sourcemod/core/systems/PluginSys.h
David Anderson 4bd40d69e1 restructure of HandleSys admin permissions and interface
removal of HandleSys helper functions
removed useless BaseContext stuff from Engine
put SourceMod specific stuff in BaseContext
cleaned up broken Handle code

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40267
2007-01-04 02:08:27 +00:00

297 lines
9.7 KiB
C++

#ifndef _INCLUDE_SOURCEMOD_PLUGINSYSTEM_H_
#define _INCLUDE_SOURCEMOD_PLUGINSYSTEM_H_
#include <time.h>
#include <IPluginSys.h>
#include <IHandleSys.h>
#include <sh_list.h>
#include <sh_stack.h>
#include "sm_globals.h"
#include "vm/sp_vm_basecontext.h"
#include "CFunction.h"
#include "PluginInfoDatabase.h"
#include "sm_trie.h"
#include "sourcemod.h"
using namespace SourceHook;
/**
* NOTES:
*
* Currently this system needs a lot of work but it's good skeletally. Plugin creation
* is done without actually compiling anything. This is done by Load functions in the
* manager. This will need a rewrite when we add context switching.
*
* The plugin object itself has a few things to note. The most important is that it stores
* a table of function objects. The manager marshals allocation and freeing of these objects.
* The plugin object can be in erroneous states, they are:
* Plugin_Error --> Some error occurred any time during or after compilation.
* This error can be cleared since the plugin itself is valid.
* However, the state itself being set prevents any runtime action.
* Plugin_BadLoad --> The plugin failed to load entirely and nothing can be done to save it.
*
* If a plugin fails to load externally, it is never added to the internal tracker. However,
* plugins that failed to load from the internal loading mechanism are always tracked. This
* allows users to see which automatically loaded plugins failed, and makes the interface a bit
* more flexible.
*
* Once a plugin is compiled, it sets its own state to Plugin_Created. This state is still invalid
* for execution. SourceMod is a two pass system, and even though the second pass is not implemented
* yet, it is structured so Plugin_Created must be switched to Plugin_Running in the second pass. When
* implemented, a Created plugin will be switched to Error in the second pass if it not loadable.
*
* The two pass loading mechanism is described below. Modules/natives are not implemented yet.
* PASS ONE: All loadable plugins are found and have the following steps performed:
* 1. Loading and compilation is attempted.
* 2. If successful, all natives from Core are added.
* 3. OnPluginLoad() is called.
* 4. If failed, any user natives are scrapped and the process halts here.
* 5. If successful, the plugin is ready for Pass 2.
* INTERMEDIATE:
* 1. All forced modules are loaded.
* PASS TWO: All loaded plugins are found and have these steps performed:
* 1. Any modules referenced in the plugin that are not already loaded, are loaded.
* 2. If any module fails to load and the plugin requires it, load fails and jump to step 6.
* 3. If any natives are unresolved, check if they are found in the user-natives pool.
* 4. If yes, load succeeds. If not, natives are passed through a native acceptance filter.
* 5. If the filter fails, the plugin is marked as failed.
* 6. If the plugin has failed to load at this point, any dynamic natives it has added are scrapped.
* Furthermore, any plugin that referenced these natives must now have pass 2 re-ran.
* PASS THREE (not a real pass):
* 7. Once all plugins are deemed to be loaded, OnPluginInit() is called
*/
#define SM_CONTEXTVAR_MYSELF 0
struct ContextPair
{
ContextPair() : base(NULL), ctx(NULL), co(NULL)
{
};
BaseContext *base;
sp_context_t *ctx;
ICompilation *co;
IVirtualMachine *vm;
};
class CPlugin : public IPlugin
{
friend class CPluginManager;
friend class CFunction;
public:
CPlugin(const char *file);
~CPlugin();
public:
virtual PluginType GetType() const;
virtual SourcePawn::IPluginContext *GetBaseContext() const;
virtual sp_context_t *GetContext() const;
virtual const sm_plugininfo_t *GetPublicInfo() const;
virtual const char *GetFilename() const;
virtual bool IsDebugging() const;
virtual PluginStatus GetStatus() const;
virtual bool SetPauseState(bool paused);
virtual unsigned int GetSerial() const;
virtual const sp_plugin_t *GetPluginStructure() const;
virtual IPluginFunction *GetFunctionByName(const char *public_name);
virtual IPluginFunction *GetFunctionById(funcid_t func_id);
virtual IdentityToken_t *GetIdentity();
public:
/**
* Creates a plugin object with default values.
* If an error buffer is specified, and an error occurs, the error will be copied to the buffer
* and NULL will be returned.
* If an error buffer is not specified, the error will be copied to an internal buffer and
* a valid (but error-stated) CPlugin will be returned.
*/
static CPlugin *CreatePlugin(const char *file, char *error, size_t maxlength);
public:
/**
* Starts the initial compilation of a plugin.
* Returns false if another compilation exists or there is a current context set.
*/
ICompilation *StartMyCompile(IVirtualMachine *vm);
/**
* Finalizes a compilation. If error buffer is NULL, the error is saved locally.
*/
bool FinishMyCompile(char *error, size_t maxlength);
void CancelMyCompile();
/**
* Sets an error state on the plugin
*/
void SetErrorState(PluginStatus status, const char *error_fmt, ...);
/**
* Initializes the plugin's identity information
*/
void InitIdentity();
/**
* Calls the OnPluginLoad function, and sets any failed states if necessary.
* NOTE: Valid pre-states are: Plugin_Created
* If validated, plugin state is changed to Plugin_Loaded
*
* If the error buffer is NULL, the error message is cached locally.
*/
bool Call_AskPluginLoad(char *error, size_t maxlength);
/**
* Calls the OnPluginInit function.
* NOTE: Valid pre-states are: Plugin_Created
* NOTE: Pre-state will be changed to Plugin_Running
*/
void Call_OnPluginInit();
public:
time_t HasUpdatedFile();
protected:
void UpdateInfo();
private:
ContextPair m_ctx;
PluginType m_type;
char m_filename[PLATFORM_MAX_PATH+1];
PluginStatus m_status;
unsigned int m_serial;
sm_plugininfo_t m_info;
sp_plugin_t *m_plugin;
unsigned int m_funcsnum;
CFunction **m_priv_funcs;
CFunction **m_pub_funcs;
char m_errormsg[256];
time_t m_LastAccess;
IdentityToken_t *m_ident;
Handle_t m_handle;
};
class CPluginManager :
public IPluginManager,
public SMGlobalClass,
public IHandleTypeDispatch
{
friend class CPlugin;
public:
CPluginManager();
~CPluginManager();
public:
/* Implements iterator class */
class CPluginIterator : public IPluginIterator
{
public:
CPluginIterator(List<CPlugin *> *mylist);
virtual ~CPluginIterator();
virtual bool MorePlugins();
virtual IPlugin *GetPlugin();
virtual void NextPlugin();
virtual void Release();
public:
void Reset();
private:
List<CPlugin *> *mylist;
List<CPlugin *>::iterator current;
};
friend class CPluginManager::CPluginIterator;
public: //IPluginManager
virtual IPlugin *LoadPlugin(const char *path,
bool debug,
PluginType type,
char error[],
size_t err_max);
virtual bool UnloadPlugin(IPlugin *plugin);
virtual IPlugin *FindPluginByContext(const sp_context_t *ctx);
virtual unsigned int GetPluginCount();
virtual IPluginIterator *GetPluginIterator();
virtual void AddPluginsListener(IPluginsListener *listener);
virtual void RemovePluginsListener(IPluginsListener *listener);
public: //SMGlobalClass
virtual void OnSourceModAllInitialized();
virtual void OnSourceModShutdown();
public: //IHandleTypeDispatch
virtual void OnHandleDestroy(HandleType_t type, void *object);
public:
/**
* Loads all plugins not yet loaded
*/
void LoadAll_FirstPass(const char *config, const char *basedir);
/**
* Runs the second loading pass for all plugins
*/
void LoadAll_SecondPass();
/**
* Tests a plugin file mask against a local folder.
* The alias is searched backwards from localdir - i.e., given this input:
* csdm/ban csdm/ban
* ban csdm/ban
* csdm/ban optional/csdm/ban
* All of these will return true for an alias match.
* Wildcards are allowed in the filename.
*/
bool TestAliasMatch(const char *alias, const char *localdir);
/**
* Returns whether anything loaded will be a late load.
*/
bool IsLateLoadTime();
/**
* Adds natives from core into the native pool.
*/
void RegisterNativesFromCore(sp_nativeinfo_t *natives);
/**
* Converts a Handle to an IPlugin if possible.
*/
IPlugin *PluginFromHandle(Handle_t handle, HandleError *err);
private:
/**
* Recursively loads all plugins in the given directory.
*/
void LoadPluginsFromDir(const char *basedir, const char *localdir);
/**
* Loads a plugin using automatic information.
* The file must be relative to the plugins folder.
*/
void LoadAutoPlugin(const char *file);
/**
* Adds a plugin object. This is wrapped by LoadPlugin functions.
*/
void AddPlugin(CPlugin *pPlugin);
/**
* Runs the second loading pass on a plugin.
*/
void RunSecondPass(CPlugin *pPlugin);
/**
* Adds any globally registered natives to a plugin
*/
void AddCoreNativesToPlugin(CPlugin *pPlugin);
protected:
/**
* Caching internal objects
*/
void ReleaseIterator(CPluginIterator *iter);
CFunction *GetFunctionFromPool(funcid_t f, CPlugin *plugin);
void ReleaseFunctionToPool(CFunction *func);
inline IdentityToken_t *GetIdentity()
{
return m_MyIdent;
}
private:
List<IPluginsListener *> m_listeners;
List<CPlugin *> m_plugins;
List<sp_nativeinfo_t *> m_natives;
CStack<CPluginManager::CPluginIterator *> m_iters;
CStack<CFunction *> m_funcpool;
CPluginInfoDatabase m_PluginInfo;
Trie *m_LoadLookup;
bool m_AllPluginsLoaded;
IdentityToken_t *m_MyIdent;
};
extern CPluginManager g_PluginSys;
#endif //_INCLUDE_SOURCEMOD_PLUGINSYSTEM_H_