dolphin/Source/Core/Core/Src/State.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include "State.h"
#include "Core.h"
#include "ConfigManager.h"
#include "StringUtil.h"
#include "Thread.h"
#include "CoreTiming.h"
#include "OnFrame.h"
#include "HW/Wiimote.h"
#include "HW/DSP.h"
#include "HW/HW.h"
#include "HW/CPU.h"
#include "PowerPC/JitCommon/JitBase.h"
#include "VideoBackendBase.h"
#include <lzo/lzo1x.h>
namespace State
{
#if defined(__LZO_STRICT_16BIT)
static const u32 IN_LEN = 8 * 1024u;
#elif defined(LZO_ARCH_I086) && !defined(LZO_HAVE_MM_HUGE_ARRAY)
static const u32 IN_LEN = 60 * 1024u;
#else
static const u32 IN_LEN = 128 * 1024u;
#endif
static const u32 OUT_LEN = IN_LEN + (IN_LEN / 16) + 64 + 3;
static unsigned char __LZO_MMODEL out[OUT_LEN];
#define HEAP_ALLOC(var, size) \
lzo_align_t __LZO_MMODEL var[((size) + (sizeof(lzo_align_t) - 1)) / sizeof(lzo_align_t)]
static HEAP_ALLOC(wrkmem, LZO1X_1_MEM_COMPRESS);
static volatile bool g_op_in_progress = false;
static int ev_FileSave, ev_BufferSave, ev_FileLoad, ev_BufferLoad, ev_FileVerify, ev_BufferVerify;
static std::string g_current_filename, g_last_filename;
// Temporary undo state buffer
static std::vector<u8> g_undo_load_buffer;
static std::vector<u8> g_current_buffer;
static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system
static const int STATE_VERSION = 5;
struct StateHeader
{
u8 gameID[6];
size_t size;
};
static bool g_use_compression = true;
void EnableCompression(bool compression)
{
g_use_compression = compression;
}
void DoState(PointerWrap &p)
{
u32 cookie = 0xBAADBABE + STATE_VERSION;
p.Do(cookie);
if (cookie != 0xBAADBABE + STATE_VERSION)
{
p.SetMode(PointerWrap::MODE_MEASURE);
return;
}
// Begin with video backend, so that it gets a chance to clear it's caches and writeback modified things to RAM
// Pause the video thread in multi-threaded mode
g_video_backend->RunLoop(false);
g_video_backend->DoState(p);
if (Core::g_CoreStartupParameter.bWii)
Wiimote::DoState(p.GetPPtr(), p.GetMode());
PowerPC::DoState(p);
HW::DoState(p);
CoreTiming::DoState(p);
// Resume the video thread
g_video_backend->RunLoop(true);
}
void LoadBufferStateCallback(u64 userdata, int cyclesLate)
{
u8* ptr = &g_current_buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_READ);
DoState(p);
Core::DisplayMessage("Loaded state", 2000);
g_op_in_progress = false;
}
void SaveBufferStateCallback(u64 userdata, int cyclesLate)
{
u8* ptr = NULL;
PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
DoState(p);
const size_t buffer_size = reinterpret_cast<size_t>(ptr);
g_current_buffer.resize(buffer_size);
ptr = &g_current_buffer[0];
p.SetMode(PointerWrap::MODE_WRITE);
DoState(p);
g_op_in_progress = false;
}
void VerifyBufferStateCallback(u64 userdata, int cyclesLate)
{
u8* ptr = &g_current_buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_VERIFY);
DoState(p);
Core::DisplayMessage("Verified state", 2000);
g_op_in_progress = false;
}
void CompressAndDumpState(const std::vector<u8>* save_arg)
{
const u8* const buffer_data = &(*save_arg)[0];
const size_t buffer_size = save_arg->size();
// For easy debugging
Common::SetCurrentThreadName("SaveState thread");
// Moving to last overwritten save-state
if (File::Exists(g_current_filename))
{
if (File::Exists(File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"))
File::Delete((File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"));
if (!File::Rename(g_current_filename, File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"))
Core::DisplayMessage("Failed to move previous state to state undo backup", 1000);
}
File::IOFile f(g_current_filename, "wb");
if (!f)
{
Core::DisplayMessage("Could not save state", 2000);
return;
}
// Setting up the header
StateHeader header;
memcpy(header.gameID, SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID().c_str(), 6);
header.size = g_use_compression ? buffer_size : 0;
f.WriteArray(&header, 1);
if (0 != header.size) // non-zero header size means the state is compressed
{
lzo_uint i = 0;
while (true)
{
lzo_uint cur_len = 0;
lzo_uint out_len = 0;
if ((i + IN_LEN) >= buffer_size)
cur_len = buffer_size - i;
else
cur_len = IN_LEN;
if (lzo1x_1_compress(buffer_data + i, cur_len, out, &out_len, wrkmem) != LZO_E_OK)
PanicAlertT("Internal LZO Error - compression failed");
// The size of the data to write is 'out_len'
f.WriteArray(&out_len, 1);
f.WriteBytes(out, out_len);
if (cur_len != IN_LEN)
break;
i += cur_len;
}
}
else // uncompressed
{
f.WriteBytes(buffer_data, buffer_size);
}
Core::DisplayMessage(StringFromFormat("Saved State to %s",
g_current_filename.c_str()).c_str(), 2000);
g_op_in_progress = false;
}
void SaveFileStateCallback(u64 userdata, int cyclesLate)
{
// Pause the core while we save the state
CCPU::EnableStepping(true);
// Wait for the other threaded sub-systems to stop too
// TODO: this is ugly
SLEEP(100);
Flush();
// Measure the size of the buffer.
u8 *ptr = NULL;
PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
DoState(p);
const size_t buffer_size = reinterpret_cast<size_t>(ptr);
// Then actually do the write.
g_current_buffer.resize(buffer_size);
ptr = &g_current_buffer[0];
p.SetMode(PointerWrap::MODE_WRITE);
DoState(p);
if ((Frame::IsRecordingInput() || Frame::IsPlayingInput()) && !Frame::IsRecordingInputFromSaveState())
Frame::SaveRecording((g_current_filename + ".dtm").c_str());
else if (!Frame::IsRecordingInput() && !Frame::IsPlayingInput())
File::Delete(g_current_filename + ".dtm");
Core::DisplayMessage("Saving State...", 1000);
g_save_thread = std::thread(CompressAndDumpState, &g_current_buffer);
// Resume the core and disable stepping
CCPU::EnableStepping(false);
}
void LoadFileStateData(std::string& filename, std::vector<u8>& ret_data)
{
File::IOFile f(filename, "rb");
if (!f)
{
Core::DisplayMessage("State not found", 2000);
return;
}
StateHeader header;
f.ReadArray(&header, 1);
if (memcmp(SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID().c_str(), header.gameID, 6))
{
Core::DisplayMessage(StringFromFormat("State belongs to a different game (ID %.*s)",
6, header.gameID), 2000);
return;
}
std::vector<u8> buffer;
if (0 != header.size) // non-zero size means the state is compressed
{
Core::DisplayMessage("Decompressing State...", 500);
buffer.resize(header.size);
lzo_uint i = 0;
while (true)
{
lzo_uint cur_len = 0; // number of bytes to read
lzo_uint new_len = 0; // number of bytes to write
if (!f.ReadArray(&cur_len, 1))
break;
f.ReadBytes(out, cur_len);
const int res = lzo1x_decompress(out, cur_len, &buffer[i], &new_len, NULL);
if (res != LZO_E_OK)
{
// This doesn't seem to happen anymore.
PanicAlertT("Internal LZO Error - decompression failed (%d) (%li, %li) \n"
"Try loading the state again", res, i, new_len);
return;
}
i += new_len;
}
}
else // uncompressed
{
const size_t size = (size_t)(f.GetSize() - sizeof(StateHeader));
buffer.resize(size);
if (!f.ReadBytes(&buffer[0], size))
{
PanicAlert("wtf? reading bytes: %i", (int)size);
return;
}
}
// all good
ret_data.swap(buffer);
}
void LoadFileStateCallback(u64 userdata, int cyclesLate)
{
// Stop the core while we load the state
CCPU::EnableStepping(true);
// Wait for the other threaded sub-systems to stop too
// TODO: uglyyy
SLEEP(100);
Flush();
// Save temp buffer for undo load state
// TODO: this should be controlled by a user option,
// because it slows down every savestate load to provide an often-unused feature.
SaveBufferStateCallback(userdata, cyclesLate);
g_undo_load_buffer.swap(g_current_buffer);
std::vector<u8> buffer;
LoadFileStateData(g_current_filename, buffer);
if (!buffer.empty())
{
u8 *ptr = &buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_READ);
DoState(p);
if (p.GetMode() == PointerWrap::MODE_READ)
Core::DisplayMessage(StringFromFormat("Loaded state from %s", g_current_filename.c_str()).c_str(), 2000);
else
Core::DisplayMessage("Unable to Load : Can't load state from other revisions !", 4000);
if (File::Exists(g_current_filename + ".dtm"))
Frame::LoadInput((g_current_filename + ".dtm").c_str());
else if (!Frame::IsRecordingInputFromSaveState())
Frame::EndPlayInput(false);
}
g_op_in_progress = false;
// resume dat core
CCPU::EnableStepping(false);
}
void VerifyFileStateCallback(u64 userdata, int cyclesLate)
{
Flush();
std::vector<u8> buffer;
LoadFileStateData(g_current_filename, buffer);
if (!buffer.empty())
{
u8 *ptr = &buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_VERIFY);
DoState(p);
if (p.GetMode() == PointerWrap::MODE_READ)
Core::DisplayMessage(StringFromFormat("Verified state at %s", g_current_filename.c_str()).c_str(), 2000);
else
Core::DisplayMessage("Unable to Verify : Can't verify state from other revisions !", 4000);
}
}
void Init()
{
ev_FileLoad = CoreTiming::RegisterEvent("LoadState", &LoadFileStateCallback);
ev_FileSave = CoreTiming::RegisterEvent("SaveState", &SaveFileStateCallback);
ev_FileVerify = CoreTiming::RegisterEvent("VerifyState", &VerifyFileStateCallback);
ev_BufferLoad = CoreTiming::RegisterEvent("LoadBufferState", &LoadBufferStateCallback);
ev_BufferSave = CoreTiming::RegisterEvent("SaveBufferState", &SaveBufferStateCallback);
ev_BufferVerify = CoreTiming::RegisterEvent("VerifyBufferState", &VerifyBufferStateCallback);
if (lzo_init() != LZO_E_OK)
PanicAlertT("Internal LZO Error - lzo_init() failed");
}
void Shutdown()
{
Flush();
// swapping with an empty vector, rather than clear()ing
// this gives a better guarantee to free the allocated memory right NOW
{
std::vector<u8> tmp;
g_current_buffer.swap(tmp);
}
{
std::vector<u8> tmp;
g_undo_load_buffer.swap(tmp);
}
}
static std::string MakeStateFilename(int number)
{
return StringFromFormat("%s%s.s%02i", File::GetUserPath(D_STATESAVES_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID().c_str(), number);
}
void ScheduleFileEvent(const std::string &filename, int ev)
{
if (g_op_in_progress)
return;
g_op_in_progress = true;
g_current_filename = filename;
CoreTiming::ScheduleEvent_Threadsafe_Immediate(ev);
}
void SaveAs(const std::string &filename)
{
g_last_filename = filename;
ScheduleFileEvent(filename, ev_FileSave);
}
void LoadAs(const std::string &filename)
{
ScheduleFileEvent(filename, ev_FileLoad);
}
void VerifyAt(const std::string &filename)
{
ScheduleFileEvent(filename, ev_FileVerify);
}
void Save(int slot)
{
SaveAs(MakeStateFilename(slot));
}
void Load(int slot)
{
LoadAs(MakeStateFilename(slot));
}
void Verify(int slot)
{
VerifyAt(MakeStateFilename(slot));
}
void LoadLastSaved()
{
if (g_last_filename.empty())
Core::DisplayMessage("There is no last saved state", 2000);
else
LoadAs(g_last_filename);
}
void ScheduleBufferEvent(std::vector<u8>& buffer, int ev)
{
if (g_op_in_progress)
return;
g_op_in_progress = true;
g_current_buffer.swap(buffer);
CoreTiming::ScheduleEvent_Threadsafe_Immediate(ev);
}
void SaveToBuffer(std::vector<u8>& buffer)
{
ScheduleBufferEvent(buffer, ev_BufferSave);
}
void LoadFromBuffer(std::vector<u8>& buffer)
{
ScheduleBufferEvent(buffer, ev_BufferLoad);
}
void VerifyBuffer(std::vector<u8>& buffer)
{
ScheduleBufferEvent(buffer, ev_BufferVerify);
}
void Flush()
{
// If already saving state, wait for it to finish
if (g_save_thread.joinable())
g_save_thread.join();
}
// Load the last state before loading the state
void UndoLoadState()
{
if (!g_undo_load_buffer.empty())
LoadFromBuffer(g_undo_load_buffer);
else
PanicAlert("There is nothing to undo!");
}
// Load the state that the last save state overwritten on
void UndoSaveState()
{
LoadAs((File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav").c_str());
}
} // namespace State