// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // PatchEngine // Supports simple memory patches, and has a partial Action Replay implementation // in ActionReplay.cpp/h. #include "Core/PatchEngine.h" #include #include #include #include #include #include "Common/Assert.h" #include "Common/IniFile.h" #include "Common/StringUtil.h" #include "Core/ActionReplay.h" #include "Core/ConfigManager.h" #include "Core/GeckoCode.h" #include "Core/GeckoCodeConfig.h" #include "Core/PowerPC/PowerPC.h" namespace PatchEngine { const char* PatchTypeStrings[] = { "byte", "word", "dword", }; static std::vector onFrame; static std::map speedHacks; void LoadPatchSection(const std::string& section, std::vector& patches, IniFile& globalIni, IniFile& localIni) { // Load the name of all enabled patches std::string enabledSectionName = section + "_Enabled"; std::vector enabledLines; std::set enabledNames; localIni.GetLines(enabledSectionName, &enabledLines); for (const std::string& line : enabledLines) { if (line.size() != 0 && line[0] == '$') { std::string name = line.substr(1, line.size() - 1); enabledNames.insert(name); } } const IniFile* inis[2] = {&globalIni, &localIni}; for (const IniFile* ini : inis) { std::vector lines; Patch currentPatch; ini->GetLines(section, &lines); for (std::string& line : lines) { if (line.size() == 0) continue; if (line[0] == '$') { // Take care of the previous code if (currentPatch.name.size()) { patches.push_back(currentPatch); } currentPatch.entries.clear(); // Set active and name currentPatch.name = line.substr(1, line.size() - 1); currentPatch.active = enabledNames.find(currentPatch.name) != enabledNames.end(); currentPatch.user_defined = (ini == &localIni); } else { std::string::size_type loc = line.find('='); if (loc != std::string::npos) { line[loc] = ':'; } const std::vector items = SplitString(line, ':'); if (items.size() >= 3) { PatchEntry pE; bool success = true; success &= TryParse(items[0], &pE.address); success &= TryParse(items[2], &pE.value); pE.type = PatchType(std::find(PatchTypeStrings, PatchTypeStrings + 3, items[1]) - PatchTypeStrings); success &= (pE.type != (PatchType)3); if (success) { currentPatch.entries.push_back(pE); } } } } if (currentPatch.name.size() && currentPatch.entries.size()) { patches.push_back(currentPatch); } } } static void LoadSpeedhacks(const std::string& section, IniFile& ini) { std::vector keys; ini.GetKeys(section, &keys); for (const std::string& key : keys) { std::string value; ini.GetOrCreateSection(section)->Get(key, &value, "BOGUS"); if (value != "BOGUS") { u32 address; u32 cycles; bool success = true; success &= TryParse(key, &address); success &= TryParse(value, &cycles); if (success) { speedHacks[address] = (int)cycles; } } } } int GetSpeedhackCycles(const u32 addr) { std::map::const_iterator iter = speedHacks.find(addr); if (iter == speedHacks.end()) return 0; else return iter->second; } void LoadPatches() { IniFile merged = SConfig::GetInstance().LoadGameIni(); IniFile globalIni = SConfig::GetInstance().LoadDefaultGameIni(); IniFile localIni = SConfig::GetInstance().LoadLocalGameIni(); LoadPatchSection("OnFrame", onFrame, globalIni, localIni); ActionReplay::LoadAndApplyCodes(globalIni, localIni); Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni)); LoadSpeedhacks("Speedhacks", merged); } static void ApplyPatches(const std::vector& patches) { for (const Patch& patch : patches) { if (patch.active) { for (const PatchEntry& entry : patch.entries) { u32 addr = entry.address; u32 value = entry.value; switch (entry.type) { case PATCH_8BIT: PowerPC::HostWrite_U8((u8)value, addr); break; case PATCH_16BIT: PowerPC::HostWrite_U16((u16)value, addr); break; case PATCH_32BIT: PowerPC::HostWrite_U32(value, addr); break; default: // unknown patchtype break; } } } } } // Requires MSR.DR, MSR.IR // There's no perfect way to do this, it's just a heuristic. // We require at least 2 stack frames, if the stack is shallower than that then it won't work. static bool IsStackSane() { DEBUG_ASSERT(UReg_MSR(MSR).DR && UReg_MSR(MSR).IR); // Check the stack pointer u32 SP = GPR(1); if (!PowerPC::HostIsRAMAddress(SP)) return false; // Read the frame pointer from the stack (find 2nd frame from top), assert that it makes sense u32 next_SP = PowerPC::HostRead_U32(SP); if (next_SP <= SP || !PowerPC::HostIsRAMAddress(next_SP) || !PowerPC::HostIsRAMAddress(next_SP + 4)) return false; // Check the link register makes sense (that it points to a valid IBAT address) const u32 address = PowerPC::HostRead_U32(next_SP + 4); return PowerPC::HostIsInstructionRAMAddress(address) && 0 != PowerPC::HostRead_U32(address); } bool ApplyFramePatches() { // Because we're using the VI Interrupt to time this instead of patching the game with a // callback hook we can end up catching the game in an exception vector. // We deal with this by returning false so that SystemTimers will reschedule us in a few cycles // where we can try again after the CPU hopefully returns back to the normal instruction flow. UReg_MSR msr = MSR; if (!msr.DR || !msr.IR || !IsStackSane()) { DEBUG_LOG( ACTIONREPLAY, "Need to retry later. CPU configuration is currently incorrect. PC = 0x%08X, MSR = 0x%08X", PC, MSR); return false; } ApplyPatches(onFrame); // Run the Gecko code handler Gecko::RunCodeHandler(); ActionReplay::RunAllActive(); return true; } void Shutdown() { onFrame.clear(); speedHacks.clear(); ActionReplay::ApplyCodes({}); Gecko::Shutdown(); } void Reload() { Shutdown(); LoadPatches(); } } // namespace