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/*
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ios_lib.c - dynamic library code for iOS
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Copyright (C) 2017-2018 mittorn
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This program is free software: you can redistribute it and/sor modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#if TARGET_OS_IPHONE
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#include <SDL.h>
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#include "common.h"
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#include "library.h"
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#include "filesystem.h"
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#include "server.h"
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#include "platform/apple/ios_lib.h"
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static void *IOS_LoadLibraryInternal( const char *dllname )
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{
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void *pHandle;
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string errorstring = "";
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char path[MAX_SYSPATH];
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// load frameworks from Documents directory
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// frameworks should be signed with same key with application
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// Useful for debug to prevent rebuilding app on every library update
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// NOTE: Apple polices forbids loading code from shared places
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#ifdef ENABLE_FRAMEWORK_SIDELOAD
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Q_snprintf( path, MAX_SYSPATH, "%s.framework/lib", dllname );
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if( pHandle = dlopen( path, RTLD_LAZY ) )
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return pHandle;
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Q_snprintf( errorstring, MAX_STRING, dlerror() );
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#endif
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#ifdef DLOPEN_FRAMEWORKS
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// load frameworks as it should be located in Xcode builds
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Q_snprintf( path, MAX_SYSPATH, "%s%s.framework/lib", SDL_GetBasePath(), dllname );
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#else
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// load libraries from app root to allow re-signing ipa with custom utilities
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Q_snprintf( path, MAX_SYSPATH, "%s%s", SDL_GetBasePath(), dllname );
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#endif
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pHandle = dlopen( path, RTLD_LAZY );
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if( !pHandle )
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{
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COM_PushLibraryError(errorstring);
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COM_PushLibraryError(dlerror());
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}
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return pHandle;
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}
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extern char *g_szLibrarySuffix;
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static void *IOS_LoadLibrary( const char *dllname )
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{
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string name;
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char *postfix = g_szLibrarySuffix;
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char *pHandle;
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if( !postfix ) postfix = GI->gamefolder;
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Q_snprintf( name, MAX_STRING, "%s_%s", dllname, postfix );
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pHandle = IOS_LoadLibraryInternal( name );
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if( pHandle )
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return pHandle;
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return IOS_LoadLibraryInternal( dllname );
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}
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#endif // TARGET_OS_IPHONE
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