/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "DllLoader.h" #include "lib/timer.h" #include "lib/posix/posix_dlfcn.h" #include "ps/CStr.h" #include "ps/CLogger.h" void* const HANDLE_UNAVAILABLE = (void*)-1; // note: on Linux, lib is prepended to the SO file name; // if we don't have an explicit libdir then the linker will look in DT_RUNPATH // (which we set to $ORIGIN) to find it in the executable's directory #if OS_UNIX #ifdef INSTALLED_LIBDIR static const char* prefix = STRINGIZE(INSTALLED_LIBDIR) "/lib"; #else static const char* prefix = "lib"; #endif #else static const char* prefix = ""; #endif // our SOs export binary-compatible interfaces across debug and release builds, // but for debugging/performance we prefer to use the same version as the app. // note: on Windows, the extension is replaced with .dll by dlopen. #ifndef NDEBUG static const char* primarySuffix = "_dbg.so"; static const char* secondarySuffix = ".so"; #else static const char* primarySuffix = ".so"; static const char* secondarySuffix = "_dbg.so"; #endif // (This class is currently only used by 'Collada' and 'AtlasUI' which follow // the naming/location convention above - it'll need to be changed if we want // to support other DLLs.) DllLoader::DllLoader(const char* name) : m_Name(name), m_Handle(0) { } DllLoader::~DllLoader() { if (IsLoaded()) dlclose(m_Handle); } bool DllLoader::IsLoaded() const { return (m_Handle != 0 && m_Handle != HANDLE_UNAVAILABLE); } bool DllLoader::LoadDLL() { // first time: try to open the shared object // postcondition: m_Handle valid or == HANDLE_UNAVAILABLE. if (m_Handle == 0) { TIMER(L"LoadDLL"); // we don't really care when relocations take place, but one of // {RTLD_NOW, RTLD_LAZY} must be passed. go with the former because // it is safer and matches the Windows load behavior. const int flags = RTLD_LOCAL|RTLD_NOW; CStr filename = CStr(prefix) + m_Name + primarySuffix; m_Handle = dlopen(filename, flags); char* primaryError = NULL; // open failed (mostly likely SO not found) if (! m_Handle) { primaryError = dlerror(); if (primaryError) primaryError = strdup(primaryError); // don't get overwritten by next dlopen // Try to open the other debug/release version filename = CStr(prefix) + m_Name + secondarySuffix; m_Handle = dlopen(filename, flags); } // open still failed; report the first error if (! m_Handle) { if (primaryError) LOGERROR(L"dlopen error: %hs", primaryError); m_Handle = HANDLE_UNAVAILABLE; } free(primaryError); } return (m_Handle != HANDLE_UNAVAILABLE); } void DllLoader::Unload() { if (! IsLoaded()) return; dlclose(m_Handle); m_Handle = 0; } void DllLoader::LoadSymbolInternal(const char* name, void** fptr) const { if (! IsLoaded()) { debug_warn(L"Loading symbol from invalid DLL"); *fptr = NULL; throw PSERROR_DllLoader_DllNotLoaded(); } *fptr = dlsym(m_Handle, name); if (*fptr == NULL) throw PSERROR_DllLoader_SymbolNotFound(); }