PlainGameDescriptor desc = engine.findGame(domain->getVal("gameid").c_str());
|
|
if (!desc.gameId) {
|
|
return QualifiedGameDescriptor();
|
|
}
|
|
|
|
if (plugin)
|
|
*plugin = foundPlugin;
|
|
|
|
return QualifiedGameDescriptor(engine.getEngineId(), desc);
|
|
}
|
|
|
|
void EngineManager::upgradeTargetIfNecessary(const Common::String &target) const {
|
|
Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
|
|
assert(domain);
|
|
|
|
if (!domain->contains("engineid")) {
|
|
upgradeTargetForEngineId(target);
|
|
}
|
|
}
|
|
|
|
void EngineManager::upgradeTargetForEngineId(const Common::String &target) const {
|
|
Common::ConfigManager::Domain *domain = ConfMan.getDomain(target);
|
|
assert(domain);
|
|
|
|
debug("Target '%s' lacks an engine ID, upgrading...", target.c_str());
|
|
|
|
Common::String oldGameId = domain->getVal("gameid");
|
|
Common::String path = domain->getVal("path");
|
|
|
|
// At this point the game ID and game path must be known
|
|
if (oldGameId.empty()) {
|
|
warning("The game ID is required to upgrade target '%s'", target.c_str());
|
|
return;
|
|
}
|
|
if (path.empty()) {
|
|
warning("The game path is required to upgrade target '%s'", target.c_str());
|
|
return;
|
|
}
|
|
|
|
// Game descriptor for the upgraded target
|
|
Common::String engineId;
|
|
Common::String newGameId;
|
|
|
|
// First, try to update entries for engines that previously used the "single id" system
|
|
// Search for an engine whose ID is the game ID
|
|
const Plugin *plugin = findPlugin(oldGameId);
|
|
if (plugin) {
|
|
// Run detection on the game path
|
|
Common::FSNode dir(path);
|
|
Common::FSList files;
|
|
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
|
|
warning("Failed to access path '%s' when upgrading target '%s'", path.c_str(), target.c_str());
|
|
return;
|
|
}
|
|
|
|
// Take the first detection entry
|
|
const MetaEngine &metaEngine = plugin->get<MetaEngine>();
|
|
DetectedGames candidates = metaEngine.detectGames(files);
|
|
if (candidates.empty()) {
|
|
warning("No games supported by the engine '%s' were found in path '%s' when upgrading target '%s'",
|
|
metaEngine.getEngineId(), path.c_str(), target.c_str());
|
|
return;
|
|
}
|
|
|
|
engineId = candidates[0].engineId;
|
|
newGameId = candidates[0].gameId;
|
|
}
|
|
|
|
// Next, try to find an engine with the game ID in its supported games list
|
|
if (engineId.empty()) {
|
|
QualifiedGameList candidates = findGamesMatching("", oldGameId);
|
|
if (candidates.size() > 1) {
|
|
warning("Multiple matching engines were found when upgrading target '%s'", target.c_str());
|
|
return;
|
|
} else if (!candidates.empty()) {
|
|
engineId = candidates[0].engineId;
|
|
newGameId = candidates[0].gameId;
|
|
}
|
|
}
|
|
|
|
if (engineId.empty() || newGameId.empty()) {
|
|
warning("No matching engine was found when upgrading target '%s'", target.c_str());
|
|
return;
|
|
}
|
|
|
|
domain->setVal("engineid", engineId);
|
|
domain->setVal("gameid", newGameId);
|
|
|
|
// Save a backup of the pre-upgrade gameId to the config file
|
|
if (newGameId != oldGameId) {
|
|
domain->setVal("oldgameid", oldGameId);
|
|
}
|
|
|
|
debug("Upgrade complete (engine ID '%s', game ID '%s')", engineId.c_str(), newGameId.c_str());
|
|
|
|
ConfMan.flushToDisk();
|
|
}
|
|
|
|
// Music plugins
|
|
|
|
#include "audio/musicplugin.h"
|
|
|
|
namespace Common {
|
|
DECLARE_SINGLETON(MusicManager);
|
|
}
|
|
|
|
const PluginList &MusicManager::getPlugins() const {
|
|
return PluginManager::instance().getPlugins(PLUGIN_TYPE_MUSIC);
|
|
}
|