// Copyright (C) 2003-2008 Dolphin Project. // This program 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, version 2.0. // This program 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #ifdef _WIN32 #include #else #include #include #endif #include "Common.h" #include "StringUtil.h" #include "DynamicLibrary.h" #include "../../Core/Src/PowerPC/PowerPC.h" DynamicLibrary::DynamicLibrary() { library = 0; } #ifdef _WIN32 std::string GetLastErrorAsString() { LPVOID lpMsgBuf = 0; DWORD error = GetLastError(); FormatMessage( FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM, NULL, error, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language (LPTSTR) &lpMsgBuf, 0, NULL); std::string s; if (lpMsgBuf) { s = ((char *)lpMsgBuf); LocalFree(lpMsgBuf); } else { s = StringFromFormat("(unknown error %08x)", error); } return s; } #endif // ------------------------------------------------------------------ /* Loading means loading the dll with LoadLibrary() to get an instance to the dll. This is done when Dolphin is started to determine which dlls are good, and before opening the Config and Debugging windows from Plugin.cpp and before opening the dll for running the emulation in Video_...cpp in Core. */ // ----------------------- int DynamicLibrary::Load(const char* filename) { if (!filename || strlen(filename) == 0) { LOG(MASTER_LOG, "Missing filename of dynamic library to load"); return 0; } LOG(MASTER_LOG, "Trying to load library %s", filename); if (IsLoaded()) { LOG(MASTER_LOG, "Trying to load already loaded library %s", filename); return 2; } #ifdef _WIN32 library = LoadLibrary(filename); if (!library) { LOG(MASTER_LOG, "Error loading DLL %s: %s", filename, GetLastErrorAsString().c_str()); return 0; } #else library = dlopen(filename, RTLD_NOW | RTLD_LOCAL); if (!library) { #ifdef LOGGING LOG(MASTER_LOG, "Error loading DLL %s: %s", filename, dlerror()); #else printf("Error loading DLL %s: %s", filename, dlerror()); #endif return false; } #endif library_file = filename; return 1; } void DynamicLibrary::Unload() { if (!IsLoaded()) { PanicAlert("Trying to unload non-loaded library"); return; } #ifdef _WIN32 /* TEMPORARY SOLUTION: To prevent that Dolphin hangs when a game is stopped or when we try to close Dolphin. It's possible that it only occur when we render to the main window. And sometimes FreeLibrary works without any problem, so don't remove this just because it doesn't hang once. I could not find the actual cause of it. */ if( ! (library_file.find("OGL.") != std::string::npos) && !PowerPC::CPU_POWERDOWN) FreeLibrary(library); #else dlclose(library); #endif library = 0; } void* DynamicLibrary::Get(const char* funcname) const { void* retval; #ifdef _WIN32 if (!library) { PanicAlert("Can't find function %s - Library not loaded."); } retval = GetProcAddress(library, funcname); //if (!retval) //{ // PanicAlert("Did not find function %s in library %s.", funcname, library_file.c_str()); //} #else retval = dlsym(library, funcname); if (!retval) { printf("Symbol %s missing in %s (error: %s)\n", funcname, library_file.c_str(), dlerror()); } #endif return retval; }