mirror of
https://github.com/FeralInteractive/gamemode.git
synced 2025-06-06 23:57:22 +02:00

This exposed a bunch of issues that needed dealing with to ensure the code is clean and sane. Notably the dlopen/dlsym routine has been altered to closer match the LSI approach of safe symbol binding, by not attempting to directly cast the result of a dlsym operation. Instead, if we succeed in getting the dlsym() pointer, we memcpy this to the target and ensure we have the correct constraints. Note that in sanitizing the log helpers, I opted to remove the varargs ability from FATAL_ERRNO given this is used exactly like perror() and there are no examples currently using varargs with this in the tree. This allowed me to keep the log helpers as macros and not have to implement wrapper functions. Signed-off-by: Ikey Doherty <ikey@solus-project.com>
216 lines
6.0 KiB
C
216 lines
6.0 KiB
C
/*
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Copyright (c) 2017, Feral Interactive
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of Feral Interactive nor the names of its contributors
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may be used to endorse or promote products derived from this software
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without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _CLIENT_GAMEMODE_H_
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#define _CLIENT_GAMEMODE_H_
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#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <dlfcn.h>
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#include <errno.h>
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#include <string.h>
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char _client_error_string[512] = { 0 };
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/**
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* Load libgamemode dynamically to dislodge us from most dependencies.
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* This allows clients to link and/or use this regardless of runtime.
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* See SDL2 for an example of the reasoning behind this in terms of
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* dynamic versioning as well.
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*/
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volatile int _libgamemode_loaded = 1;
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/* Typedefs for the functions to load */
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typedef int (*_gamemode_request_start)(void);
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typedef int (*_gamemode_request_end)(void);
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typedef const char *(*_gamemode_error_string)(void);
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/* Storage for functors */
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_gamemode_request_start _REAL_gamemode_request_start = NULL;
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_gamemode_request_end _REAL_gamemode_request_end = NULL;
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_gamemode_error_string _REAL_gamemode_error_string = NULL;
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/**
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* Internal helper to perform the symbol binding safely.
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*
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* Returns 0 on success and -1 on failure
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*/
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__attribute__((always_inline)) inline int _bind_libgamemode_symbol(void *handle, const char *name,
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void **out_func,
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size_t func_size)
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{
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void *symbol_lookup = NULL;
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char *dl_error = NULL;
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/* Safely look up the symbol */
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symbol_lookup = dlsym(handle, name);
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dl_error = dlerror();
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if (dl_error || !symbol_lookup) {
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snprintf(_client_error_string, sizeof(_client_error_string), "dlsym failed - %s", dl_error);
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return -1;
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}
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/* Have the symbol correctly, copy it to make it usable */
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memcpy(out_func, &symbol_lookup, func_size);
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return 0;
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}
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/**
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* Loads libgamemode and needed functions
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*
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* Returns 0 on success and -1 on failure
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*/
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__attribute__((always_inline)) inline int _load_libgamemode(void)
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{
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/* We start at 1, 0 is a success and -1 is a fail */
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if (_libgamemode_loaded != 1) {
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return _libgamemode_loaded;
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}
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/* Anonymous struct type to define our bindings */
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struct binding {
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const char *name;
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void **functor;
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size_t func_size;
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} bindings[] = {
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{ "real_gamemode_request_start",
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(void **)&_REAL_gamemode_request_start,
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sizeof(_REAL_gamemode_request_start) },
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{ "real_gamemode_request_end",
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(void **)&_REAL_gamemode_request_end,
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sizeof(_REAL_gamemode_request_end) },
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{ "real_gamemode_error_string",
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(void **)&_REAL_gamemode_error_string,
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sizeof(_REAL_gamemode_error_string) },
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};
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void *libgamemode = NULL;
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/* Try and load libgamemode */
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libgamemode = dlopen("libgamemode.so", RTLD_NOW);
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if (!libgamemode) {
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snprintf(_client_error_string,
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sizeof(_client_error_string),
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"dylopen failed - %s",
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dlerror());
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_libgamemode_loaded = -1;
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return -1;
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}
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/* Attempt to bind all symbols */
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for (size_t i = 0; i < sizeof(bindings) / sizeof(bindings[0]); i++) {
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struct binding *binder = &bindings[i];
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if (_bind_libgamemode_symbol(libgamemode,
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binder->name,
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binder->functor,
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binder->func_size) != 0) {
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_libgamemode_loaded = -1;
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return -1;
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};
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}
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/* Success */
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_libgamemode_loaded = 0;
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return 0;
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}
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/**
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* Redirect to the real libgamemode
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*/
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__attribute__((always_inline)) inline const char *gamemode_error_string(void)
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{
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/* If we fail to load the system gamemode, return our error string */
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if (_load_libgamemode() < 0) {
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return _client_error_string;
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}
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return _REAL_gamemode_error_string();
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}
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/**
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* Redirect to the real libgamemod
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* Allow automatically requesting game mode
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* Also prints errors as they happen.
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*/
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#ifdef GAMEMODE_AUTO
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__attribute__((constructor))
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#else
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__attribute__((always_inline)) inline
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#endif
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int gamemode_request_start(void)
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{
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/* Need to load gamemode */
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if (_load_libgamemode() < 0) {
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#ifdef GAMEMODE_AUTO
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fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
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#endif
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return -1;
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}
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if (_REAL_gamemode_request_start() < 0) {
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#ifdef GAMEMODE_AUTO
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fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
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#endif
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return -1;
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}
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return 0;
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}
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/* Redirect to the real libgamemode */
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#ifdef GAMEMODE_AUTO
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__attribute__((destructor))
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#else
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__attribute__((always_inline)) inline
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#endif
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int gamemode_request_end(void)
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{
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/* Need to load gamemode */
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if (_load_libgamemode() < 0) {
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#ifdef GAMEMODE_AUTO
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fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
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#endif
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return -1;
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}
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if (_REAL_gamemode_request_end() < 0) {
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#ifdef GAMEMODE_AUTO
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fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
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#endif
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return -1;
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}
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return 0;
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}
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#endif // _CLIENT_GAMEMODE_H_
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