/* * Gameux library coclass GameExplorer implementation * * Copyright (C) 2010 Mariusz PluciƄski * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define COBJMACROS #include "ole2.h" #include "sddl.h" #include "gameux.h" #include "gameux_private.h" #include "initguid.h" #include "msxml2.h" #include "wine/debug.h" #include "winreg.h" WINE_DEFAULT_DEBUG_CHANNEL(gameux); /******************************************************************************* * GameUX helper functions */ /******************************************************************************* * GAMEUX_initGameData * * Internal helper function. * Initializes GAME_DATA structure fields with proper values. Should be * called always before first usage of this structure. Implemented in gameexplorer.c * * Parameters: * GameData [I/O] pointer to structure to initialize */ static void GAMEUX_initGameData(struct GAMEUX_GAME_DATA *GameData) { GameData->sGDFBinaryPath = NULL; GameData->sGameInstallDirectory = NULL; GameData->bstrName = NULL; GameData->bstrDescription = NULL; } /******************************************************************************* * GAMEUX_uninitGameData * * Internal helper function. * Properly frees all data stored or pointed by fields of GAME_DATA structure. * Should be called before freeing this structure. Implemented in gameexplorer.c * * Parameters: * GameData [I/O] pointer to structure to uninitialize */ static void GAMEUX_uninitGameData(struct GAMEUX_GAME_DATA *GameData) { HeapFree(GetProcessHeap(), 0, GameData->sGDFBinaryPath); HeapFree(GetProcessHeap(), 0, GameData->sGameInstallDirectory); SysFreeString(GameData->bstrName); SysFreeString(GameData->bstrDescription); } /******************************************************************************* * GAMEUX_buildGameRegistryPath * * Internal helper function. Description available in gameux_private.h file */ HRESULT GAMEUX_buildGameRegistryPath(GAME_INSTALL_SCOPE installScope, LPCGUID gameInstanceId, LPWSTR* lpRegistryPath) { static const WCHAR sGameUxRegistryPath[] = {'S','O','F','T','W','A','R','E','\\', 'M','i','c','r','o','s','o','f','t','\\','W','i','n','d','o','w','s','\\', 'C','u','r','r','e','n','t','V','e','r','s','i','o','n','\\','G','a','m','e','U','X',0}; static const WCHAR sGames[] = {'G','a','m','e','s',0}; static const WCHAR sBackslash[] = {'\\',0}; HRESULT hr = S_OK; HANDLE hToken = NULL; PTOKEN_USER pTokenUser = NULL; DWORD dwLength; LPWSTR lpSID = NULL; WCHAR sInstanceId[40]; WCHAR sRegistryPath[8192]; TRACE("(0x%x, %s, %p)\n", installScope, debugstr_guid(gameInstanceId), lpRegistryPath); /* this will make freeing it easier for user */ *lpRegistryPath = NULL; lstrcpyW(sRegistryPath, sGameUxRegistryPath); lstrcatW(sRegistryPath, sBackslash); if(installScope == GIS_CURRENT_USER) { /* build registry path containing user's SID */ if(!OpenProcessToken(GetCurrentProcess(), TOKEN_QUERY, &hToken)) hr = HRESULT_FROM_WIN32(GetLastError()); if(SUCCEEDED(hr)) { if(!GetTokenInformation(hToken, TokenUser, NULL, 0, &dwLength) && GetLastError()!=ERROR_INSUFFICIENT_BUFFER) hr = HRESULT_FROM_WIN32(GetLastError()); if(SUCCEEDED(hr)) { pTokenUser = HeapAlloc(GetProcessHeap(), 0, dwLength); if(!pTokenUser) hr = E_OUTOFMEMORY; } if(SUCCEEDED(hr)) if(!GetTokenInformation(hToken, TokenUser, (LPVOID)pTokenUser, dwLength, &dwLength)) hr = HRESULT_FROM_WIN32(GetLastError()); if(SUCCEEDED(hr)) if(!ConvertSidToStringSidW(pTokenUser->User.Sid, &lpSID)) hr = HRESULT_FROM_WIN32(GetLastError()); if(SUCCEEDED(hr)) { lstrcatW(sRegistryPath, lpSID); LocalFree(lpSID); } HeapFree(GetProcessHeap(), 0, pTokenUser); CloseHandle(hToken); } } else if(installScope == GIS_ALL_USERS) /* build registry path without SID */ lstrcatW(sRegistryPath, sGames); else hr = E_INVALIDARG; /* put game's instance id on the end of path, only if instance id was given */ if(gameInstanceId) { if(SUCCEEDED(hr)) hr = (StringFromGUID2(gameInstanceId, sInstanceId, ARRAY_SIZE(sInstanceId)) ? S_OK : E_FAIL); if(SUCCEEDED(hr)) { lstrcatW(sRegistryPath, sBackslash); lstrcatW(sRegistryPath, sInstanceId); } } if(SUCCEEDED(hr)) { *lpRegistryPath = HeapAlloc(GetProcessHeap(), 0, (lstrlenW(sRegistryPath)+1)*sizeof(WCHAR)); if(!*lpRegistryPath) hr = E_OUTOFMEMORY; } if(SUCCEEDED(hr)) lstrcpyW(*lpRegistryPath, sRegistryPath); TRACE("result: 0x%x, path: %s\n", hr, debugstr_w(*lpRegistryPath)); return hr; } /******************************************************************************* * GAMEUX_WriteRegistryRecord * * Helper function, writes data associated with game (stored in GAMEUX_GAME_DATA * structure) into expected place in registry. * * Parameters: * GameData [I] structure with data which will * be written into registry. * Proper values of fields installScope * and guidInstanceId are required * to create registry key. * * Schema of naming registry keys associated with games is available in * description of _buildGameRegistryPath internal function. * * List of registry keys associated with structure fields: * Key Field in GAMEUX_GAME_DATA structure * ApplicationId guidApplicationId * ConfigApplicationPath sGameInstallDirectory * ConfigGDFBinaryPath sGDFBinaryPath * Title bstrName * */ static HRESULT GAMEUX_WriteRegistryRecord(struct GAMEUX_GAME_DATA *GameData) { static const WCHAR sApplicationId[] = {'A','p','p','l','i','c','a','t','i','o','n','I','d',0}; static const WCHAR sConfigApplicationPath[] = {'C','o','n','f','i','g','A','p','p','l','i','c','a','t','i','o','n','P','a','t','h',0}; static const WCHAR sConfigGDFBinaryPath[] = {'C','o','n','f','i','g','G','D','F','B','i','n','a','r','y','P','a','t','h',0}; static const WCHAR sTitle[] = {'T','i','t','l','e',0}; static const WCHAR sDescription[] = {'D','e','s','c','r','i','p','t','i','o','n',0}; HRESULT hr, hr2; LPWSTR lpRegistryKey; HKEY hKey; WCHAR sGameApplicationId[40]; TRACE("(%p)\n", GameData); hr = GAMEUX_buildGameRegistryPath(GameData->installScope, &GameData->guidInstanceId, &lpRegistryKey); if(SUCCEEDED(hr)) hr = (StringFromGUID2(&GameData->guidApplicationId, sGameApplicationId, ARRAY_SIZE(sGameApplicationId)) ? S_OK : E_FAIL); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegCreateKeyExW(HKEY_LOCAL_MACHINE, lpRegistryKey, 0, NULL, 0, KEY_ALL_ACCESS | KEY_WOW64_64KEY, NULL, &hKey, NULL)); if(SUCCEEDED(hr)) { /* write game data to registry key */ hr = HRESULT_FROM_WIN32(RegSetValueExW(hKey, sConfigApplicationPath, 0, REG_SZ, (LPBYTE)(GameData->sGameInstallDirectory), (lstrlenW(GameData->sGameInstallDirectory)+1)*sizeof(WCHAR))); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegSetValueExW(hKey, sConfigGDFBinaryPath, 0, REG_SZ, (LPBYTE)(GameData->sGDFBinaryPath), (lstrlenW(GameData->sGDFBinaryPath)+1)*sizeof(WCHAR))); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegSetValueExW(hKey, sApplicationId, 0, REG_SZ, (LPBYTE)(sGameApplicationId), (lstrlenW(sGameApplicationId)+1)*sizeof(WCHAR))); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegSetValueExW(hKey, sTitle, 0, REG_SZ, (LPBYTE)(GameData->bstrName), (lstrlenW(GameData->bstrName)+1)*sizeof(WCHAR))); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegSetValueExW(hKey, sDescription, 0, REG_SZ, (LPBYTE)(GameData->bstrDescription ? GameData->bstrDescription : GameData->bstrName), (lstrlenW(GameData->bstrDescription ? GameData->bstrDescription : GameData->bstrName)+1)*sizeof(WCHAR))); RegCloseKey(hKey); if(FAILED(hr)) { /* if something failed, remove whole key */ hr2 = RegDeleteKeyExW(HKEY_LOCAL_MACHINE, lpRegistryKey, KEY_WOW64_64KEY, 0); /* do not overwrite old failure code with new success code */ if(FAILED(hr2)) hr = hr2; } } HeapFree(GetProcessHeap(), 0, lpRegistryKey); TRACE("returning 0x%x\n", hr); return hr; } /******************************************************************************* * GAMEUX_ProcessGameDefinitionElement * * Helper function, parses single element from Game Definition * * Parameters: * lpXMLElement [I] game definition element * GameData [O] structure, where parsed * data will be stored */ static HRESULT GAMEUX_ProcessGameDefinitionElement( IXMLDOMElement *element, struct GAMEUX_GAME_DATA *GameData) { static const WCHAR sName[] = {'N','a','m','e',0}; static const WCHAR sDescription[] = {'D','e','s','c','r','i','p','t','i','o','n',0}; HRESULT hr; BSTR bstrElementName; TRACE("(%p, %p)\n", element, GameData); hr = IXMLDOMElement_get_nodeName(element, &bstrElementName); if(SUCCEEDED(hr)) { /* check element name */ if(lstrcmpW(bstrElementName, sName) == 0) hr = IXMLDOMElement_get_text(element, &GameData->bstrName); else if(lstrcmpW(bstrElementName, sDescription) == 0) hr = IXMLDOMElement_get_text(element, &GameData->bstrDescription); else FIXME("entry %s in Game Definition File not yet supported\n", debugstr_w(bstrElementName)); SysFreeString(bstrElementName); } return hr; } /******************************************************************************* * GAMEUX_ParseGameDefinition * * Helper function, loads data from given XML element into fields of GAME_DATA * structure * * Parameters: * lpXMLGameDefinitionElement [I] Game Definition XML element * GameData [O] structure where data loaded from * XML element will be stored in */ static HRESULT GAMEUX_ParseGameDefinition(IXMLDOMElement *gamedef, struct GAMEUX_GAME_DATA *game_data) { static const WCHAR gameidW[] = {'g','a','m','e','I','D',0}; IXMLDOMNodeList *props; VARIANT var; HRESULT hr; BSTR attr; TRACE("(%p, %p)\n", gamedef, game_data); attr = SysAllocString(gameidW); if (!attr) return E_OUTOFMEMORY; hr = IXMLDOMElement_getAttribute(gamedef, attr, &var); SysFreeString(attr); if (SUCCEEDED(hr)) { hr = CLSIDFromString(V_BSTR(&var), &game_data->guidApplicationId); VariantClear(&var); } if (SUCCEEDED(hr)) hr = IXMLDOMElement_get_childNodes(gamedef, &props); if (FAILED(hr)) return hr; do { IXMLDOMNode *prop; hr = IXMLDOMNodeList_nextNode(props, &prop); if (hr == S_OK) { IXMLDOMElement *element; hr = IXMLDOMNode_QueryInterface(prop, &IID_IXMLDOMElement, (void**)&element); if (hr == S_OK) { hr = GAMEUX_ProcessGameDefinitionElement(element, game_data); IXMLDOMElement_Release(element); } IXMLDOMNode_Release(prop); } } while (hr == S_OK); IXMLDOMNodeList_Release(props); return FAILED(hr) ? hr : S_OK; } struct parse_gdf_thread_param { struct GAMEUX_GAME_DATA *GameData; HRESULT hr; }; /******************************************************************************* * GAMEUX_ParseGDFBinary * * Helper function, loads given binary and parses embed GDF if there's any. * * Parameters: * GameData [I/O] Structure with game's data. Content of field * sGDFBinaryPath defines path to binary, from * which embed GDF will be loaded. Data from * GDF will be stored in other fields of this * structure. */ static DWORD WINAPI GAMEUX_ParseGDFBinary(void *thread_param) { struct parse_gdf_thread_param *ctx = thread_param; struct GAMEUX_GAME_DATA *GameData = ctx->GameData; static const WCHAR sRes[] = {'r','e','s',':','/','/',0}; static const WCHAR sDATA[] = {'D','A','T','A',0}; static const WCHAR sSlash[] = {'/',0}; HRESULT hr = S_OK; WCHAR sResourcePath[MAX_PATH]; VARIANT variant; VARIANT_BOOL isSuccessful; IXMLDOMDocument *document; IXMLDOMNode *gdNode; IXMLDOMElement *root, *gdElement; TRACE("(%p)->sGDFBinaryPath = %s\n", GameData, debugstr_w(GameData->sGDFBinaryPath)); /* prepare path to GDF, using res:// prefix */ lstrcpyW(sResourcePath, sRes); lstrcatW(sResourcePath, GameData->sGDFBinaryPath); lstrcatW(sResourcePath, sSlash); lstrcatW(sResourcePath, sDATA); lstrcatW(sResourcePath, sSlash); lstrcatW(sResourcePath, ID_GDF_XML_STR); CoInitialize(NULL); hr = CoCreateInstance(&CLSID_DOMDocument, NULL, CLSCTX_INPROC_SERVER, &IID_IXMLDOMDocument, (void**)&document); if(SUCCEEDED(hr)) { /* load GDF into MSXML */ V_VT(&variant) = VT_BSTR; V_BSTR(&variant) = SysAllocString(sResourcePath); if(!V_BSTR(&variant)) hr = E_OUTOFMEMORY; if(SUCCEEDED(hr)) { hr = IXMLDOMDocument_load(document, variant, &isSuccessful); if(hr == S_FALSE || isSuccessful == VARIANT_FALSE) hr = E_FAIL; } SysFreeString(V_BSTR(&variant)); if(SUCCEEDED(hr)) { hr = IXMLDOMDocument_get_documentElement(document, &root); if(hr == S_FALSE) hr = E_FAIL; } if(SUCCEEDED(hr)) { hr = IXMLDOMElement_get_firstChild(root, &gdNode); if(hr == S_FALSE) hr = E_FAIL; if(SUCCEEDED(hr)) { hr = IXMLDOMNode_QueryInterface(gdNode, &IID_IXMLDOMElement, (LPVOID*)&gdElement); if(SUCCEEDED(hr)) { hr = GAMEUX_ParseGameDefinition(gdElement, GameData); IXMLDOMElement_Release(gdElement); } IXMLDOMNode_Release(gdNode); } IXMLDOMElement_Release(root); } IXMLDOMDocument_Release(document); } CoUninitialize(); ctx->hr = hr; return 0; } /******************************************************************* * GAMEUX_RemoveRegistryRecord * * Helper function, removes registry key associated with given game instance */ static HRESULT GAMEUX_RemoveRegistryRecord(GUID* pInstanceID) { HRESULT hr; LPWSTR lpRegistryPath = NULL; TRACE("(%s)\n", debugstr_guid(pInstanceID)); /* first, check is game installed for all users */ hr = GAMEUX_buildGameRegistryPath(GIS_ALL_USERS, pInstanceID, &lpRegistryPath); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegDeleteKeyExW(HKEY_LOCAL_MACHINE, lpRegistryPath, KEY_WOW64_64KEY, 0)); HeapFree(GetProcessHeap(), 0, lpRegistryPath); /* if not, check current user */ if(FAILED(hr)) { hr = GAMEUX_buildGameRegistryPath(GIS_CURRENT_USER, pInstanceID, &lpRegistryPath); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegDeleteKeyExW(HKEY_LOCAL_MACHINE, lpRegistryPath, KEY_WOW64_64KEY, 0)); HeapFree(GetProcessHeap(), 0, lpRegistryPath); } return hr; } /******************************************************************************* * GAMEUX_RegisterGame * * Internal helper function. Registers game associated with given GDF binary in * Game Explorer. Implemented in gameexplorer.c * * Parameters: * sGDFBinaryPath [I] path to binary containing GDF file in * resources * sGameInstallDirectory [I] path to directory, where game installed * its files. * installScope [I] scope of game installation * pInstanceID [I/O] pointer to game instance identifier. * If pointing to GUID_NULL, then new * identifier will be generated automatically * and returned via this parameter */ static HRESULT GAMEUX_RegisterGame(LPCWSTR sGDFBinaryPath, LPCWSTR sGameInstallDirectory, GAME_INSTALL_SCOPE installScope, GUID *pInstanceID) { HRESULT hr = S_OK; struct GAMEUX_GAME_DATA GameData; TRACE("(%s, %s, 0x%x, %s)\n", debugstr_w(sGDFBinaryPath), debugstr_w(sGameInstallDirectory), installScope, debugstr_guid(pInstanceID)); GAMEUX_initGameData(&GameData); GameData.sGDFBinaryPath = HeapAlloc(GetProcessHeap(), 0, (lstrlenW(sGDFBinaryPath)+1)*sizeof(WCHAR)); lstrcpyW(GameData.sGDFBinaryPath, sGDFBinaryPath); GameData.sGameInstallDirectory = HeapAlloc(GetProcessHeap(), 0, (lstrlenW(sGameInstallDirectory)+1)*sizeof(WCHAR)); lstrcpyW(GameData.sGameInstallDirectory, sGameInstallDirectory); GameData.installScope = installScope; /* generate GUID if it was not provided by user */ if(IsEqualGUID(pInstanceID, &GUID_NULL)) hr = CoCreateGuid(pInstanceID); GameData.guidInstanceId = *pInstanceID; /* load data from GDF binary */ if(SUCCEEDED(hr)) { struct parse_gdf_thread_param thread_param; HANDLE thread; DWORD ret; thread_param.GameData = &GameData; if(!(thread = CreateThread(NULL, 0, GAMEUX_ParseGDFBinary, &thread_param, 0, &ret))) { ERR("Failed to create thread.\n"); hr = E_FAIL; goto done; } ret = WaitForSingleObject(thread, INFINITE); CloseHandle(thread); if(ret != WAIT_OBJECT_0) { ERR("Wait failed (%#x).\n", ret); hr = E_FAIL; goto done; } hr = thread_param.hr; } /* save data to registry */ if(SUCCEEDED(hr)) hr = GAMEUX_WriteRegistryRecord(&GameData); done: GAMEUX_uninitGameData(&GameData); TRACE("returning 0x%08x\n", hr); return hr; } /******************************************************************************* * GAMEUX_IsGameKeyExist * * Helper function, checks if game's registry ath exists in given scope * * Parameters: * installScope [I] scope to search game in * InstanceID [I] game instance identifier * lpRegistryPath [O] place to store address of registry path to * the game. It is filled only if key exists. * It must be freed by HeapFree(GetProcessHeap(), 0, ...) * * Returns: * S_OK key was found properly * S_FALSE key does not exists * */ static HRESULT GAMEUX_IsGameKeyExist(GAME_INSTALL_SCOPE installScope, LPCGUID InstanceID, LPWSTR* lpRegistryPath) { HRESULT hr; HKEY hKey; hr = GAMEUX_buildGameRegistryPath(installScope, InstanceID, lpRegistryPath); if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegOpenKeyExW(HKEY_LOCAL_MACHINE, *lpRegistryPath, 0, KEY_WOW64_64KEY, &hKey)); if(hr == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND)) hr = S_FALSE; if(hr == S_OK) RegCloseKey(hKey); else { /* if the key does not exist or another error occurred, do not return the path */ HeapFree(GetProcessHeap(), 0, *lpRegistryPath); *lpRegistryPath = NULL; } return hr; } /******************************************************************************* * GAMEUX_LoadRegistryString * * Helper function, loads string from registry value and allocates buffer for it */ static HRESULT GAMEUX_LoadRegistryString(HKEY hRootKey, LPCWSTR lpRegistryKey, LPCWSTR lpRegistryValue, LPWSTR* lpValue) { HRESULT hr; DWORD dwSize; *lpValue = NULL; hr = HRESULT_FROM_WIN32(RegGetValueW(hRootKey, lpRegistryKey, lpRegistryValue, RRF_RT_REG_SZ, NULL, NULL, &dwSize)); if(SUCCEEDED(hr)) { *lpValue = HeapAlloc(GetProcessHeap(), 0, dwSize); if(!*lpValue) hr = E_OUTOFMEMORY; } if(SUCCEEDED(hr)) hr = HRESULT_FROM_WIN32(RegGetValueW(hRootKey, lpRegistryKey, lpRegistryValue, RRF_RT_REG_SZ, NULL, *lpValue, &dwSize)); return hr; } /******************************************************************************* * GAMEUX_UpdateGame * * Helper function, updates stored data about game with given InstanceID */ static HRESULT GAMEUX_UpdateGame(LPGUID InstanceID) { static const WCHAR sConfigGDFBinaryPath[] = {'C','o','n','f','i','g','G','D','F','B','i','n','a','r','y','P','a','t','h',0}; static const WCHAR sConfigApplicationPath[] = {'C','o','n','f','i','g','A','p','p','l','i','c','a','t','i','o','n','P','a','t','h',0}; HRESULT hr; GAME_INSTALL_SCOPE installScope; LPWSTR lpRegistryPath; LPWSTR lpGDFBinaryPath; TRACE("(%s)\n", debugstr_guid(InstanceID)); /* first, check is game exists in CURRENT_USER scope */ installScope = GIS_CURRENT_USER; hr = GAMEUX_IsGameKeyExist(installScope, InstanceID, &lpRegistryPath); if(hr == S_FALSE) { /* game not found in CURRENT_USER scope, let's check in ALL_USERS */ installScope = GIS_ALL_USERS; hr = GAMEUX_IsGameKeyExist(installScope, InstanceID, &lpRegistryPath); } if(hr == S_FALSE) /* still not found? let's inform user that game does not exists */ hr = HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND); if(SUCCEEDED(hr)) { WCHAR *lpGameInstallDirectory = NULL; /* game found, its registry path is in lpRegistryPath and install * scope in installScope */ TRACE("game found in registry (path %s), updating\n", debugstr_w(lpRegistryPath)); /* first, read required data about game */ hr = GAMEUX_LoadRegistryString(HKEY_LOCAL_MACHINE, lpRegistryPath, sConfigGDFBinaryPath, &lpGDFBinaryPath); if(SUCCEEDED(hr)) hr = GAMEUX_LoadRegistryString(HKEY_LOCAL_MACHINE, lpRegistryPath, sConfigApplicationPath, &lpGameInstallDirectory); /* now remove currently existing registry key */ if(SUCCEEDED(hr)) hr = GAMEUX_RemoveRegistryRecord(InstanceID); /* and add it again, it will cause in reparsing of whole GDF */ if(SUCCEEDED(hr)) hr = GAMEUX_RegisterGame(lpGDFBinaryPath, lpGameInstallDirectory, installScope, InstanceID); HeapFree(GetProcessHeap(), 0, lpGDFBinaryPath); HeapFree(GetProcessHeap(), 0, lpGameInstallDirectory); } HeapFree(GetProcessHeap(), 0, lpRegistryPath); TRACE("returning 0x%x\n", hr); return hr; } /******************************************************************************* * GAMEUX_FindGameInstanceId * * Internal helper function. Description available in gameux_private.h file */ HRESULT GAMEUX_FindGameInstanceId( LPCWSTR sGDFBinaryPath, GAME_INSTALL_SCOPE installScope, GUID* pInstanceId) { static const WCHAR sConfigGDFBinaryPath[] = {'C','o','n','f','i','g','G','D','F','B','i','n','a','r','y','P','a','t','h',0}; HRESULT hr; BOOL found = FALSE; LPWSTR lpRegistryPath = NULL; HKEY hRootKey; DWORD dwSubKeys, dwSubKeyLen, dwMaxSubKeyLen, i; LPWSTR lpName = NULL, lpValue = NULL; hr = GAMEUX_buildGameRegistryPath(installScope, NULL, &lpRegistryPath); if(SUCCEEDED(hr)) /* enumerate all subkeys of received one and search them for value "ConfigGGDFBinaryPath" */ hr = HRESULT_FROM_WIN32(RegOpenKeyExW(HKEY_LOCAL_MACHINE, lpRegistryPath, 0, KEY_READ | KEY_WOW64_64KEY, &hRootKey)); if(SUCCEEDED(hr)) { hr = HRESULT_FROM_WIN32(RegQueryInfoKeyW(hRootKey, NULL, NULL, NULL, &dwSubKeys, &dwMaxSubKeyLen, NULL, NULL, NULL, NULL, NULL, NULL)); if(SUCCEEDED(hr)) { ++dwMaxSubKeyLen; /* for string terminator */ lpName = HeapAlloc(GetProcessHeap(), 0, dwMaxSubKeyLen*sizeof(WCHAR)); if(!lpName) hr = E_OUTOFMEMORY; } if(SUCCEEDED(hr)) { for(i=0; iIGameExplorer_iface; } else if(IsEqualGUID(riid, &IID_IGameExplorer2)) { *ppvObject = &This->IGameExplorer2_iface; } else { FIXME("interface %s not implemented\n", debugstr_guid(riid)); return E_NOINTERFACE; } IGameExplorer_AddRef(iface); return S_OK; } static ULONG WINAPI GameExplorerImpl_AddRef(IGameExplorer *iface) { GameExplorerImpl *This = impl_from_IGameExplorer(iface); LONG ref; ref = InterlockedIncrement(&This->ref); TRACE("(%p): ref=%d\n", This, ref); return ref; } static ULONG WINAPI GameExplorerImpl_Release(IGameExplorer *iface) { GameExplorerImpl *This = impl_from_IGameExplorer(iface); LONG ref; ref = InterlockedDecrement(&This->ref); TRACE("(%p): ref=%d\n", This, ref); if(ref == 0) { TRACE("freeing GameExplorer object\n"); HeapFree(GetProcessHeap(), 0, This); } return ref; } static HRESULT WINAPI GameExplorerImpl_AddGame( IGameExplorer *iface, BSTR bstrGDFBinaryPath, BSTR sGameInstallDirectory, GAME_INSTALL_SCOPE installScope, GUID *pInstanceID) { GameExplorerImpl *This = impl_from_IGameExplorer(iface); TRACE("(%p, %s, %s, 0x%x, %s)\n", This, debugstr_w(bstrGDFBinaryPath), debugstr_w(sGameInstallDirectory), installScope, debugstr_guid(pInstanceID)); return GAMEUX_RegisterGame(bstrGDFBinaryPath, sGameInstallDirectory, installScope, pInstanceID); } static HRESULT WINAPI GameExplorerImpl_RemoveGame( IGameExplorer *iface, GUID instanceID) { GameExplorerImpl *This = impl_from_IGameExplorer(iface); TRACE("(%p, %s)\n", This, debugstr_guid(&instanceID)); return GAMEUX_RemoveRegistryRecord(&instanceID); } static HRESULT WINAPI GameExplorerImpl_UpdateGame( IGameExplorer *iface, GUID instanceID) { GameExplorerImpl *This = impl_from_IGameExplorer(iface); TRACE("(%p, %s)\n", This, debugstr_guid(&instanceID)); return GAMEUX_UpdateGame(&instanceID); } static HRESULT WINAPI GameExplorerImpl_VerifyAccess( IGameExplorer *iface, BSTR sGDFBinaryPath, BOOL *pHasAccess) { GameExplorerImpl *This = impl_from_IGameExplorer(iface); FIXME("(%p, %s, %p)\n", This, debugstr_w(sGDFBinaryPath), pHasAccess); *pHasAccess = TRUE; return S_OK; } static const struct IGameExplorerVtbl GameExplorerImplVtbl = { GameExplorerImpl_QueryInterface, GameExplorerImpl_AddRef, GameExplorerImpl_Release, GameExplorerImpl_AddGame, GameExplorerImpl_RemoveGame, GameExplorerImpl_UpdateGame, GameExplorerImpl_VerifyAccess }; static HRESULT WINAPI GameExplorer2Impl_QueryInterface( IGameExplorer2 *iface, REFIID riid, void **ppvObject) { GameExplorerImpl *This = impl_from_IGameExplorer2(iface); return GameExplorerImpl_QueryInterface(&This->IGameExplorer_iface, riid, ppvObject); } static ULONG WINAPI GameExplorer2Impl_AddRef(IGameExplorer2 *iface) { GameExplorerImpl *This = impl_from_IGameExplorer2(iface); return GameExplorerImpl_AddRef(&This->IGameExplorer_iface); } static ULONG WINAPI GameExplorer2Impl_Release(IGameExplorer2 *iface) { GameExplorerImpl *This = impl_from_IGameExplorer2(iface); return GameExplorerImpl_Release(&This->IGameExplorer_iface); } static HRESULT WINAPI GameExplorer2Impl_CheckAccess( IGameExplorer2 *iface, LPCWSTR binaryGDFPath, BOOL *pHasAccess) { GameExplorerImpl *This = impl_from_IGameExplorer2(iface); FIXME("stub (%p, %s, %p)\n", This, debugstr_w(binaryGDFPath), pHasAccess); return E_NOTIMPL; } static HRESULT WINAPI GameExplorer2Impl_InstallGame( IGameExplorer2 *iface, LPCWSTR binaryGDFPath, LPCWSTR installDirectory, GAME_INSTALL_SCOPE installScope) { HRESULT hr; GUID instanceId; GameExplorerImpl *This = impl_from_IGameExplorer2(iface); TRACE("(%p, %s, %s, 0x%x)\n", This, debugstr_w(binaryGDFPath), debugstr_w(installDirectory), installScope); if(!binaryGDFPath) return E_INVALIDARG; hr = GAMEUX_FindGameInstanceId(binaryGDFPath, GIS_CURRENT_USER, &instanceId); if(hr == S_FALSE) hr = GAMEUX_FindGameInstanceId(binaryGDFPath, GIS_ALL_USERS, &instanceId); if(hr == S_FALSE) { /* if game isn't yet registered, then install it */ instanceId = GUID_NULL; hr = GAMEUX_RegisterGame(binaryGDFPath, installDirectory, installScope, &instanceId); } else if(hr == S_OK) /* otherwise, update game */ hr = GAMEUX_UpdateGame(&instanceId); return hr; } static HRESULT WINAPI GameExplorer2Impl_UninstallGame( IGameExplorer2 *iface, LPCWSTR binaryGDFPath) { HRESULT hr; GUID instanceId; GameExplorerImpl *This = impl_from_IGameExplorer2(iface); TRACE("(%p, %s)\n", This, debugstr_w(binaryGDFPath)); if(!binaryGDFPath) return E_INVALIDARG; hr = GAMEUX_FindGameInstanceId(binaryGDFPath, GIS_CURRENT_USER, &instanceId); if(hr == S_FALSE) hr = GAMEUX_FindGameInstanceId(binaryGDFPath, GIS_ALL_USERS, &instanceId); if(hr == S_OK) hr = GAMEUX_RemoveRegistryRecord(&instanceId); return hr; } static const struct IGameExplorer2Vtbl GameExplorer2ImplVtbl = { GameExplorer2Impl_QueryInterface, GameExplorer2Impl_AddRef, GameExplorer2Impl_Release, GameExplorer2Impl_InstallGame, GameExplorer2Impl_UninstallGame, GameExplorer2Impl_CheckAccess }; /* * Construction routine */ HRESULT GameExplorer_create( IUnknown* pUnkOuter, IUnknown** ppObj) { GameExplorerImpl *pGameExplorer; TRACE("(%p, %p)\n", pUnkOuter, ppObj); pGameExplorer = HeapAlloc(GetProcessHeap(), 0, sizeof(*pGameExplorer)); if(!pGameExplorer) return E_OUTOFMEMORY; pGameExplorer->IGameExplorer_iface.lpVtbl = &GameExplorerImplVtbl; pGameExplorer->IGameExplorer2_iface.lpVtbl = &GameExplorer2ImplVtbl; pGameExplorer->ref = 1; *ppObj = (IUnknown*)&pGameExplorer->IGameExplorer_iface; TRACE("returning iface: %p\n", *ppObj); return S_OK; }