scummvm/engines/ags/game_scanner.cpp
Le Philousophe 7e1dc9599b AGS: Disable game scanner when detection is dynamic
When detection is in dynamic plugin, the detection tables are included
twice. Once in the detection plugin and once in the engine for the game
scanner code.
We disable the feature in this case to prevent duplication as this
feature is only used in specific cases.
2024-01-02 03:59:44 +02:00

187 lines
5.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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, either version 3 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/detection.h"
#include "ags/game_scanner.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/shared/util/multi_file_lib.h"
#include "ags/shared/util/string.h"
#include "ags/engine/main/game_file.h"
#include "ags/globals.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/hashmap.h"
#include "common/md5.h"
namespace AGS3 {
/**
* When detection is compiled dynamically, detection tables end up in detection plugin and
* engine cannot link to them so don't include the feature instead of duplicating the data
*/
#ifdef DETECTION_STATIC
extern bool define_gamedata_location(const AGS::Shared::String &exe_path);
extern bool engine_try_init_gamedata(AGS::Shared::String gamepak_path);
void GameScanner::scan(const Common::Path &startFolder) {
detectClashes();
Common::FSNode folder(startFolder);
scanFolder(folder);
if (!_oldGames.empty()) {
debug("// Pre 2.5 games that aren't supported");
for (EntryArray::iterator it = _oldGames.begin(); it != _oldGames.end(); ++it) {
debug("UNSUPPORTED_GAME_ENTRY(\"\", \"%s\", \"%s\", %u),",
it->_filename.c_str(), it->_md5.c_str(), (uint32)it->_filesize);
}
debugN("\n");
}
debug("// 2.5+ games that should be supported");
Common::HashMap<Common::String, bool> gameDescs;
for (EntryArray::iterator it = _games.begin(); it != _games.end(); ++it) {
if (!gameDescs.contains(it->_id))
debug("{ \"%s\", \"%s\" },", it->_id.c_str(), it->_gameName.c_str());
gameDescs[it->_id] = true;
}
debugN("\n");
for (EntryArray::iterator it = _games.begin(); it != _games.end(); ++it) {
debug("GAME_ENTRY(\"%s\", \"%s\", \"%s\", %u),",
it->_id.c_str(), it->_filename.c_str(),
it->_md5.c_str(), (uint32)it->_filesize);
}
debugN("\n");
}
void GameScanner::scanFolder(const Common::FSNode &folder) {
Common::FSList fslist;
folder.getChildren(fslist, Common::FSNode::kListAll);
for (uint idx = 0; idx < fslist.size(); ++idx) {
Common::FSNode node = fslist[idx];
Common::String filename = node.getName();
if (node.isDirectory()) {
scanFolder(node);
} else if (filename.hasSuffixIgnoreCase(".exe") ||
filename.hasSuffixIgnoreCase(".ags") ||
filename.equalsIgnoreCase("ac2game.dat")) {
Common::Path path = node.getPath();
scanFile(path);
}
}
}
void GameScanner::scanFile(const Common::Path &filename) {
#ifdef TODO
Common::File f;
Common::FSNode fsNode(filename);
if (!f.open(fsNode))
return;
int32 size = f.size();
Common::String md5 = Common::computeStreamMD5AsString(f, 5000);
// Check if it's an already known game
const ::AGS::AGSGameDescription *gameP = ::AGS::GAME_DESCRIPTIONS;
for (; gameP->desc.gameId; ++gameP) {
if (size == gameP->desc.filesDescriptions[0].fileSize &&
md5 == gameP->desc.filesDescriptions[0].md5)
// Known game, so skip
return;
}
// Check the game file
AGS::Shared::AssetLibInfo lib;
AGS::Shared::StreamScummVMFile *stream = new AGS::Shared::StreamScummVMFile(&f);
if (AGS::Shared::AssetManager::ReadDataFileTOC(stream, lib) != AGS::Shared::kAssetNoError)
return;
f.close();
AGS::Shared::AssetManager::DestroyInstance();
AGS::Shared::AssetManager::CreateInstance();
AGS::Shared::AssetManager::SetDataFile(filename);
if (!engine_try_init_gamedata(filename))
return;
AGS::Shared::HError err = preload_game_data();
if (!err) {
if (err->Code() == AGS::Shared::kMGFErr_FormatVersionTooOld) {
Entry e;
e._filename = fsNode.getName();
e._filename.toLowercase();
e._filesize = size;
e._md5 = md5;
_oldGames.push_back(e);
}
} else {
// Add an entry for the found game
Entry e;
e._filename = fsNode.getName();
e._filename.toLowercase();
e._filesize = size;
e._gameName = _GP(game).gamename;
e._id = convertGameNameToId(e._gameName);
e._md5 = md5;
_games.push_back(e);
}
#else
error("TODO: GameScanner::scanFile");
#endif
}
Common::String GameScanner::convertGameNameToId(const Common::String &name) {
Common::String result;
for (uint idx = 0; idx < name.size(); ++idx) {
char c = name[idx];
if (Common::isDigit(c) || (tolower(c) >= 'a' && tolower(c) <= 'z'))
result += tolower(c);
}
return result;
}
void GameScanner::detectClashes() {
Common::HashMap<Common::String, bool> gameIds;
Common::HashMap<Common::String, bool> gameNames;
const PlainGameDescriptor *nameP = ::AGS::GAME_NAMES;
for (; nameP->gameId; ++nameP) {
if (gameIds.contains(nameP->gameId))
debug("Duplicate game Id: %s", nameP->gameId);
gameIds[nameP->gameId] = true;
if (gameNames.contains(nameP->description))
debug("Duplicate game name: %s", nameP->description);
gameNames[nameP->description] = true;
}
}
#endif
} // namespace AGS3