Lime3DS/src/core/core.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include <fstream>
#include <memory>
#include <stdexcept>
#include <utility>
#include <boost/serialization/array.hpp>
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#include "audio_core/dsp_interface.h"
#include "audio_core/hle/hle.h"
#include "audio_core/lle/lle.h"
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#include "common/logging/log.h"
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#include "common/texture.h"
#include "core/arm/arm_interface.h"
#ifdef ARCHITECTURE_x86_64
#include "core/arm/dynarmic/arm_dynarmic.h"
#endif
#include "core/arm/dyncom/arm_dyncom.h"
#include "core/cheats/cheats.h"
#include "core/core.h"
#include "core/core_timing.h"
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#include "core/dumping/backend.h"
#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
#include "core/dumping/ffmpeg_backend.h"
#endif
#include "core/custom_tex_cache.h"
#include "core/gdbstub/gdbstub.h"
#include "core/global.h"
#include "core/hle/kernel/client_port.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/service/fs/archive.h"
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#include "core/hle/service/gsp/gsp.h"
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#include "core/hle/service/pm/pm_app.h"
#include "core/hle/service/service.h"
#include "core/hle/service/sm/sm.h"
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#include "core/hw/gpu.h"
#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
#include "core/loader/loader.h"
#include "core/movie.h"
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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#include "core/rpc/rpc_server.h"
#include "core/settings.h"
#include "network/network.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
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namespace Core {
/*static*/ System System::s_instance;
template <>
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Core::System& Global() {
return System::GetInstance();
}
template <>
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Kernel::KernelSystem& Global() {
return System::GetInstance().Kernel();
}
template <>
Core::Timing& Global() {
return System::GetInstance().CoreTiming();
}
System::~System() = default;
System::ResultStatus System::RunLoop(bool tight_loop) {
status = ResultStatus::Success;
if (std::any_of(cpu_cores.begin(), cpu_cores.end(),
[](std::shared_ptr<ARM_Interface> ptr) { return ptr == nullptr; })) {
return ResultStatus::ErrorNotInitialized;
}
if (GDBStub::IsServerEnabled()) {
Kernel::Thread* thread = kernel->GetCurrentThreadManager().GetCurrentThread();
if (thread && running_core) {
running_core->SaveContext(thread->context);
}
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GDBStub::HandlePacket();
// If the loop is halted and we want to step, use a tiny (1) number of instructions to
// execute. Otherwise, get out of the loop function.
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if (GDBStub::GetCpuHaltFlag()) {
if (GDBStub::GetCpuStepFlag()) {
tight_loop = false;
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} else {
return ResultStatus::Success;
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}
}
}
Signal signal{Signal::None};
u32 param{};
{
std::lock_guard lock{signal_mutex};
if (current_signal != Signal::None) {
signal = current_signal;
param = signal_param;
current_signal = Signal::None;
}
}
switch (signal) {
case Signal::Reset:
Reset();
return ResultStatus::Success;
case Signal::Shutdown:
return ResultStatus::ShutdownRequested;
case Signal::Load: {
LOG_INFO(Core, "Begin load");
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try {
System::LoadState(param);
LOG_INFO(Core, "Load completed");
} catch (const std::exception& e) {
LOG_ERROR(Core, "Error loading: {}", e.what());
status_details = e.what();
return ResultStatus::ErrorSavestate;
}
frame_limiter.WaitOnce();
return ResultStatus::Success;
}
case Signal::Save: {
LOG_INFO(Core, "Begin save");
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try {
System::SaveState(param);
LOG_INFO(Core, "Save completed");
} catch (const std::exception& e) {
LOG_ERROR(Core, "Error saving: {}", e.what());
status_details = e.what();
return ResultStatus::ErrorSavestate;
}
frame_limiter.WaitOnce();
return ResultStatus::Success;
}
default:
break;
}
// All cores should have executed the same amount of ticks. If this is not the case an event was
// scheduled with a cycles_into_future smaller then the current downcount.
// So we have to get those cores to the same global time first
u64 global_ticks = timing->GetGlobalTicks();
s64 max_delay = 0;
ARM_Interface* current_core_to_execute = nullptr;
for (auto& cpu_core : cpu_cores) {
if (cpu_core->GetTimer().GetTicks() < global_ticks) {
s64 delay = global_ticks - cpu_core->GetTimer().GetTicks();
cpu_core->GetTimer().Advance(delay);
if (max_delay < delay) {
max_delay = delay;
current_core_to_execute = cpu_core.get();
}
}
}
if (max_delay > 0) {
LOG_TRACE(Core_ARM11, "Core {} running (delayed) for {} ticks",
current_core_to_execute->GetID(),
current_core_to_execute->GetTimer().GetDowncount());
if (running_core != current_core_to_execute) {
running_core = current_core_to_execute;
kernel->SetRunningCPU(running_core);
}
if (kernel->GetCurrentThreadManager().GetCurrentThread() == nullptr) {
LOG_TRACE(Core_ARM11, "Core {} idling", current_core_to_execute->GetID());
current_core_to_execute->GetTimer().Idle();
PrepareReschedule();
} else {
if (tight_loop) {
current_core_to_execute->Run();
} else {
current_core_to_execute->Step();
}
}
} else {
// Now all cores are at the same global time. So we will run them one after the other
// with a max slice that is the minimum of all max slices of all cores
// TODO: Make special check for idle since we can easily revert the time of idle cores
s64 max_slice = Timing::MAX_SLICE_LENGTH;
for (const auto& cpu_core : cpu_cores) {
max_slice = std::min(max_slice, cpu_core->GetTimer().GetMaxSliceLength());
}
for (auto& cpu_core : cpu_cores) {
cpu_core->GetTimer().Advance(max_slice);
}
for (auto& cpu_core : cpu_cores) {
LOG_TRACE(Core_ARM11, "Core {} running for {} ticks", cpu_core->GetID(),
cpu_core->GetTimer().GetDowncount());
running_core = cpu_core.get();
kernel->SetRunningCPU(running_core);
// If we don't have a currently active thread then don't execute instructions,
// instead advance to the next event and try to yield to the next thread
if (kernel->GetCurrentThreadManager().GetCurrentThread() == nullptr) {
LOG_TRACE(Core_ARM11, "Core {} idling", cpu_core->GetID());
cpu_core->GetTimer().Idle();
PrepareReschedule();
} else {
if (tight_loop) {
cpu_core->Run();
} else {
cpu_core->Step();
}
}
}
timing->AddToGlobalTicks(max_slice);
}
if (GDBStub::IsServerEnabled()) {
GDBStub::SetCpuStepFlag(false);
}
HW::Update();
Reschedule();
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return status;
}
bool System::SendSignal(System::Signal signal, u32 param) {
std::lock_guard lock{signal_mutex};
if (current_signal != signal && current_signal != Signal::None) {
LOG_ERROR(Core, "Unable to {} as {} is ongoing", signal, current_signal);
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return false;
}
current_signal = signal;
signal_param = param;
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return true;
}
System::ResultStatus System::SingleStep() {
return RunLoop(false);
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}
System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath) {
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FileUtil::SetCurrentRomPath(filepath);
app_loader = Loader::GetLoader(filepath);
if (!app_loader) {
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LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath);
return ResultStatus::ErrorGetLoader;
}
std::pair<std::optional<u32>, Loader::ResultStatus> system_mode =
app_loader->LoadKernelSystemMode();
if (system_mode.second != Loader::ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to determine system mode (Error {})!",
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static_cast<int>(system_mode.second));
switch (system_mode.second) {
case Loader::ResultStatus::ErrorEncrypted:
return ResultStatus::ErrorLoader_ErrorEncrypted;
case Loader::ResultStatus::ErrorInvalidFormat:
return ResultStatus::ErrorLoader_ErrorInvalidFormat;
default:
return ResultStatus::ErrorSystemMode;
}
}
ASSERT(system_mode.first);
auto n3ds_mode = app_loader->LoadKernelN3dsMode();
ASSERT(n3ds_mode.first);
u32 num_cores = 2;
if (Settings::values.is_new_3ds) {
num_cores = 4;
}
ResultStatus init_result{Init(emu_window, *system_mode.first, *n3ds_mode.first, num_cores)};
if (init_result != ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
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static_cast<u32>(init_result));
System::Shutdown();
return init_result;
}
telemetry_session->AddInitialInfo(*app_loader);
std::shared_ptr<Kernel::Process> process;
const Loader::ResultStatus load_result{app_loader->Load(process)};
kernel->SetCurrentProcess(process);
if (Loader::ResultStatus::Success != load_result) {
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LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<u32>(load_result));
System::Shutdown();
switch (load_result) {
case Loader::ResultStatus::ErrorEncrypted:
return ResultStatus::ErrorLoader_ErrorEncrypted;
case Loader::ResultStatus::ErrorInvalidFormat:
return ResultStatus::ErrorLoader_ErrorInvalidFormat;
default:
return ResultStatus::ErrorLoader;
}
}
cheat_engine = std::make_unique<Cheats::CheatEngine>(*this);
title_id = 0;
if (app_loader->ReadProgramId(title_id) != Loader::ResultStatus::Success) {
LOG_ERROR(Core, "Failed to find title id for ROM (Error {})",
static_cast<u32>(load_result));
}
perf_stats = std::make_unique<PerfStats>(title_id);
custom_tex_cache = std::make_unique<Core::CustomTexCache>();
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if (Settings::values.custom_textures) {
const u64 program_id = Kernel().GetCurrentProcess()->codeset->program_id;
FileUtil::CreateFullPath(fmt::format(
"{}textures/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir), program_id));
custom_tex_cache->FindCustomTextures(program_id);
}
if (Settings::values.preload_textures) {
custom_tex_cache->PreloadTextures(*GetImageInterface());
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}
status = ResultStatus::Success;
m_emu_window = &emu_window;
m_filepath = filepath;
// Reset counters and set time origin to current frame
GetAndResetPerfStats();
perf_stats->BeginSystemFrame();
return status;
}
void System::PrepareReschedule() {
running_core->PrepareReschedule();
reschedule_pending = true;
}
PerfStats::Results System::GetAndResetPerfStats() {
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return (perf_stats && timing) ? perf_stats->GetAndResetStats(timing->GetGlobalTimeUs())
: PerfStats::Results{};
}
void System::Reschedule() {
if (!reschedule_pending) {
return;
}
reschedule_pending = false;
for (const auto& core : cpu_cores) {
LOG_TRACE(Core_ARM11, "Reschedule core {}", core->GetID());
kernel->GetThreadManager(core->GetID()).Reschedule();
}
}
System::ResultStatus System::Init(Frontend::EmuWindow& emu_window, u32 system_mode, u8 n3ds_mode,
u32 num_cores) {
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LOG_DEBUG(HW_Memory, "initialized OK");
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memory = std::make_unique<Memory::MemorySystem>();
timing = std::make_unique<Timing>(num_cores, Settings::values.cpu_clock_percentage);
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kernel = std::make_unique<Kernel::KernelSystem>(
*memory, *timing, [this] { PrepareReschedule(); }, system_mode, num_cores, n3ds_mode);
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if (Settings::values.use_cpu_jit) {
#ifdef ARCHITECTURE_x86_64
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for (u32 i = 0; i < num_cores; ++i) {
cpu_cores.push_back(
std::make_shared<ARM_Dynarmic>(this, *memory, i, timing->GetTimer(i)));
}
#else
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for (u32 i = 0; i < num_cores; ++i) {
cpu_cores.push_back(
std::make_shared<ARM_DynCom>(this, *memory, USER32MODE, i, timing->GetTimer(i)));
}
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LOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available");
#endif
} else {
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for (u32 i = 0; i < num_cores; ++i) {
cpu_cores.push_back(
std::make_shared<ARM_DynCom>(this, *memory, USER32MODE, i, timing->GetTimer(i)));
}
}
running_core = cpu_cores[0].get();
kernel->SetCPUs(cpu_cores);
kernel->SetRunningCPU(cpu_cores[0].get());
if (Settings::values.enable_dsp_lle) {
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dsp_core = std::make_unique<AudioCore::DspLle>(*memory,
Settings::values.enable_dsp_lle_multithread);
} else {
dsp_core = std::make_unique<AudioCore::DspHle>(*memory);
}
memory->SetDSP(*dsp_core);
dsp_core->SetSink(Settings::values.sink_id, Settings::values.audio_device_id);
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dsp_core->EnableStretching(Settings::values.enable_audio_stretching);
telemetry_session = std::make_unique<Core::TelemetrySession>();
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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rpc_server = std::make_unique<RPC::RPCServer>();
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service_manager = std::make_unique<Service::SM::ServiceManager>(*this);
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archive_manager = std::make_unique<Service::FS::ArchiveManager>(*this);
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HW::Init(*memory);
Service::Init(*this);
GDBStub::DeferStart();
#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
video_dumper = std::make_unique<VideoDumper::FFmpegBackend>();
#else
video_dumper = std::make_unique<VideoDumper::NullBackend>();
#endif
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VideoCore::ResultStatus result = VideoCore::Init(emu_window, *memory);
if (result != VideoCore::ResultStatus::Success) {
switch (result) {
case VideoCore::ResultStatus::ErrorGenericDrivers:
return ResultStatus::ErrorVideoCore_ErrorGenericDrivers;
case VideoCore::ResultStatus::ErrorBelowGL33:
return ResultStatus::ErrorVideoCore_ErrorBelowGL33;
default:
return ResultStatus::ErrorVideoCore;
}
}
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LOG_DEBUG(Core, "Initialized OK");
initalized = true;
return ResultStatus::Success;
}
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RendererBase& System::Renderer() {
return *VideoCore::g_renderer;
}
Service::SM::ServiceManager& System::ServiceManager() {
return *service_manager;
}
const Service::SM::ServiceManager& System::ServiceManager() const {
return *service_manager;
}
Service::FS::ArchiveManager& System::ArchiveManager() {
return *archive_manager;
}
const Service::FS::ArchiveManager& System::ArchiveManager() const {
return *archive_manager;
}
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Kernel::KernelSystem& System::Kernel() {
return *kernel;
}
const Kernel::KernelSystem& System::Kernel() const {
return *kernel;
}
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Timing& System::CoreTiming() {
return *timing;
}
const Timing& System::CoreTiming() const {
return *timing;
}
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Memory::MemorySystem& System::Memory() {
return *memory;
}
const Memory::MemorySystem& System::Memory() const {
return *memory;
}
Cheats::CheatEngine& System::CheatEngine() {
return *cheat_engine;
}
const Cheats::CheatEngine& System::CheatEngine() const {
return *cheat_engine;
}
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VideoDumper::Backend& System::VideoDumper() {
return *video_dumper;
}
const VideoDumper::Backend& System::VideoDumper() const {
return *video_dumper;
}
Core::CustomTexCache& System::CustomTexCache() {
return *custom_tex_cache;
}
const Core::CustomTexCache& System::CustomTexCache() const {
return *custom_tex_cache;
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}
void System::RegisterMiiSelector(std::shared_ptr<Frontend::MiiSelector> mii_selector) {
registered_mii_selector = std::move(mii_selector);
}
void System::RegisterSoftwareKeyboard(std::shared_ptr<Frontend::SoftwareKeyboard> swkbd) {
registered_swkbd = std::move(swkbd);
}
void System::RegisterImageInterface(std::shared_ptr<Frontend::ImageInterface> image_interface) {
registered_image_interface = std::move(image_interface);
}
void System::Shutdown(bool is_deserializing) {
// Log last frame performance stats
const auto perf_results = GetAndResetPerfStats();
telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed",
perf_results.emulation_speed * 100.0);
telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate",
perf_results.game_fps);
telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime",
perf_results.frametime * 1000.0);
telemetry_session->AddField(Telemetry::FieldType::Performance, "Mean_Frametime_MS",
perf_stats->GetMeanFrametime());
// Shutdown emulation session
VideoCore::Shutdown();
HW::Shutdown();
if (!is_deserializing) {
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GDBStub::Shutdown();
perf_stats.reset();
cheat_engine.reset();
app_loader.reset();
}
telemetry_session.reset();
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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rpc_server.reset();
archive_manager.reset();
service_manager.reset();
dsp_core.reset();
cpu_cores.clear();
kernel.reset();
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timing.reset();
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if (video_dumper->IsDumping()) {
video_dumper->StopDumping();
}
if (auto room_member = Network::GetRoomMember().lock()) {
Network::GameInfo game_info{};
room_member->SendGameInfo(game_info);
}
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LOG_DEBUG(Core, "Shutdown OK");
}
void System::Reset() {
// This is NOT a proper reset, but a temporary workaround by shutting down the system and
// reloading.
// TODO: Properly implement the reset
Shutdown();
// Reload the system with the same setting
Load(*m_emu_window, m_filepath);
}
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template <class Archive>
void System::serialize(Archive& ar, const unsigned int file_version) {
u32 num_cores;
if (Archive::is_saving::value) {
num_cores = this->GetNumCores();
}
ar& num_cores;
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if (Archive::is_loading::value) {
// When loading, we want to make sure any lingering state gets cleared out before we begin.
// Shutdown, but persist a few things between loads...
Shutdown(true);
// Re-initialize everything like it was before
auto system_mode = this->app_loader->LoadKernelSystemMode();
auto n3ds_mode = this->app_loader->LoadKernelN3dsMode();
Init(*m_emu_window, *system_mode.first, *n3ds_mode.first, num_cores);
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}
// flush on save, don't flush on load
bool should_flush = !Archive::is_loading::value;
Memory::RasterizerClearAll(should_flush);
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ar&* timing.get();
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for (u32 i = 0; i < num_cores; i++) {
ar&* cpu_cores[i].get();
}
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ar&* service_manager.get();
ar&* archive_manager.get();
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ar& GPU::g_regs;
ar& LCD::g_regs;
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// NOTE: DSP doesn't like being destroyed and recreated. So instead we do an inline
// serialization; this means that the DSP Settings need to match for loading to work.
auto dsp_hle = dynamic_cast<AudioCore::DspHle*>(dsp_core.get());
if (dsp_hle) {
ar&* dsp_hle;
} else {
throw std::runtime_error("LLE audio not supported for save states");
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}
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ar&* memory.get();
ar&* kernel.get();
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VideoCore::serialize(ar, file_version);
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if (file_version >= 1) {
ar& Movie::GetInstance();
}
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// This needs to be set from somewhere - might as well be here!
if (Archive::is_loading::value) {
Service::GSP::SetGlobalModule(*this);
memory->SetDSP(*dsp_core);
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cheat_engine->Connect();
VideoCore::g_renderer->Sync();
}
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}
SERIALIZE_IMPL(System)
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} // namespace Core