mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Rewrite the c module loader, adding a search path (fixes #1050)
Note: also removes the restriction that only fused games can load libraries from their save folders. --HG-- branch : minor
This commit is contained in:
@@ -261,6 +261,7 @@ public:
|
||||
// Require path accessors
|
||||
// Not const because it's R/W
|
||||
virtual std::vector<std::string> &getRequirePath() = 0;
|
||||
virtual std::vector<std::string> &getCRequirePath() = 0;
|
||||
|
||||
/**
|
||||
* Allows a full (OS-dependent) path to be used with Filesystem::mount.
|
||||
|
||||
@@ -107,6 +107,7 @@ Filesystem::Filesystem()
|
||||
, fusedSet(false)
|
||||
{
|
||||
requirePath = {"?.lua", "?/init.lua"};
|
||||
cRequirePath = {"??"};
|
||||
}
|
||||
|
||||
Filesystem::~Filesystem()
|
||||
@@ -771,6 +772,11 @@ std::vector<std::string> &Filesystem::getRequirePath()
|
||||
return requirePath;
|
||||
}
|
||||
|
||||
std::vector<std::string> &Filesystem::getCRequirePath()
|
||||
{
|
||||
return cRequirePath;
|
||||
}
|
||||
|
||||
void Filesystem::allowMountingForPath(const std::string &path)
|
||||
{
|
||||
if (std::find(allowedMountPaths.begin(), allowedMountPaths.end(), path) == allowedMountPaths.end())
|
||||
|
||||
@@ -97,6 +97,7 @@ public:
|
||||
bool areSymlinksEnabled() const;
|
||||
|
||||
std::vector<std::string> &getRequirePath();
|
||||
std::vector<std::string> &getCRequirePath();
|
||||
|
||||
void allowMountingForPath(const std::string &path);
|
||||
|
||||
@@ -127,6 +128,7 @@ private:
|
||||
|
||||
// Search path for require
|
||||
std::vector<std::string> requirePath;
|
||||
std::vector<std::string> cRequirePath;
|
||||
|
||||
std::vector<std::string> allowedMountPaths;
|
||||
|
||||
|
||||
@@ -590,6 +590,24 @@ int w_getRequirePath(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_getCRequirePath(lua_State *L)
|
||||
{
|
||||
std::stringstream path;
|
||||
bool seperator = false;
|
||||
for (auto &element : instance()->getCRequirePath())
|
||||
{
|
||||
if (seperator)
|
||||
path << ";";
|
||||
else
|
||||
seperator = true;
|
||||
|
||||
path << element;
|
||||
}
|
||||
|
||||
luax_pushstring(L, path.str());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_setRequirePath(lua_State *L)
|
||||
{
|
||||
std::string element = luax_checkstring(L, 1);
|
||||
@@ -605,6 +623,21 @@ int w_setRequirePath(lua_State *L)
|
||||
return 0;
|
||||
}
|
||||
|
||||
int w_setCRequirePath(lua_State *L)
|
||||
{
|
||||
std::string element = luax_checkstring(L, 1);
|
||||
auto &requirePath = instance()->getCRequirePath();
|
||||
|
||||
requirePath.clear();
|
||||
std::stringstream path;
|
||||
path << element;
|
||||
|
||||
while(std::getline(path, element, ';'))
|
||||
requirePath.push_back(element);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int loader(lua_State *L)
|
||||
{
|
||||
std::string modulename = luax_tostring(L, 1);
|
||||
@@ -651,6 +684,9 @@ int extloader(lua_State *L)
|
||||
std::string tokenized_name(filename);
|
||||
std::string tokenized_function(filename);
|
||||
|
||||
// We need both the tokenized filename (dots replaced with slashes)
|
||||
// and the tokenized function name (dots replaced with underscores)
|
||||
// NOTE: Lua's loader queries more names than this one.
|
||||
for (unsigned int i = 0; i < tokenized_name.size(); i++)
|
||||
{
|
||||
if (tokenized_name[i] == '.')
|
||||
@@ -660,32 +696,29 @@ int extloader(lua_State *L)
|
||||
}
|
||||
}
|
||||
|
||||
tokenized_name += library_extension();
|
||||
|
||||
void *handle = nullptr;
|
||||
|
||||
// If the game is fused, try looking for the DLL in the game's read paths.
|
||||
if (instance()->isFused())
|
||||
auto *inst = instance();
|
||||
for (std::string element : inst->getCRequirePath())
|
||||
{
|
||||
try
|
||||
{
|
||||
std::string dir = instance()->getRealDirectory(tokenized_name.c_str());
|
||||
// Replace ?? with the filename and extension
|
||||
size_t pos = element.find("??");
|
||||
if (pos != std::string::npos)
|
||||
element.replace(pos, 2, tokenized_name + library_extension());
|
||||
// Or ? with just the filename
|
||||
pos = element.find('?');
|
||||
if (pos != std::string::npos)
|
||||
element.replace(pos, 1, tokenized_name);
|
||||
|
||||
// We don't want to look in the game's source, because it can be a
|
||||
// zip sometimes and a folder other times.
|
||||
if (dir.find(instance()->getSource()) == std::string::npos)
|
||||
handle = SDL_LoadObject((dir + LOVE_PATH_SEPARATOR + tokenized_name).c_str());
|
||||
}
|
||||
catch (love::Exception &)
|
||||
{
|
||||
// Nothing...
|
||||
}
|
||||
}
|
||||
if (!inst->isFile(element.c_str()))
|
||||
continue;
|
||||
|
||||
if (!handle)
|
||||
{
|
||||
std::string path = std::string(instance()->getAppdataDirectory()) + LOVE_PATH_SEPARATOR LOVE_APPDATA_FOLDER LOVE_PATH_SEPARATOR + tokenized_name;
|
||||
handle = SDL_LoadObject(path.c_str());
|
||||
// Now resolve the full path, as we're bypassing physfs for the next part.
|
||||
element = inst->getRealDirectory(element.c_str()) + LOVE_PATH_SEPARATOR + element;
|
||||
|
||||
handle = SDL_LoadObject(element.c_str());
|
||||
// Can fail, for instance if it turned out the source was a zip
|
||||
if (handle)
|
||||
break;
|
||||
}
|
||||
|
||||
if (!handle)
|
||||
@@ -694,6 +727,8 @@ int extloader(lua_State *L)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// We look for both loveopen_ and luaopen_, so libraries with specific love support
|
||||
// can tell when they've been loaded by love.
|
||||
void *func = SDL_LoadFunction(handle, ("loveopen_" + tokenized_function).c_str());
|
||||
if (!func)
|
||||
func = SDL_LoadFunction(handle, ("luaopen_" + tokenized_function).c_str());
|
||||
@@ -749,6 +784,8 @@ static const luaL_Reg functions[] =
|
||||
{ "newFileData", w_newFileData },
|
||||
{ "getRequirePath", w_getRequirePath },
|
||||
{ "setRequirePath", w_setRequirePath },
|
||||
{ "getCRequirePath", w_getCRequirePath },
|
||||
{ "setCRequirePath", w_setCRequirePath },
|
||||
{ 0, 0 }
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user