167 lines
4.2 KiB
C++
167 lines
4.2 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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/*
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All plugins from Core > Plugins are loaded and unloaded with this class when
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Dolpin is started and stopped.
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*/
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#include <string.h> // System
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#ifdef _WIN32
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#include <windows.h>
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#else
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#include <dlfcn.h>
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#include <stdio.h>
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#endif
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#include "Common.h" // Local
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#include "FileUtil.h"
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#include "StringUtil.h"
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#include "DynamicLibrary.h"
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DynamicLibrary::DynamicLibrary()
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{
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library = 0;
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}
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// Gets the last dll error as string
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const char *DllGetLastError()
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{
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#ifdef _WIN32
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return GetLastErrorMsg();
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#else // not win32
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return dlerror();
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#endif // WIN32
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}
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/* Loads the dll with LoadLibrary() or dlopen. This function is called on
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start to scan for plugin, and before opening the Config and Debugging
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windows. It is also called from core to load the plugins when the
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emulation starts.
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Returns 0 on failure and 1 on success
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TODO: think about implementing some sort of cache for the plugin info.
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*/
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int DynamicLibrary::Load(const char* filename)
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{
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std::string LibraryPath = File::GetPluginsDirectory() + filename;
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filename = LibraryPath.c_str();
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INFO_LOG(COMMON, "DL: Loading dynamic library %s", filename);
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if (!filename || strlen(filename) == 0) {
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ERROR_LOG(COMMON, "DL: Missing filename to load");
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return 0;
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}
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if (IsLoaded()) {
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INFO_LOG(COMMON, "DL: library %s already loaded", filename);
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return 1;
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}
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#ifdef _WIN32
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library = LoadLibrary(filename);
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#else
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// RTLD_NOW: resolve all symbols on load
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// RTLD_LOCAL: don't resolve symbols for other libraries
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library = dlopen(filename, RTLD_NOW | RTLD_LOCAL);
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#endif
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DEBUG_LOG(COMMON, "DL: LoadLibrary: %s(%p)", filename, library);
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if (!library) {
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ERROR_LOG(COMMON, "DL: Error loading DLL %s: %s", filename,
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DllGetLastError());
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return 0;
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}
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library_file = filename;
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INFO_LOG(COMMON, "DL: Done loading dynamic library %s", filename);
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return 1;
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}
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/* Frees one instances of the dynamic library. Note that on most systems use
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reference count to decide when to actually remove the library from memory.
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Return 0 on failure and 1 on success
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*/
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int DynamicLibrary::Unload()
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{
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INFO_LOG(COMMON, "DL: Unloading dynamic library %s", library_file.c_str());
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int retval;
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if (!IsLoaded()) { // library != null
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ERROR_LOG(COMMON, "DL: Unload failed for %s: not loaded",
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library_file.c_str());
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PanicAlert("DL: Unload failed %s: not loaded",
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library_file.c_str());
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return 0;
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}
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DEBUG_LOG(COMMON, "DL: FreeLibrary: %s %p\n",
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library_file.c_str(), library);
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#ifdef _WIN32
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retval = FreeLibrary(library);
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#else
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retval = dlclose(library)?0:1;
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#endif
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if (! retval) {
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ERROR_LOG(COMMON, "DL: Unload failed %s: %s",
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library_file.c_str(),
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DllGetLastError());
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}
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library = 0;
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INFO_LOG(COMMON, "DL: Done unloading dynamic library %s",
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library_file.c_str());
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return retval;
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}
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// Returns the address where symbol funcname is loaded or NULL on failure
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void* DynamicLibrary::Get(const char* funcname) const
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{
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void* retval;
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INFO_LOG(COMMON, "DL: Getting symbol %s: %s", library_file.c_str(),
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funcname);
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if (!library)
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{
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ERROR_LOG(COMMON, "DL: Get failed %s - Library not loaded");
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return NULL;
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}
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#ifdef _WIN32
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retval = GetProcAddress(library, funcname);
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#else
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retval = dlsym(library, funcname);
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#endif
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if (!retval)
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{
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WARN_LOG(COMMON, "DL: Symbol %s missing in %s (error: %s)\n",
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funcname, library_file.c_str(),
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DllGetLastError());
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}
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INFO_LOG(COMMON, "DL: Done getting symbol %s: %s", library_file.c_str(),
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funcname);
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return retval;
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}
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