/* Copyright (C) 2014 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 . */ #include "precompiled.h" #include "DllLoader.h" #include "lib/timer.h" #include "lib/posix/posix_dlfcn.h" #include "ps/CStr.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 prefix = "lib"; #else static CStr prefix = ""; #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.) static CStr 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 += prefix + 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 = 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; }