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engines/advancedDetector.h
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812
engines/advancedDetector.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ENGINES_ADVANCED_DETECTOR_H
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#define ENGINES_ADVANCED_DETECTOR_H
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#include "engines/metaengine.h"
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#include "engines/engine.h"
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#include "common/hash-str.h"
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#include "common/gui_options.h" // Keep it here, so detection tables can refer to them
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namespace Common {
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class Error;
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class FSList;
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}
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/**
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* @defgroup engines_advdetector Advanced Detector
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* @ingroup engines
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*
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* @brief The Advanced Detector (AD) provides a standard framework for filename and MD5-based game detection.
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*
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* @{
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*/
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/* Some helpers functions to avoid code duplication */
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namespace ADDynamicDescription {
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static inline uint32 strSizeBuffer(const char * const &field) {
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return field ? (uint32)strlen(field) + 1 : 0;
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}
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static inline void *strToBuffer(void *buffer, const char *&field) {
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if (field) {
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int len = (int)strlen(field) + 1;
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memcpy((char *)buffer, field, len);
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field = (const char *)buffer;
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buffer = (char *)buffer + len;
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}
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return buffer;
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}
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static inline uint32 alignSizeBuffer() {
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// We consider alignments up to pointer size
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return sizeof(void *) - 1;
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}
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static inline void *alignToBuffer(void *buffer) {
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// Round up
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uintptr tmp = (uintptr)buffer + sizeof(void *) - 1;
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return (void *)(tmp & -(int)sizeof(void *));
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}
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} // End of namespace ADDynamicDescription
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/**
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* A record describing a file to be matched for detecting a specific game
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* variant. A list of such records is used inside every ADGameDescription to
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* enable detection.
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*/
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struct ADGameFileDescription {
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const char *fileName; ///< Name of the described file.
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uint16 fileType; ///< Optional. Not used during detection, only by engines.
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const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore.
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uint32 fileSize; ///< Size of the described file. Set to AD_NO_SIZE to ignore.
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uint32 sizeBuffer() const {
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uint32 ret = 0;
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ret += ADDynamicDescription::strSizeBuffer(fileName);
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ret += ADDynamicDescription::strSizeBuffer(md5);
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return ret;
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}
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void *toBuffer(void *buffer) {
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buffer = ADDynamicDescription::strToBuffer(buffer, fileName);
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buffer = ADDynamicDescription::strToBuffer(buffer, md5);
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return buffer;
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}
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};
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#define AD_NO_SIZE ((uint32)-1)
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/**
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* A shortcut to produce an empty ADGameFileDescription record. Used to mark
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* the end of a list of these.
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*/
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#define AD_LISTEND {NULL, 0, NULL, 0}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only one
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* record that contains just a filename with an MD5, and no file size.
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*/
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#define AD_ENTRY1(f, x) {{ f, 0, x, AD_NO_SIZE}, AD_LISTEND}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only one
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* record that contains just a filename with an MD5, plus a file size.
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*/
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#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only two
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* records that contain just a filename with an MD5, plus a file size.
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*/
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#define AD_ENTRY2s(f1, x1, s1, f2, x2, s2) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, AD_LISTEND}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only three
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* records that contain just a filename with an MD5, plus a file size.
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*/
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#define AD_ENTRY3s(f1, x1, s1, f2, x2, s2, f3, x3, s3) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, AD_LISTEND}
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#define AD_ENTRY4s(f1, x1, s1, f2, x2, s2, f3, x3, s3, f4, x4, s4) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, {f4, 0, x4, s4}, AD_LISTEND}
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#define AD_ENTRY5s(f1, x1, s1, f2, x2, s2, f3, x3, s3, f4, x4, s4, f5, x5, s5) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, {f4, 0, x4, s4}, {f5, 0, x5, s5}, AD_LISTEND}
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#define AD_ENTRY6s(f1, x1, s1, f2, x2, s2, f3, x3, s3, f4, x4, s4, f5, x5, s5, f6, x6, s6) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, {f4, 0, x4, s4}, {f5, 0, x5, s5}, {f6, 0, x6, s6}, AD_LISTEND}
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/**
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* Flags used in the game description.
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*
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* Note that the lowest 16 bits are currently reserved for use by the client code.
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*/
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enum ADGameFlags : uint {
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ADGF_NO_FLAGS = 0u, ///< No flags.
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ADGF_ADDON = (1u << 15), ///< An add-on game, that cannot be run independently without its base game.
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ADGF_TAILMD5 = (1u << 16), ///< Calculate the MD5 for this entry from the end of the file.
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ADGF_AUTOGENTARGET = (1u << 17), ///< Automatically generate gameid from @ref ADGameDescription::extra.
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ADGF_UNSTABLE = (1u << 18), ///< Flag to designate not yet officially supported games that are not fit for public testing.
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ADGF_TESTING = (1u << 19), ///< Flag to designate not yet officially supported games that are fit for public testing.
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ADGF_PIRATED = (1u << 20), ///< Flag to designate well-known pirated versions with cracks.
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ADGF_UNSUPPORTED = (1u << 21), /*!< Flag to mark certain versions (like badly protected full games as demos) not to be run for various reasons.
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A custom message can be provided in the @ref ADGameDescription::extra field. */
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ADGF_WARNING = (1u << 22), /*!< Flag to mark certain versions to show confirmation warning before proceeding.
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A custom message should be provided in the @ref ADGameDescription::extra field. */
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ADGF_ADDENGLISH = (1u << 23), ///< Always add English as a language option.
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ADGF_MACRESFORK = (1u << 24), ///< Calculate the MD5 for this entry from the resource fork.
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ADGF_USEEXTRAASTITLE = (1u << 25), ///< Use @ref ADGameDescription::extra as the main game title, not gameid.
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ADGF_DROPLANGUAGE = (1u << 26), ///< Do not add language to gameid.
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ADGF_DROPPLATFORM = (1u << 27), ///< Do not add platform to gameid.
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ADGF_CD = (1u << 28), ///< Add "-cd" to gameid.
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ADGF_DVD = (1u << 29), ///< Add "-dvd" to gameid.
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ADGF_DEMO = (1u << 30), ///< Add "-demo" to gameid.
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ADGF_REMASTERED = (1u << 31) ///< Add "-remastered' to gameid.
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};
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/**
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* Data table describing a game variant.
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*/
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struct ADGameDescription {
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/**
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* The gameid that identifies the game.
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*
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* Mainly used for taking the game description from the @ref PlainGameDescriptor table.
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*/
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const char *gameId;
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/**
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* Field that is used to distinguish between different variants of a game.
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*
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* The content of this field is inserted in the generated description for the config file game entry.
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* If the @ref kADFlagUseExtraAsHint ADFlag is set, the contents of this field are stored
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* in the config file, and are used to additionally distinguish between game variants.
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* Also, if the ADGF_USEEXTRAASTITLE game flag is set, the contents of this field
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* will be used as a description instead the one extracted from the @ref PlainGameDescriptor table.
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*/
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const char *extra;
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/**
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* A list of individual file entries used for detection.
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*
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* 13 files (last is zero-terminated) is the maximum number of files currently used in ScummVM.
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* A hardcoded number is used here due to a C++ limitation for defining const arrays.
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*/
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ADGameFileDescription filesDescriptions[14];
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/**
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* Language of the game variant.
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*/
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Common::Language language;
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/**
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* Platform of the game variant.
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*/
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Common::Platform platform;
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/**
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* A bitmask of extra flags.
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*
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* The top 16 bits are reserved for generic flags defined in @ref ADGameFlags.
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* This leaves 16 bits to be used by the client code.
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*/
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uint32 flags;
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/**
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* Game features that are user-controllable.
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*
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* This list reflects which features of the GUI should be turned on or off in order to minimize user confusion.
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* For instance, there is no point in changing game language in single-language games
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* or have MIDI controls in a game that only supports digital music.
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*/
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const char *guiOptions;
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/**
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* Calculates the size needed to store all pointed data
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*/
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uint32 sizeBuffer() const {
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uint32 ret = 0;
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ret += ADDynamicDescription::strSizeBuffer(gameId);
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ret += ADDynamicDescription::strSizeBuffer(extra);
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for(int i = 0; i < ARRAYSIZE(filesDescriptions); i++) {
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ret += filesDescriptions[i].sizeBuffer();
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}
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ret += ADDynamicDescription::strSizeBuffer(guiOptions);
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return ret;
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}
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/**
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* Fixup all pointers to lie inside buffer and stores the needed data in it
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*
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* @param buffer Where the original data is copied in and pointed at
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*
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* @return The new pointer on buffer after the stored data.
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*/
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void *toBuffer(void *buffer) {
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buffer = ADDynamicDescription::strToBuffer(buffer, gameId);
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buffer = ADDynamicDescription::strToBuffer(buffer, extra);
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for(int i = 0; i < ARRAYSIZE(filesDescriptions); i++) {
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buffer = filesDescriptions[i].toBuffer(buffer);
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}
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buffer = ADDynamicDescription::strToBuffer(buffer, guiOptions);
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return buffer;
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}
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};
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/**
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* This macro can be used in simple ADGameDescription containers
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* to let them be used by ADDynamicGameDescription
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*
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* Simple containers are the one not making use of pointers.
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*/
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#define AD_GAME_DESCRIPTION_HELPERS(field) \
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uint32 sizeBuffer() const { \
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return field.sizeBuffer(); \
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} \
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void *toBuffer(void *buffer) { \
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return field.toBuffer(buffer); \
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}
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/**
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* This class is a small helper to manage copies in heap
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* of static ADGameDescription.
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* To work, all ADGameDescription and derived classes that manipulate
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* pointers must define the sizeBuffer and toBuffer functions like ADGameDescription.
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*/
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template<class T>
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class ADDynamicGameDescription : public T {
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public:
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ADDynamicGameDescription(const T *other) : _buffer(nullptr) {
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// First copy all fields
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memcpy(static_cast<T*>(this), other, sizeof(T));
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// Then calculate the size of the dynamic buffer
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// we will need to store evrything pointed at by
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// the structures
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uint32 sz = other->sizeBuffer();
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_buffer = new byte[sz];
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// Finally copy every pointer in the buffer
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// and make the structure point into it
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void *end = this->toBuffer(_buffer);
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assert(end <= _buffer + sz);
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(void)end;
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}
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~ADDynamicGameDescription() {
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delete[] _buffer;
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}
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private:
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byte *_buffer;
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};
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/**
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* struct which saved extra information for detected games
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*/
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struct ADDetectedGameExtraInfo {
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Common::String gameName; /*!< Extra info which saved game name */
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Common::String targetID; /*!< targetID which will be used on preferred target id */
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};
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/**
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* A game installation matching an AD game description.
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*/
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struct ADDetectedGame {
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bool hasUnknownFiles; /*!< Whether the game has unknown files. */
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FilePropertiesMap matchedFiles; /*!< List of the files that were used to match the game. */
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const ADGameDescription *desc; /*!< Matching game description from detection table. */
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ADDetectedGame() : desc(nullptr), hasUnknownFiles(false) {}
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/**
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* Construct an ADDetectedGame object.
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*/
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explicit ADDetectedGame(const ADGameDescription *d) : desc(d), hasUnknownFiles(false) {}
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};
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/** A list of games detected by the AD. */
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typedef Common::Array<ADDetectedGame> ADDetectedGames;
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/**
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* End marker for a table of @ref ADGameDescription structures. Use this to
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* terminate a list to be passed to the Advanced Detector API.
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*/
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#define AD_TABLE_END_MARKER \
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{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, GUIO0() }
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struct ADFileBasedFallback {
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/**
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* Pointer to an @ref ADGameDescription or its subclass that will be
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* returned if there is a detection match.
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*/
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const ADGameDescription *desc;
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/**
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* A zero-terminated list of filenames used for matching. All files in
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* the list must be present to get a detection match.
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*/
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const char *filenames[10];
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};
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enum ADFlags {
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/**
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* Store the value of the @ref ADGameDescription::extra field
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* in the config file, and use it as a hint on subsequent runs.
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*
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* This can be used when there is no way to autodetect the game
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* (when more than one game are located in same directory), and the user picks
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* up a variant manually.
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* In addition, this is useful if two variants of a game sharing the same
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* gameid are contained in a single directory.
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*/
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kADFlagUseExtraAsHint = (1 << 0),
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/**
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* If set, filenames will be matched against the entire path, relative to
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* the root detection directory.
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*
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* For example: "foo/bar.000" for a file at "<root>/foo/bar.000").
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* Otherwise, filenames only match the base name (e.g. "bar.000" for the same file).
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*
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* @note @c _maxScanDepth must still be configured to allow
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* the detector to find files inside subdirectories. @c _directoryGlobs are
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* extracted from the entries.
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*/
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kADFlagMatchFullPaths = (1 << 1),
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/**
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* If set, the engine's fallback detection results are used instead of the
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* partial matches found in the detection table.
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*
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* An engine sets this if its fallback detection produces good results that
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* should always be used. If fallback detection fails, then partial matches
|
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* are still used.
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*/
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kADFlagPreferFallbackDetection = (1 << 2),
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/**
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* Indicates engine's ability to play a variant of a game with unknown files.
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* This will leave the detection entries with partial matches in the list
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||||
* of detected games.
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||||
*/
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kADFlagCanPlayUnknownVariants = (1 << 3),
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/**
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||||
* Indicates engine's ability to play a variant of a Traditional Chinese game while transcoding it on-the-fly to Simplified.
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*/
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kADFlagCanTranscodeTraditionalChineseToSimplified = (1 << 4),
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};
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||||
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||||
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||||
/**
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||||
* Map entry for mapping GUIO_GAMEOPTIONS* to their @ref ExtraGuiOption
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||||
* description.
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||||
*/
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struct ADExtraGuiOptionsMap {
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const char *guioFlag; /*!< GUIO_GAMEOPTION* string. */
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ExtraGuiOption option; /*!< The associated option. */
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};
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#define AD_EXTRA_GUI_OPTIONS_TERMINATOR { 0, { 0, 0, 0, 0, 0, 0 } }
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||||
/**
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||||
* A @ref MetaEngineDetection implementation based on the Advanced Detector code.
|
||||
*/
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||||
class AdvancedMetaEngineDetectionBase : public MetaEngineDetection {
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||||
protected:
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||||
/**
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||||
* Pointer to an array of objects which are either ADGameDescription
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* or superset structures (i.e. start with an ADGameDescription member).
|
||||
*
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||||
* The list is terminated by an entry with a gameid equal to 0
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||||
* (see @ref AD_TABLE_END_MARKER).
|
||||
*/
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||||
const byte *_gameDescriptors;
|
||||
|
||||
/**
|
||||
* The size of a single entry of the above descriptions array.
|
||||
*
|
||||
* Always must be >= sizeof(ADGameDescription).
|
||||
*/
|
||||
const uint _descItemSize;
|
||||
|
||||
/**
|
||||
* A list of all gameids (and their corresponding descriptions) supported
|
||||
* by this engine.
|
||||
*/
|
||||
const PlainGameDescriptor *_gameIds;
|
||||
|
||||
/**
|
||||
* The number of bytes to compute the MD5 checksum for.
|
||||
*
|
||||
* The Advanced Detector is primarily based on computing and matching
|
||||
* MD5 checksums of files. Since doing that for large files can be slow,
|
||||
* it can be restricted to a subset of all files.
|
||||
* Typically this will be set to something between 5 and 50 kilobytes,
|
||||
* but arbitrary non-zero values are possible. The default is 5000.
|
||||
*/
|
||||
uint _md5Bytes;
|
||||
|
||||
/**
|
||||
* A bitmask of flags which can be used to configure the behavior
|
||||
* of the Advanced Detector.
|
||||
*
|
||||
* See @ref ADFlags for a list of flags that can be ORed together and passed here.
|
||||
*/
|
||||
uint32 _flags;
|
||||
|
||||
/**
|
||||
* A list of game GUI options which will be added to each
|
||||
* entry in addition to per-game options.
|
||||
*
|
||||
* Refer to @ref GameGUIOption enum for the list.
|
||||
*/
|
||||
Common::String _guiOptions;
|
||||
|
||||
/**
|
||||
* Maximum depth of directories to look up.
|
||||
*
|
||||
* If set to 0, the depth is 1 level.
|
||||
*/
|
||||
uint32 _maxScanDepth;
|
||||
|
||||
/**
|
||||
* Case-insensitive list of directory globs that can be used for
|
||||
* going deeper into the directory structure.
|
||||
*
|
||||
* See @ref String::matchString() method for format description.
|
||||
*
|
||||
* @note The last item must be 0.
|
||||
*/
|
||||
const char * const *_directoryGlobs;
|
||||
|
||||
/**
|
||||
* If ADGF_AUTOGENTARGET is used, then this specifies the max length
|
||||
* of the autogenerated name.
|
||||
* The default is 15.
|
||||
*/
|
||||
int _maxAutogenLength;
|
||||
|
||||
/**
|
||||
* If kADFlagMatchFullPaths is set, then use this value for specifying
|
||||
* depth for addSubDirectoryMatching() call
|
||||
* The default is 5;
|
||||
*/
|
||||
int _fullPathGlobsDepth;
|
||||
|
||||
/**
|
||||
* Initialize game detection using AdvancedMetaEngineDetection.
|
||||
*/
|
||||
AdvancedMetaEngineDetectionBase(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds);
|
||||
|
||||
public:
|
||||
/**
|
||||
* Return a list of targets supported by the engine.
|
||||
*
|
||||
* Distinguishes engines with a single ID.
|
||||
*/
|
||||
PlainGameList getSupportedGames() const override;
|
||||
|
||||
/** Query the engine for a @ref PlainGameDescriptor for the specified gameid, if any. */
|
||||
PlainGameDescriptor findGame(const char *gameId) const override;
|
||||
|
||||
/** Identify the active game and check its data files. */
|
||||
Common::Error identifyGame(DetectedGame &game, const void **descriptor) override;
|
||||
|
||||
/**
|
||||
* Run the engine's game detector on the given list of files, and return a
|
||||
* (possibly empty) list of games supported by the engine that were
|
||||
* found among the given files.
|
||||
*/
|
||||
DetectedGames detectGames(const Common::FSList &fslist, uint32 skipADFlags, bool skipIncomplete) override;
|
||||
|
||||
uint getMD5Bytes() const override final { return _md5Bytes; }
|
||||
|
||||
int getGameVariantCount() const override final {
|
||||
uint count = 0;
|
||||
for (const byte *descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != nullptr; descPtr += _descItemSize)
|
||||
++count;
|
||||
return count;
|
||||
}
|
||||
|
||||
void dumpDetectionEntries() const override;
|
||||
|
||||
/**
|
||||
* Sanitizes a string to be usable by gameId
|
||||
*/
|
||||
static Common::String sanitizeName(const char *name, int maxLen);
|
||||
|
||||
protected:
|
||||
/**
|
||||
* A hashmap of file paths and their file system nodes.
|
||||
*/
|
||||
typedef Common::HashMap<Common::Path, Common::FSNode, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FileMap;
|
||||
|
||||
/**
|
||||
* An (optional) generic fallback detection function that is invoked
|
||||
* if the regular MD5-based detection failed to detect anything.
|
||||
*/
|
||||
virtual ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
|
||||
return ADDetectedGame();
|
||||
}
|
||||
|
||||
private:
|
||||
void preprocessDescriptions();
|
||||
static Common::StringArray getPathsFromEntry(const ADGameDescription *g);
|
||||
bool isEntryGrayListed(const ADGameDescription *g) const;
|
||||
void detectClashes() const;
|
||||
|
||||
private:
|
||||
Common::HashMap<Common::String, bool, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> _grayListMap;
|
||||
Common::HashMap<Common::String, bool, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> _globsMap;
|
||||
bool _hashMapsInited;
|
||||
|
||||
protected:
|
||||
/**
|
||||
* Detect games in the specified directory.
|
||||
*
|
||||
* Parameters @p language and @p platform are used to pass the values
|
||||
* specified by the user. This is used to restrict search scope.
|
||||
*
|
||||
* @param parent Parent node of this file node.
|
||||
* @param allFiles List of all present files, as computed by the @ref composeFileHashMap.
|
||||
* @param language Restrict results to the specified language.
|
||||
* @param platform Restrict results to the specified platform.
|
||||
* @param extra Restrict results to the specified @c extra string (only if @ref kADFlagUseExtraAsHint is set).
|
||||
* @param skipADFlags Specify bitmask of ADGF flags to be ignored (for mass add).
|
||||
* @param skipIncomplete Ignore results with incomplete file/md5/size matches (for mass add).
|
||||
*
|
||||
* @return A list of @ref ADGameDescription pointers corresponding to the matched games.
|
||||
*/
|
||||
virtual ADDetectedGames detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra, uint32 skipADFlags = 0, bool skipIncomplete = false);
|
||||
|
||||
/**
|
||||
* Iterate over all @ref ADFileBasedFallback records inside @p fileBasedFallback
|
||||
* and return the record (or rather, the ADGameDescription
|
||||
* contained in it) for which all files described by it are present, and
|
||||
* among those the one with the maximal number of matching files.
|
||||
*
|
||||
* In case of a tie, the entry coming first in the list is chosen.
|
||||
*
|
||||
* @param allFiles Map describing all present files
|
||||
* @param fileBasedFallback List of ADFileBasedFallback records, zero-terminated.
|
||||
*/
|
||||
ADDetectedGame detectGameFilebased(const FileMap &allFiles, const ADFileBasedFallback *fileBasedFallback) const;
|
||||
|
||||
/**
|
||||
* Compose a hashmap of all files in @p fslist.
|
||||
*
|
||||
* Removes trailing dots and ignores case in the process.
|
||||
*/
|
||||
void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth, const Common::Path &parentName = Common::Path()) const;
|
||||
|
||||
/** Get the properties (size and MD5) of this file. */
|
||||
bool getFileProperties(const FileMap &allFiles, MD5Properties md5prop, const Common::Path &fname, FileProperties &fileProps) const;
|
||||
|
||||
/** Convert an AD game description into the shared game description format. */
|
||||
virtual DetectedGame toDetectedGame(const ADDetectedGame &adGame, ADDetectedGameExtraInfo *extraInfo = nullptr) const;
|
||||
|
||||
/** Check for pirated games in the given detected games */
|
||||
bool cleanupPirated(ADDetectedGames &matched) const;
|
||||
|
||||
friend class FileMapArchive;
|
||||
};
|
||||
|
||||
template<class Descriptor>
|
||||
class AdvancedMetaEngineDetection : public AdvancedMetaEngineDetectionBase {
|
||||
protected:
|
||||
AdvancedMetaEngineDetection(const Descriptor *descs, const PlainGameDescriptor *gameIds) : AdvancedMetaEngineDetectionBase(descs, sizeof(Descriptor), gameIds) {}
|
||||
|
||||
Common::Error identifyGame(DetectedGame &game, const void **descriptor) override {
|
||||
assert(descriptor);
|
||||
Common::Error err = AdvancedMetaEngineDetectionBase::identifyGame(game, descriptor);
|
||||
if (err.getCode() != Common::kNoError) {
|
||||
return err;
|
||||
}
|
||||
if (*descriptor) {
|
||||
*descriptor = new ADDynamicGameDescription<Descriptor>(static_cast<const Descriptor *>(*descriptor));
|
||||
}
|
||||
return err;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* A MetaEngine implementation of AdvancedMetaEngine.
|
||||
*/
|
||||
class AdvancedMetaEngineBase : public MetaEngine {
|
||||
public:
|
||||
/**
|
||||
* Base createInstance for AdvancedMetaEngine.
|
||||
*
|
||||
* The AdvancedMetaEngine provides a default createInstance that is called first,
|
||||
* so this should be invoked first.
|
||||
* By the time this is called, it is assumed that there is only one
|
||||
* plugin engine loaded in memory.
|
||||
*/
|
||||
Common::Error createInstance(OSystem *syst, Engine **engine, const DetectedGame &gameDescriptor, const void *metaEngineDescriptor) override;
|
||||
|
||||
/**
|
||||
* A createInstance implementation for subclasses. To be called after the base
|
||||
* createInstance function above is called.
|
||||
*/
|
||||
virtual Common::Error createInstance(OSystem *syst, Engine **engine, const void *desc) const = 0;
|
||||
|
||||
/**
|
||||
* Return the name of the engine plugin based on the engineID.
|
||||
*
|
||||
* The engineID must match the one from MetaEngine.
|
||||
*
|
||||
* @see MetaEngine::getName().
|
||||
*/
|
||||
const char *getName() const override = 0;
|
||||
|
||||
public:
|
||||
/**
|
||||
* A hashmap of file paths and their file system nodes.
|
||||
*/
|
||||
typedef Common::HashMap<Common::Path, Common::FSNode, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FileMap;
|
||||
|
||||
/**
|
||||
* An (optional) generic fallback detection function that is invoked
|
||||
* if the regular MD5-based detection failed to detect anything.
|
||||
|
||||
* @note This is only meant to be used if fallback detection heavily depends on engine resources.
|
||||
*
|
||||
* To use this, implement the intended fallbackDetectExtern inside the relevant MetaEngine class.
|
||||
* Then, override the method "fallbackDetect" inside your MetaEngine class.
|
||||
* Finally, provide a "hook" to fetch the relevant MetaEngine class and then use the original detection
|
||||
* method.
|
||||
*
|
||||
* An example of how this is implemented can be found in the Wintermute Engine.
|
||||
*/
|
||||
virtual ADDetectedGame fallbackDetectExtern(uint md5Bytes, const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
|
||||
return ADDetectedGame();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the properties (size and MD5) of this file.
|
||||
*
|
||||
* Based on @ref MetaEngine::getFileProperties.
|
||||
*/
|
||||
bool getFilePropertiesExtern(uint md5Bytes, const FileMap &allFiles, MD5Properties md5prop, const Common::Path &fname, FileProperties &fileProps) const;
|
||||
|
||||
protected:
|
||||
/**
|
||||
* Return a list of extra GUI options for the specified target.
|
||||
*
|
||||
* If no target is specified, all of the available custom GUI options are
|
||||
* returned for the plugin (used to set default values).
|
||||
*
|
||||
* Currently, this only supports options with checkboxes.
|
||||
*
|
||||
* The default implementation returns an empty list.
|
||||
*
|
||||
* @param target Name of a config manager target.
|
||||
*
|
||||
* @return A list of extra GUI options for an engine plugin and target.
|
||||
*/
|
||||
const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const override final;
|
||||
|
||||
/**
|
||||
* Returns a map containing all the extra game GUI options the engine supports.
|
||||
*/
|
||||
virtual const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const { return nullptr; }
|
||||
|
||||
/**
|
||||
* Returns the set of features that need to be enabled for the
|
||||
* extended save format to work
|
||||
*/
|
||||
bool checkExtendedSaves(MetaEngineFeature f) const;
|
||||
|
||||
private:
|
||||
void initSubSystems(const ADGameDescription *gameDesc) const;
|
||||
};
|
||||
|
||||
template<class Descriptor>
|
||||
class AdvancedMetaEngine : public AdvancedMetaEngineBase {
|
||||
protected:
|
||||
virtual Common::Error createInstance(OSystem *syst, Engine **engine, const Descriptor *desc) const = 0;
|
||||
Common::Error createInstance(OSystem *syst, Engine **engine, const void *desc) const override final {
|
||||
return createInstance(syst, engine, static_cast<const Descriptor *>(desc));
|
||||
}
|
||||
|
||||
void deleteInstance(Engine *engine, const DetectedGame &gameDescriptor, const void *meDescriptor) override {
|
||||
delete engine;
|
||||
delete static_cast<ADDynamicGameDescription<Descriptor> *>(
|
||||
const_cast<void *>(meDescriptor));
|
||||
}
|
||||
|
||||
private:
|
||||
// Silence overloaded-virtual warning from clang
|
||||
using AdvancedMetaEngineBase::createInstance;
|
||||
};
|
||||
|
||||
/**
|
||||
* Singleton Cache Storage for Computed MD5s and Open Archives
|
||||
*/
|
||||
class AdvancedDetectorCacheManager : public Common::Singleton<AdvancedDetectorCacheManager> {
|
||||
public:
|
||||
void setMD5(const Common::String &fname, const Common::String &md5) {
|
||||
md5HashMap.setVal(fname, md5);
|
||||
}
|
||||
|
||||
const Common::String &getMD5(const Common::String &fname) const {
|
||||
return md5HashMap.getVal(fname);
|
||||
}
|
||||
|
||||
void setSize(const Common::String &fname, int64 size) {
|
||||
sizeHashMap.setVal(fname, size);
|
||||
}
|
||||
|
||||
int64 getSize(const Common::String &fname) const {
|
||||
return sizeHashMap.getVal(fname);
|
||||
}
|
||||
|
||||
bool containsMD5(const Common::String &fname) const {
|
||||
return (md5HashMap.contains(fname) && sizeHashMap.contains(fname));
|
||||
}
|
||||
|
||||
void addArchive(const Common::FSNode &node, Common::Archive *archivePtr) {
|
||||
if (!archivePtr)
|
||||
return;
|
||||
|
||||
Common::Path filename = node.getPath();
|
||||
|
||||
if (archiveHashMap.contains(filename)) {
|
||||
delete archiveHashMap[filename];
|
||||
}
|
||||
|
||||
archiveHashMap.setVal(filename, archivePtr);
|
||||
}
|
||||
|
||||
Common::Archive *getArchive(const Common::FSNode &node) const {
|
||||
return archiveHashMap.getValOrDefault(node.getPath(), nullptr);
|
||||
}
|
||||
|
||||
AdvancedDetectorCacheManager() {
|
||||
clear();
|
||||
}
|
||||
|
||||
void clearArchives() {
|
||||
for (auto &entry : archiveHashMap) {
|
||||
delete entry._value;
|
||||
}
|
||||
archiveHashMap.clear(true);
|
||||
}
|
||||
|
||||
void clear() {
|
||||
md5HashMap.clear(true);
|
||||
sizeHashMap.clear(true);
|
||||
clearArchives();
|
||||
}
|
||||
|
||||
private:
|
||||
friend class Common::Singleton<AdvancedDetectorCacheManager>;
|
||||
|
||||
typedef Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileHashMap;
|
||||
typedef Common::HashMap<Common::String, int64, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> SizeHashMap;
|
||||
typedef Common::HashMap<Common::Path, Common::Archive *, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> ArchiveHashMap;
|
||||
FileHashMap md5HashMap;
|
||||
SizeHashMap sizeHashMap;
|
||||
ArchiveHashMap archiveHashMap;
|
||||
};
|
||||
|
||||
/** Convenience shortcut for accessing the MD5CacheManager. */
|
||||
#define ADCacheMan AdvancedDetectorCacheManager::instance()
|
||||
/** @} */
|
||||
#endif
|
||||
Reference in New Issue
Block a user