/* library.c - custom dlls loader Copyright (C) 2008 Uncle Mike This program 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 3 of the License, or (at your option) any later version. This program 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. */ #define _GNU_SOURCE #include "common.h" #include "library.h" #include "filesystem.h" #include "server.h" char lasterror[1024] = ""; const char *COM_GetLibraryError() { return lasterror; } void COM_ResetLibraryError() { lasterror[0] = 0; } void COM_PushLibraryError( const char *error ) { Q_strncat( lasterror, error, sizeof( lasterror ) ); Q_strncat( lasterror, "\n", sizeof( lasterror ) ); } void *COM_FunctionFromName_SR( void *hInstance, const char *pName ) { #ifdef XASH_ALLOW_SAVERESTORE_OFFSETS if( !Q_memcmp( pName, "ofs:",4 ) ) return svgame.dllFuncs.pfnGameInit + Q_atoi(pName + 4); #endif return COM_FunctionFromName( hInstance, pName ); } #ifdef XASH_ALLOW_SAVERESTORE_OFFSETS char *COM_OffsetNameForFunction( void *function ) { static string sname; Q_snprintf( sname, MAX_STRING, "ofs:%d", (int)(void*)(function - (void*)svgame.dllFuncs.pfnGameInit) ); MsgDev( D_NOTE, "COM_OffsetNameForFunction %s\n", sname ); return sname; } #endif #ifndef _WIN32 #ifdef __ANDROID__ #include "platform/android/dlsym-weak.h" #endif #ifdef NO_LIBDL #ifndef DLL_LOADER #error Enable at least one dll backend!!! #endif void *dlsym(void *handle, const char *symbol ) { MsgDev( D_NOTE, "dlsym( %p, \"%s\" ): stub\n", handle, symbol ); return NULL; } void *dlopen(const char *name, int flag ) { MsgDev( D_NOTE, "dlopen( \"%s\", %d ): stub\n", name, flag ); return NULL; } int dlclose(void *handle) { MsgDev( D_NOTE, "dlsym( %p ): stub\n", handle ); return 0; } char *dlerror( void ) { return "Loading ELF libraries not supported in this build!\n"; } int dladdr( const void *addr, Dl_info *info ) { return 0; } #endif #ifdef XASH_SDL #include #endif #if TARGET_OS_IPHONE static void *IOS_LoadLibraryInternal( const char *dllname ) { void *pHandle; string errorstring = ""; char path[MAX_SYSPATH]; // load frameworks from Documents directory // frameworks should be signed with same key with application // Useful for debug to prevent rebuilding app on every library update // NOTE: Apple polices forbids loading code from shared places #ifdef ENABLE_FRAMEWORK_SIDELOAD Q_snprintf( path, MAX_SYSPATH, "%s.framework/lib", dllname ); if( pHandle = dlopen( path, RTLD_LAZY ) ) return pHandle; Q_snprintf( errorstring, MAX_STRING, dlerror() ); #endif #ifdef DLOPEN_FRAMEWORKS // load frameworks as it should be located in Xcode builds Q_snprintf( path, MAX_SYSPATH, "%s%s.framework/lib", SDL_GetBasePath(), dllname ); #else // load libraries from app root to allow re-signing ipa with custom utilities Q_snprintf( path, MAX_SYSPATH, "%s%s", SDL_GetBasePath(), dllname ); #endif pHandle = dlopen( path, RTLD_LAZY ); if( !pHandle ) { COM_PushLibraryError(errorstring); COM_PushLibraryError(dlerror()); } return pHandle; } extern char *g_szLibrarySuffix; static void *IOS_LoadLibrary( const char *dllname ) { string name; char *postfix = g_szLibrarySuffix; char *pHandle; if( !postfix ) postfix = GI->gamefolder; Q_snprintf( name, MAX_STRING, "%s_%s", dllname, postfix ); pHandle = IOS_LoadLibraryInternal( name ); if( pHandle ) return pHandle; return IOS_LoadLibraryInternal( dllname ); } #endif #ifdef __EMSCRIPTEN__ #include #endif void *COM_LoadLibrary( const char *dllname, int build_ordinals_table, qboolean directpath ) { dll_user_t *hInst = NULL; void *pHandle = NULL; // platforms where gameinfo mechanism is impossible // or not implemented #if TARGET_OS_IPHONE { return IOS_LoadLibrary( dllname ); } #elif defined( __EMSCRIPTEN__ ) { #ifdef EMSCRIPTEN_LIB_FS char path[MAX_SYSPATH]; string prefix; Q_strcpy(prefix, getenv( "LIBRARY_PREFIX" ) ); Q_snprintf( path, MAX_SYSPATH, "%s%s%s", prefix, dllname, getenv( "LIBRARY_SUFFIX" ) ); pHandle = dlopen( path, RTLD_LAZY ); if( !pHandle ) { COM_PushLibraryError( va("Loading %s:\n", path ) ); COM_PushLibraryError( dlerror() ); } return pHandle; #else // get handle of preloaded library outside fs return EM_ASM_INT( return DLFCN.loadedLibNames[Pointer_stringify($0)], (int)dllname ); #endif } #elif defined( __ANDROID__ ) { char path[MAX_SYSPATH]; const char *libdir[2]; int i; libdir[0] = getenv("XASH3D_GAMELIBDIR"); libdir[1] = getenv("XASH3D_ENGLIBDIR"); for( i = 0; i < 2; i++ ) { Q_snprintf( path, MAX_SYSPATH, "%s/lib%s"POSTFIX"."OS_LIB_EXT, libdir[i], dllname ); pHandle = dlopen( path, RTLD_LAZY ); if( pHandle ) return pHandle; COM_PushLibraryError( dlerror() ); } // HACKHACK: keep old behaviour for compability pHandle = dlopen( dllname, RTLD_LAZY ); if( pHandle ) return pHandle; COM_PushLibraryError( dlerror() ); } #endif // platforms where gameinfo mechanism is working goes here // and use FS_FindLibrary hInst = FS_FindLibrary( dllname, false ); if( !hInst ) { // HACKHACK: direct load dll #ifdef DLL_LOADER if( host.enabledll && ( pHandle = Loader_LoadLibrary(dllname)) ) { return pHandle; } #endif // try to find by linker(LD_LIBRARY_PATH, DYLD_LIBRARY_PATH, LD_32_LIBRARY_PATH and so on...) if( !pHandle ) { pHandle = dlopen( dllname, RTLD_LAZY ); if( pHandle ) return pHandle; COM_PushLibraryError( va( "Failed to find library %s", dllname )); COM_PushLibraryError( dlerror() ); return NULL; } } if( hInst->custom_loader ) { COM_PushLibraryError( va( "Custom library loader is not available. Extract library %s and fix gameinfo.txt!", hInst->fullPath )); Mem_Free( hInst ); return NULL; } #ifdef DLL_LOADER if( host.enabledll && ( !Q_stricmp( FS_FileExtension( hInst->shortPath ), "dll" ) ) ) { if( hInst->encrypted ) { COM_PushLibraryError( va( "Library %s is encrypted. Cannot load", hInst->shortPath ) ); Mem_Free( hInst ); return NULL; } if( !( hInst->hInstance = Loader_LoadLibrary( hInst->fullPath ) ) ) { COM_PushLibraryError( va( "Failed to load DLL with DLL loader: %s", hInst->shortPath ) ); Mem_Free( hInst ); return NULL; } } else #endif { if( !( hInst->hInstance = dlopen( hInst->fullPath, RTLD_LAZY ) ) ) { COM_PushLibraryError( dlerror() ); Mem_Free( hInst ); return NULL; } } pHandle = hInst->hInstance; Mem_Free( hInst ); return pHandle; } void COM_FreeLibrary( void *hInstance ) { #ifdef DLL_LOADER void *wm; if( host.enabledll && (wm = Loader_GetDllHandle( hInstance )) ) return Loader_FreeLibrary( hInstance ); else #endif #if !defined __EMSCRIPTEN__ || defined EMSCRIPTEN_LIB_FS dlclose( hInstance ); #endif } void *COM_GetProcAddress( void *hInstance, const char *name ) { #ifdef DLL_LOADER void *wm; if( host.enabledll && (wm = Loader_GetDllHandle( hInstance )) ) return Loader_GetProcAddress(hInstance, name); else #endif return dlsym( hInstance, name ); } void *COM_FunctionFromName( void *hInstance, const char *pName ) { void *function; #ifdef DLL_LOADER void *wm; if( host.enabledll && (wm = Loader_GetDllHandle( hInstance )) ) return Loader_GetProcAddress(hInstance, pName); else #endif if( !( function = dlsym( hInstance, pName ) ) ) { #ifdef __ANDROID__ // Shitty Android's dlsym don't resolve weak symbols if( !( function = dlsym_weak( hInstance, pName ) ) ) #endif { MsgDev(D_ERROR, "FunctionFromName: Can't get symbol %s: %s\n", pName, dlerror()); } } return function; } #ifdef XASH_DYNAMIC_DLADDR int d_dladdr( void *sym, Dl_info *info ) { static int (*dladdr_real) ( void *sym, Dl_info *info ); if( !dladdr_real ) dladdr_real = dlsym( (void*)(size_t)(-1), "dladdr" ); Q_memset( info, 0, sizeof( *info ) ); if( !dladdr_real ) return -1; return dladdr_real( sym, info ); } #endif const char *COM_NameForFunction( void *hInstance, void *function ) { #ifdef DLL_LOADER void *wm; if( host.enabledll && (wm = Loader_GetDllHandle( hInstance )) ) return Loader_GetFuncName_int(wm, function); else #endif // Note: dladdr() is a glibc extension { Dl_info info = {0}; dladdr((void*)function, &info); if(info.dli_sname) return info.dli_sname; } #ifdef XASH_ALLOW_SAVERESTORE_OFFSETS return COM_OffsetNameForFunction( function ); #else return NULL; #endif } #elif defined XASH_64BIT #include void *COM_LoadLibrary( const char *dllname, int build_ordinals_table ) { return LoadLibraryA( dllname ); } void COM_FreeLibrary( void *hInstance ) { FreeLibrary( hInstance ); } void *COM_GetProcAddress( void *hInstance, const char *name ) { return GetProcAddress( hInstance, name ); } void *COM_FunctionFromName( void *hInstance, const char *name ) { return GetProcAddress( hInstance, name ); } const char *COM_NameForFunction( void *hInstance, void *function ) { #if 0 static qboolean initialized = false; if( initialized ) { char message[1024]; int len = 0; size_t i; HANDLE process = GetCurrentProcess(); HANDLE thread = GetCurrentThread(); IMAGEHLP_LINE64 line; DWORD dline = 0; DWORD options; CONTEXT context; STACKFRAME64 stackframe; DWORD image; char buffer[sizeof( IMAGEHLP_SYMBOL64) + MAX_SYM_NAME * sizeof(TCHAR)]; PIMAGEHLP_SYMBOL64 symbol = ( PIMAGEHLP_SYMBOL64)buffer; memset( symbol, 0, sizeof(IMAGEHLP_SYMBOL64) + MAX_SYM_NAME ); symbol->SizeOfStruct = sizeof( IMAGEHLP_SYMBOL64); symbol->MaxNameLength = MAX_SYM_NAME; DWORD displacement = 0; options = SymGetOptions(); SymSetOptions( options ); SymInitialize( process, NULL, TRUE ); if( SymGetSymFromAddr64( process, function, &displacement, symbol ) ) { Msg( "%s\n", symbol->Name ); return copystring( symbol->Name ); } } #endif #ifdef XASH_ALLOW_SAVERESTORE_OFFSETS return COM_OffsetNameForFunction( function ); #endif return NULL; } #endif