Internal details: The large region is split into individual same-sized blocks of memory. On creation, we allocate a single block of memory that will always remain zero, and map that into the entire memory region. Then, the first time any of these blocks is written to, we swap the mapped zero block out with a newly allocated block of memory. On clear, we swap back to the zero block and deallocate the data blocks. That way we only actually allocate one zero block as well as a handful of real data blocks where the JitCache actually writes to.
Emulation state changed signals also update the wiimote connection. The signal here is only needed for wiimote connects/disconnects.
Can fix erroneous debugger behavior during booting, as dolphin will sometimes incorrectly report the state as paused, which leads the debugger widgets to run when they shouldn't.
When an achievement is "primed", a challenge is active, for example completing a portion of the game in under a time limit or without taking damage or using certain items. This is stored in a map in the Achievement Manager (and removed when the achievement is unprimed) so a later commit can display it on screen.
The Disabled state sits between Game Closed and completely Shutdown - stronger than the former, as it refuses to let a game be opened again until AchievementManager is restored (which only happens upon a fresh core boot) but it isn't completely shut down and will still allow the player to be logged in and access the achievement settings and their (global) achievement header.
This change splits LoadGameAsync into three methods: two HashGame methods to accept either a string filepath or a volume, and a common LoadGameSync that both HashGames call to actually process the code. In the process, some minor cleanup, and the hash resolution now takes place on the work queue asynchronously.
Normally we only flush registers right at the end of each PPC
instruction. However, for PPC instructions that use a lot of registers
one at a time, it's beneficial to do this flushing work in the middle
of the instruction instead, reducing the risk of register starvation
and improving pipelining.
This should have been done when rebasing 6cc4f593e5 after the merge of
3a00ff625e. There are no correctness implications as far as I know,
only very minor performance implications.
Play Input Recording would potentially unlock achievements without any player input and needs to be disabled. If a recording is already playing, hardcore mode cannot be enabled.
The player getting a better view of their surroundings than the game would normally allow could possibly give the player an advantage over the original hardware, so Freelook is disabled in hardcore mode. To do this, I disable the config flag for Freelook when it is accessed, to make sure that it is disabled whether it was enabled before or after hardcore mode was enabled.
Memory patches would be an easy way to manipulate the memory needed to calculate achievement logic, so they must be disabled. Riivolution patches that do not affect memory are allowed, as they will be hashed with the game file.
Debug Mode gives players direct read and write access to memory, which could be used to completely manipulate RetroAchievements logic and therefore is not allowed in hardcore mode.
Slowing down the emulator would artificially improve reaction times and is therefore disallowed in hardcore mode. Speeds faster than 1x are allowed, but any speed below 1x is scaled back up to 1x.
Frame advancing is easily exploitable for slowing down a game and artificially improving reaction times and is not allowed in RetroAchievements hardcore mode.
While saving states is allowed (especially for the purpose of debugging), RetroAchievements does not allow loading saved states when hardcore mode is on.
Hardcore Mode is a RetroAchievements feature for enabling as close to original hardware as possible, to keep a fair, challenging, and competitive playing field for achievements (which get tallied differently and emphasized more in hardcore) and leaderboards (where it is mandatory) at the cost of several common emulator features that provide advantages, such as state loading and slower emulation speeds.
This commit just adds the flag to the AchievementSettings, with more to come.
Dolphin would crash when running with a fastmem arena but without
fastmem. This regression was caused by merging 9192128c50 without
adapting it after the merge of 0606433404.
This has the same effect in the end, but in my opinion, doing it this
way makes it more clear for the reader why we can read from ppcState at
JIT time, something that makes no sense for everything else in ppcState.
By making the JIT cache check if the current state of MMCR0 and MMRC1
matches the state they had at the time the JIT block was compiled, we
solve a correctness issue (marked in a comment as a speed hack).
Not known to affect any games.
This must have broken in a rebase of one of my recently merged PRs.
Dolphin still worked correctly with this bug, for two reasons:
1. Most AArch64 users are not on Windows, and therefore normally do have
the entry points map.
2. When the bug was triggered, Dolphin would fall back to the slower
path rather than crashing.