============================= Dynamic Library Loader Module ============================= GLAGEN - 2002 - Hugues HIEGEL I. What is it ? The Dynamic Library Loader Module (DLL Module) is part of the GLAGEN Engine. It goals is to provide to the end-user a flexible usage of external C/C++ libraries (*.so) . At this time, only C++ libraries are supported, because the main DLL Module is already written in C++. It should be easy to allow C-written libraries, but du to a lack of time, it should appear.. later. II. How does it work ? The DLL Engine reads all libraries, especially their Names and Dependancies, and then builds a dependancies tree. This last would be used by the Network module (written by lam_m), and should determine in which order each library would be executed in the main loop. For example: library A needs nobody, alike library B. Libraries AC and AD needs A, BE and BF need B, ACG needs AC and BFH needs BF. We would obtain such a tree: (root) \__________________ | | A B \_______ \_____ | | | | AC AD BE BF \_ \_ | | ACG BFH Then the execution order would be done in such an order, reading the tree top-bottom and left-right: A-AC-ACG-AD-B-BE-BF-BFH Like that, we are certain that any library would be able to read the results of one of its dependancies. I did a Library class that contains a lot of infos about each library.so. For each library file, I effectively create a new Library instance, and initialize it by opening the library, ang trying to get infos using dlsym and some canonical symbols (See section above for more info about libraries' symbols). If the library do answer to the required ones, then it is stored, else it is immediately closed and forgotten. Along the program, we will mainly work with list of Libraries, for this class is our swiss tool. III. The Library class You should find prototypes & declarations in the ./dll/classes/libclass.hh file and definitions & implementations in the ./dll/classes/libclass.cc file in the root of the glagen devel directory. The Library class mainly consists of: a Filename string, a handler void pointer, and some important methods. I'll explain each method. III.1 Methods III.1a Library(), Library(string Filename) These are the creators. They only create a new class. The one with the string also initializes the Filename property to the given value. III.1b ~Library() The destructor. It cleans the Library class, although it is not really necessary in the measure we work on variables (not pointers), III.1c LoadLib(), LoadLib(string Filename) This is one of the most important methods. It opens the file, tries to obtain an handler and if succeed, stores this handler in the correct property. Then we call, if found, the GLG_Hello() symbol, in which the devel-user should output some text in cout.. As he feels it. It would be called once during the whole glagen process' life. (Maybe two if using the network). This method is used to obtain infos such as Library name and dependancies, in order to sort it and check that no dependancy is missing. Elsewhere, it would tell you the name of missing libraries and ignore this one. And continue with next library. III.1d Initialize() The great one. This method would be called once in the loading process to calculate data size on the server, and then another time once loaded in a client, to preserve an area in the data memory. In this method, we would ask the user library to make as many palloc() as it wants, each palloc, in the order, being allocating some data memory. For example: Library Foo needs to use and/or share three sorts of data in the whole glagen process, for example a surface information, a color one and the age of the captain. Foo should have a GLG_Init() function like this : GLG_Init(...) { ... palloc(surface, ...); palloc(color, ...); palloc(captainage, ...); ... } The library class linked with this library would then ask the server for some memory rooms, and then stores three (because of the three palloc()) keys in some deep owned property. During the main loop, the library should only ask to read or write its third room to obtain or modify the captainage. III.1e