Implement dynamic library loading and symbol resolving

This commit is contained in:
Alibek Omarov 2018-04-17 03:43:27 +03:00
parent 64257ef428
commit 7c9b724531
4 changed files with 451 additions and 11 deletions

437
engine/common/lib_common.c Normal file
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@ -0,0 +1,437 @@
/*
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 <SDL_filesystem.h>
#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 <emscripten.h>
#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 <dbghelp.h>
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

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@ -153,8 +153,11 @@ typedef struct dll_user_s
dll_user_t *FS_FindLibrary( const char *dllname, qboolean directpath );
void *COM_LoadLibrary( const char *dllname, int build_ordinals_table, qboolean directpath );
void *COM_GetProcAddress( void *hInstance, const char *name );
const char *COM_NameForFunction( void *hInstance, dword function );
dword COM_FunctionFromName( void *hInstance, const char *pName );
const char *COM_NameForFunction( void *hInstance, void *function );
void *COM_FunctionFromName_SR( void *hInstance, const char *pName ); // Save/Restore version
void *COM_FunctionFromName( void *hInstance, const char *pName );
void COM_FreeLibrary( void *hInstance );
void COM_ResetLibraryError( void );
const char *COM_GetLibraryError( void );
#endif//LIBRARY_H
#endif//LIBRARY_H

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@ -13,7 +13,7 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifdef _WIN32
#if defined(_WIN32) && !defined(XASH_64BIT)
#include "common.h"
#include "library.h"

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@ -42,7 +42,7 @@ edict_t *SV_EdictNum( int n )
return NULL;
}
#ifdef _DEBUG
#ifndef NDEBUG
qboolean SV_CheckEdict( const edict_t *e, const char *file, const int line )
{
int n;
@ -3225,9 +3225,9 @@ pfnFunctionFromName
=============
*/
dword pfnFunctionFromName( const char *pName )
void *pfnFunctionFromName( const char *pName )
{
return COM_FunctionFromName( svgame.hInstance, pName );
return COM_FunctionFromName_SR( svgame.hInstance, pName );
}
/*
@ -3236,7 +3236,7 @@ pfnNameForFunction
=============
*/
const char *pfnNameForFunction( dword function )
const char *pfnNameForFunction( void *function )
{
return COM_NameForFunction( svgame.hInstance, function );
}
@ -4371,8 +4371,8 @@ static enginefuncs_t gEngfuncs =
pfnRegUserMsg,
pfnAnimationAutomove,
pfnGetBonePosition,
pfnFunctionFromName,
pfnNameForFunction,
(void*)pfnFunctionFromName,
pfnNameForFunction,
pfnClientPrintf,
pfnServerPrint,
Cmd_Args,
@ -4880,4 +4880,4 @@ qboolean SV_LoadProgs( const char *name )
svgame.dllFuncs.pfnRegisterEncoders();
return true;
}
}