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:
Bart van Strien
2016-02-26 15:24:01 +01:00
parent 2f7492667a
commit 33341de7bc
4 changed files with 68 additions and 22 deletions
+1
View File
@@ -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;
+59 -22
View File
@@ -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 }
};