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forked from 0ad/0ad
0ad/source/ps/DllLoader.cpp

213 lines
5.8 KiB
C++

/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "DllLoader.h"
#include "lib/timer.h"
#include "lib/posix/posix_dlfcn.h"
#if OS_MACOSX
# include "lib/sysdep/os/osx/osx_bundle.h"
#endif
static void* const HANDLE_UNAVAILABLE = (void*)-1;
// directory to search for libraries (optionally set by --libdir at build-time,
// optionally overridden by -libdir at run-time in the test executable);
// 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
#ifdef INSTALLED_LIBDIR
static CStr g_Libdir = STRINGIZE(INSTALLED_LIBDIR);
#else
static CStr g_Libdir = "";
#endif
// note: on Linux, lib is prepended to the SO file name
#if OS_UNIX
static CStr g_DllPrefix = "lib";
#else
static CStr g_DllPrefix = "";
#endif
// we usually want to use the same debug/release build type as the
// main executable (the library should also be efficient in release builds and
// allow easy symbol access in debug builds). however, that version of the
// library might be missing, so we check for both.
// this works because the interface is binary-compatible.
#ifndef NDEBUG
static CStr suffixes[] = { "_dbg", "" }; // (order matters)
#else
static CStr suffixes[] = { "", "_dbg" };
#endif
// NB: our Windows dlopen() function changes the extension to .dll
static CStr extensions[] = {
".so",
#if OS_MACOSX
".dylib" // supported by OS X dlopen
#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.)
CStr DllLoader::GenerateFilename(const CStr& name, const CStr& suffix, const CStr& extension)
{
CStr n;
if (!g_Libdir.empty())
n = g_Libdir + "/";
#if OS_MACOSX
if (osx_IsAppBundleValid())
{
// We are in a bundle, in which case the lib directory is ../Frameworks
// relative to the binary, so we use a helper function to get the system path
// (alternately we could use @executable_path as below, but this seems better)
CStr frameworksPath = osx_GetBundleFrameworksPath();
if (!frameworksPath.empty())
n = frameworksPath + "/";
}
else
{
// On OS X, dlopen will search the current working directory for the library to
// to load if given only a filename. But the CWD is not guaranteed to be
// binaries/system (where our dylibs are placed) and it's not when e.g. the user
// launches the game from Finder.
// To work around this, we use the @executable_path variable, which should always
// resolve to binaries/system, if we're not a bundle.
// (see Apple's dyld(1) and dlopen(3) man pages for more info)
n = "@executable_path/";
}
#endif
n += g_DllPrefix + name + suffix + extension;
return n;
}
// @param name base name of the library (excluding prefix/suffix/extension)
// @param errors receives descriptions of any and all errors encountered
// @return valid handle or 0
static void* LoadAnyVariant(const CStr& name, std::stringstream& errors)
{
for (size_t idxSuffix = 0; idxSuffix < ARRAY_SIZE(suffixes); idxSuffix++)
{
for (size_t idxExtension = 0; idxExtension < ARRAY_SIZE(extensions); idxExtension++)
{
CStr filename = DllLoader::GenerateFilename(name, suffixes[idxSuffix], extensions[idxExtension]);
// we don't really care when relocations take place, but one of
// {RTLD_NOW, RTLD_LAZY} must be specified. go with the former because
// it is safer and matches the Windows load behavior.
const int flags = RTLD_LOCAL|RTLD_NOW;
void* handle = dlopen(filename.c_str(), flags);
if (handle)
return handle;
else
errors << "dlopen(" << filename << ") failed: " << dlerror() << "; ";
}
}
return 0; // none worked
}
DllLoader::DllLoader(const char* name, CLogger::ELogMethod loadErrorLogMethod)
: m_Name(name), m_Handle(0), m_LoadErrorLogMethod(loadErrorLogMethod)
{
}
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");
std::stringstream errors;
m_Handle = LoadAnyVariant(m_Name, errors);
if (!m_Handle) // (only report errors if nothing worked)
{
LogLoadError(errors.str().c_str());
m_Handle = HANDLE_UNAVAILABLE;
}
}
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();
}
void DllLoader::LogLoadError(const char* errors)
{
switch (m_LoadErrorLogMethod)
{
case CLogger::Normal:
LOGMESSAGE("DllLoader: %s", errors);
break;
case CLogger::Warning:
LOGWARNING("DllLoader: %s", errors);
break;
case CLogger::Error:
LOGERROR("DllLoader: %s", errors);
break;
}
}
void DllLoader::OverrideLibdir(const char* libdir)
{
g_Libdir = libdir;
}