Difference between revisions of "Advanced Detector"

Jump to navigation Jump to search
768 bytes removed ,  09:19, 10 December 2020
Update id info
m (Text replacement - "</source>" to "</syntaxhighlight>")
Tags: Mobile edit Mobile web edit
(Update id info)
(One intermediate revision by the same user not shown)
Line 18: Line 18:
The code for this can be found in <tt>engines/advancedDetector.*</tt>
The code for this can be found in <tt>engines/advancedDetector.*</tt>


To use this, you will have to follow the instructions [[HOWTO-Engines#Subclassing_MetaEngine|here]], but you will subclass AdvancedMetaEngine instead within your engine's detection.h and detection.cpp.
To use this, you will have to follow the instructions [[HOWTO-Engines#Subclassing_AdvancedMetaEngine|here]] within your engine's detection.h and detection.cpp.


All you will have to provide is a standard data table of ADGameDescription entries describing each game variant, which is usually placed in a separate detection_tables.h header, which is included in detection.cpp for use there.
All you will have to provide is a standard data table of ADGameDescription entries describing each game variant, which is usually placed in a separate detection_tables.h header, which is included in detection.cpp for use there.


This structure plus other parameters are passed to the AdvancedMetaEngine constructor, which can also contain overrides of the default parameters for detection e.g. _md5Bytes is the number of bytes used for the MD5 hash for each file, etc.
This structure plus other parameters are passed to the AdvancedMetaEngineDetection constructor, which can also contain overrides of the default parameters for detection e.g. _md5Bytes is the number of bytes used for the MD5 hash for each file, etc.


It is suggested you consult the code and header comments in <tt>engines/advancedDetector.*</tt> and look at the examples provided by current engines for a more complete example.
It is suggested you consult the code and header comments in <tt>engines/advancedDetector.*</tt> and look at the examples provided by current engines for a more complete example.
Line 38: Line 38:
description=Monkey Island 2: LeChuck's Revenge (DOS/English)
description=Monkey Island 2: LeChuck's Revenge (DOS/English)
path=/Users/sev/games/scumm/monkey2
path=/Users/sev/games/scumm/monkey2
engindid=scumm
gameid=monkey2
gameid=monkey2
language=en
language=en
Line 49: Line 50:
Name of each game is what we are calling '''target'''. Target, which is in the sample above specified as ''monkey2-vga'' is user-editable identifier unique to the specific user, and could be used for launching the game from command line.
Name of each game is what we are calling '''target'''. Target, which is in the sample above specified as ''monkey2-vga'' is user-editable identifier unique to the specific user, and could be used for launching the game from command line.


Then each entry has '''description''' which is also user-editable, '''path''' to the game, and '''gameid'''. '''gameid''' is a service name which identifies the game within whole ScummVM. There should be no clashes, and each engine knows which gameids it does support. First engine which finds a match for a given gameid will be used to run the game. This is why it is important to keep this ID unique, since there is no guarantee in sequence of engines which ScummVM probes when launching a game.
Then each entry has '''description''' which is also user-editable, '''path''' to the game, '''engineid''' and '''gameid'''. '''engineid''' is a service name which identifies the engine within whole ScummVM. There should be no clashes, and each engine knows which gameids it does support, so '''gameid''' is only unique to each engine.


Keys '''platform''' and '''language''' are used for narrowing down the possible game candidate but are fully optional.
Keys '''platform''' and '''language''' are used for narrowing down the possible game candidate but are fully optional.
Line 143: Line 144:
AD_ENTRY1("part01", "61d003202d301c29dd399acfb1354310"),
AD_ENTRY1("part01", "61d003202d301c29dd399acfb1354310"),
Common::EN_ANY,
Common::EN_ANY,
Common::kPlatformPC,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
ADGF_NO_FLAGS,
GUIO0()
GUIO0()
Line 166: Line 167:
'''fileType''' -- rarely used field where ''ADGameFileDescription'' structure is used by the engine. May specify music file, script file, etc.
'''fileType''' -- rarely used field where ''ADGameFileDescription'' structure is used by the engine. May specify music file, script file, etc.


'''md5''' -- MD5 of the file. Most often it is MD5 of the beginning of the file for performance reasons. See '''_md5Bytes''' setting of ''AdvancedMetaEngine''. If set to NULL, the md5 is not used in detection and the entry matches against any content.
'''md5''' -- MD5 of the file. Most often it is MD5 of the beginning of the file for performance reasons. See '''_md5Bytes''' setting of ''AdvancedMetaEngineDetection''. If set to NULL, the md5 is not used in detection and the entry matches against any content.


'''fileSize''' -- file size in bytes. Optional too, set to -1 in order to match against any file size.
'''fileSize''' -- file size in bytes. Optional too, set to -1 in order to match against any file size.
Line 206: Line 207:
         {"simon1acorn", "simon1", Common::kPlatformAcorn},
         {"simon1acorn", "simon1", Common::kPlatformAcorn},
         {"simon1amiga", "simon1", Common::kPlatformAmiga},
         {"simon1amiga", "simon1", Common::kPlatformAmiga},
         {"simon2talkie", "simon2", Common::kPlatformPC},
         {"simon2talkie", "simon2", Common::kPlatformDOS},
         {"simon2mac", "simon2", Common::kPlatformMacintosh},
         {"simon2mac", "simon2", Common::kPlatformMacintosh},
         {"simon2win", "simon2", Common::kPlatformWindows},
         {"simon2win", "simon2", Common::kPlatformWindows},
Line 213: Line 214:
</syntaxhighlight>
</syntaxhighlight>


= AdvancedMetaEngine =
= AdvancedMetaEngineDetection =


Is a generic MetaEngine wrapper which is aware of the Advanced Detector. It should be used whenever AD is used.
Is a generic MetaEngine wrapper which is aware of the Advanced Detector. It should be used whenever AD is used.
Line 220: Line 221:


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
AdvancedMetaEngine(const void *descs, uint descItemSize, const PlainGameDescriptor *gameids);
AdvancedMetaEngineDetection(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds);
</syntaxhighlight>
</syntaxhighlight>


Line 227: Line 228:
'''descItemSize''' is sizeof of the '''descs''' element used for iterating over it.
'''descItemSize''' is sizeof of the '''descs''' element used for iterating over it.


'''gameids''' must point to a list of ''PlainGameDescriptor'' structures defining supported gameids.
'''gameIds''' must point to a list of ''PlainGameDescriptor'' structures defining supported gameids.


== Additional Advanced MetaEngine parameters ==
== Additional Advanced MetaEngine parameters ==


'''_md5bytes''' -- number of bytes used to compute md5. If set to 0 then whole file will be used. Beware of doing this if your detection might encounter large files, since that can dramatically slow down the detection. Typically a sane value is 5000 bytes (the default), but often experimentation is required for many game variants with subtle differences.
'''_md5Bytes''' -- number of bytes used to compute md5. If set to 0 then whole file will be used. Beware of doing this if your detection might encounter large files, since that can dramatically slow down the detection. Typically a sane value is 5000 bytes (the default), but often experimentation is required for many game variants with subtle differences.
 
'''_singleid''' -- Used to override gameid. A recommended setting to prevent global gameid pollution. With this option set, the gameid effectively turns into engineid.
 
In the past we started to have clashes in game names, thus the option was introduced. Also it was mentioned that in the ideal world it should be enough to point just the game directory and ScummVM correctly detects and runs the game. This is a step towards this direction, however there are several cases when it is not possible to identify the game to run, particularly in those cases when there are more than single game stored in a directory.


'''_flags''' -- same as individual game flags but user for engine-wide settings. For instance, we know for sure that all games in the engine are unstable, so instead of modifying every game entry, we specify it here.
'''_flags''' -- same as individual game flags but user for engine-wide settings. For instance, we know for sure that all games in the engine are unstable, so instead of modifying every game entry, we specify it here.


'''_guioptions''' -- same as individual GUI options, but applied engine-wide. For example, when none of the games have speech, we may specify it in this spot.
'''_guiOptions''' -- same as individual GUI options, but applied engine-wide. For example, when none of the games have speech, we may specify it in this spot.


'''_maxScanDepth''' -- Maximum traversal depth for directories. Default is 1, that is do not go inside of subdirectories for detection.
'''_maxScanDepth''' -- Maximum traversal depth for directories. Default is 1, that is do not go inside of subdirectories for detection.
79

edits

Navigation menu