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possibly mac native binaries
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parent
b148c3957a
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f9a6333c94
2 changed files with 30 additions and 2 deletions
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@ -66,7 +66,10 @@ Result<> Mod::Impl::setup() {
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CCFileUtils::get()->addSearchPath(searchPathRoot.string().c_str());
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});
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const auto binariesDir = searchPathRoot / m_metadata.getID() / "binaries" / PlatformID::toShortString(GEODE_PLATFORM_TARGET);
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// binaries on macos are merged, so make the platform binaries merged as well
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auto const binaryPlatformId = PlatformID::toShortString(GEODE_PLATFORM_TARGET GEODE_MACOS(, true));
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auto const binariesDir = searchPathRoot / m_metadata.getID() / "binaries" / binaryPlatformId;
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if (std::filesystem::exists(binariesDir))
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LoaderImpl::get()->addNativeBinariesPath(binariesDir);
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@ -8,6 +8,7 @@
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#include <loader/ModImpl.hpp>
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#include <sys/stat.h>
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#include <loader/LogImpl.hpp>
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#include <dlfcn.h>
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using namespace geode::prelude;
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@ -132,7 +133,31 @@ bool Loader::Impl::userTriedToLoadDLLs() const {
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}
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void Loader::Impl::addNativeBinariesPath(std::filesystem::path const& path) {
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log::warn("LoaderImpl::addNativeBinariesPath not implement on this platform, not adding path {}", path.string());
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// this takes advantage of dyld using already loaded binaries when loading relative shared libraries
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// however, this also means that the binaries are loaded, which could have some weird side effects
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// but if you could use dlopen (and thus control when libraries are loaded), then you wouldn't be using this, would you?
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for (const auto& entry : std::filesystem::directory_iterator(path)) {
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if (!entry.is_regular_file()) {
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continue;
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}
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auto& entry_path = entry.path();
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if (entry_path.extension() != ".dylib") {
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continue;
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}
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auto handle = dlopen(entry_path.string().c_str(), RTLD_LAZY);
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if (!handle) {
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auto err = dlerror();
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log::warn("failed to load native binary at {}: dlerror returned ({})", entry_path.string(), err);
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continue;
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}
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dlclose(handle);
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}
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}
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std::string Loader::Impl::getGameVersion() {
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