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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
212 lines
5.8 KiB
C++
212 lines
5.8 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "DllLoader.h"
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#include "lib/timer.h"
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#include "lib/posix/posix_dlfcn.h"
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#if OS_MACOSX
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# include "lib/sysdep/os/osx/osx_bundle.h"
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#endif
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static void* const HANDLE_UNAVAILABLE = (void*)-1;
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// directory to search for libraries (optionally set by --libdir at build-time,
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// optionally overridden by -libdir at run-time in the test executable);
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// if we don't have an explicit libdir then the linker will look in DT_RUNPATH
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// (which we set to $ORIGIN) to find it in the executable's directory
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#ifdef INSTALLED_LIBDIR
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static CStr g_Libdir = STRINGIZE(INSTALLED_LIBDIR);
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#else
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static CStr g_Libdir = "";
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#endif
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// note: on Linux, lib is prepended to the SO file name
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#if OS_UNIX
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static CStr g_DllPrefix = "lib";
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#else
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static CStr g_DllPrefix = "";
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#endif
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// we usually want to use the same debug/release build type as the
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// main executable (the library should also be efficient in release builds and
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// allow easy symbol access in debug builds). however, that version of the
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// library might be missing, so we check for both.
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// this works because the interface is binary-compatible.
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#ifndef NDEBUG
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static CStr suffixes[] = { "_dbg", "" }; // (order matters)
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#else
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static CStr suffixes[] = { "", "_dbg" };
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#endif
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// NB: our Windows dlopen() function changes the extension to .dll
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static CStr extensions[] = {
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".so",
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#if OS_MACOSX
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".dylib" // supported by OS X dlopen
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#endif
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};
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// (This class is currently only used by 'Collada' and 'AtlasUI' which follow
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// the naming/location convention above - it'll need to be changed if we want
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// to support other DLLs.)
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CStr DllLoader::GenerateFilename(const CStr& name, const CStr& suffix, const CStr& extension)
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{
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CStr n;
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if (!g_Libdir.empty())
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n = g_Libdir + "/";
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#if OS_MACOSX
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if (osx_IsAppBundleValid())
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{
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// We are in a bundle, in which case the lib directory is ../Frameworks
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// relative to the binary, so we use a helper function to get the system path
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// (alternately we could use @executable_path as below, but this seems better)
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CStr frameworksPath = osx_GetBundleFrameworksPath();
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if (!frameworksPath.empty())
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n = frameworksPath + "/";
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}
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else
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{
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// On OS X, dlopen will search the current working directory for the library to
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// to load if given only a filename. But the CWD is not guaranteed to be
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// binaries/system (where our dylibs are placed) and it's not when e.g. the user
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// launches the game from Finder.
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// To work around this, we use the @executable_path variable, which should always
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// resolve to binaries/system, if we're not a bundle.
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// (see Apple's dyld(1) and dlopen(3) man pages for more info)
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n = "@executable_path/";
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}
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#endif
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n += g_DllPrefix + name + suffix + extension;
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return n;
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}
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// @param name base name of the library (excluding prefix/suffix/extension)
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// @param errors receives descriptions of any and all errors encountered
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// @return valid handle or 0
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static void* LoadAnyVariant(const CStr& name, std::stringstream& errors)
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{
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for (size_t idxSuffix = 0; idxSuffix < ARRAY_SIZE(suffixes); idxSuffix++)
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{
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for (size_t idxExtension = 0; idxExtension < ARRAY_SIZE(extensions); idxExtension++)
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{
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CStr filename = DllLoader::GenerateFilename(name, suffixes[idxSuffix], extensions[idxExtension]);
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// we don't really care when relocations take place, but one of
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// {RTLD_NOW, RTLD_LAZY} must be specified. go with the former because
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// it is safer and matches the Windows load behavior.
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const int flags = RTLD_LOCAL|RTLD_NOW;
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void* handle = dlopen(filename.c_str(), flags);
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if (handle)
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return handle;
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else
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errors << "dlopen(" << filename << ") failed: " << dlerror() << "; ";
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}
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}
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return 0; // none worked
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}
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DllLoader::DllLoader(const char* name, CLogger::ELogMethod loadErrorLogMethod)
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: m_Name(name), m_Handle(0), m_LoadErrorLogMethod(loadErrorLogMethod)
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{
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}
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DllLoader::~DllLoader()
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{
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if (IsLoaded())
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dlclose(m_Handle);
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}
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bool DllLoader::IsLoaded() const
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{
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return (m_Handle != 0 && m_Handle != HANDLE_UNAVAILABLE);
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}
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bool DllLoader::LoadDLL()
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{
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// first time: try to open the shared object
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// postcondition: m_Handle valid or == HANDLE_UNAVAILABLE.
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if (m_Handle == 0)
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{
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TIMER(L"LoadDLL");
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std::stringstream errors;
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m_Handle = LoadAnyVariant(m_Name, errors);
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if (!m_Handle) // (only report errors if nothing worked)
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{
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LogLoadError(errors.str().c_str());
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m_Handle = HANDLE_UNAVAILABLE;
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}
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}
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return (m_Handle != HANDLE_UNAVAILABLE);
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}
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void DllLoader::Unload()
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{
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if (!IsLoaded())
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return;
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dlclose(m_Handle);
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m_Handle = 0;
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}
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void DllLoader::LoadSymbolInternal(const char* name, void** fptr) const
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{
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if (!IsLoaded())
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{
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debug_warn(L"Loading symbol from invalid DLL");
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*fptr = NULL;
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throw PSERROR_DllLoader_DllNotLoaded();
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}
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*fptr = dlsym(m_Handle, name);
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if (*fptr == NULL)
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throw PSERROR_DllLoader_SymbolNotFound();
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}
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void DllLoader::LogLoadError(const char* errors)
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{
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switch (m_LoadErrorLogMethod)
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{
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case CLogger::Normal:
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LOGMESSAGE("DllLoader: %s", errors);
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break;
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case CLogger::Warning:
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LOGWARNING("DllLoader: %s", errors);
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break;
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case CLogger::Error:
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LOGERROR("DllLoader: %s", errors);
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break;
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}
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}
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void DllLoader::OverrideLibdir(const char* libdir)
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{
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g_Libdir = libdir;
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}
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