mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-18 03:59:14 +01:00
469f29350f
Adds a tickbox to the server's window to syncronize codes. Codes are temporarily sent to each client and are used for the duration of the session. Saves the "sync codes" tickbox as per PR Netplay: Properly save hosting settings #7483
276 lines
7.0 KiB
C++
276 lines
7.0 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// PatchEngine
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// Supports simple memory patches, and has a partial Action Replay implementation
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// in ActionReplay.cpp/h.
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#include "Core/PatchEngine.h"
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#include <algorithm>
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#include <array>
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#include <iterator>
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#include <map>
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#include <set>
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#include <string>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/IniFile.h"
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#include "Common/StringUtil.h"
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#include "Core/ActionReplay.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/GeckoCode.h"
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#include "Core/GeckoCodeConfig.h"
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#include "Core/PowerPC/MMU.h"
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#include "Core/PowerPC/PowerPC.h"
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namespace PatchEngine
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{
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constexpr std::array<const char*, 3> s_patch_type_strings{{
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"byte",
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"word",
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"dword",
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}};
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static std::vector<Patch> s_on_frame;
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static std::map<u32, int> s_speed_hacks;
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const char* PatchTypeAsString(PatchType type)
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{
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return s_patch_type_strings.at(static_cast<int>(type));
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}
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void LoadPatchSection(const std::string& section, std::vector<Patch>& patches, IniFile& globalIni,
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IniFile& localIni)
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{
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// Load the name of all enabled patches
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std::string enabledSectionName = section + "_Enabled";
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std::vector<std::string> enabledLines;
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std::set<std::string> enabledNames;
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localIni.GetLines(enabledSectionName, &enabledLines);
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for (const std::string& line : enabledLines)
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{
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if (line.size() != 0 && line[0] == '$')
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{
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std::string name = line.substr(1, line.size() - 1);
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enabledNames.insert(name);
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}
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}
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const IniFile* inis[2] = {&globalIni, &localIni};
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for (const IniFile* ini : inis)
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{
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std::vector<std::string> lines;
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Patch currentPatch;
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ini->GetLines(section, &lines);
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for (std::string& line : lines)
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{
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if (line.size() == 0)
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continue;
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if (line[0] == '$')
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{
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// Take care of the previous code
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if (currentPatch.name.size())
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{
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patches.push_back(currentPatch);
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}
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currentPatch.entries.clear();
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// Set active and name
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currentPatch.name = line.substr(1, line.size() - 1);
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currentPatch.active = enabledNames.find(currentPatch.name) != enabledNames.end();
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currentPatch.user_defined = (ini == &localIni);
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}
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else
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{
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std::string::size_type loc = line.find('=');
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if (loc != std::string::npos)
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{
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line[loc] = ':';
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}
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const std::vector<std::string> items = SplitString(line, ':');
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if (items.size() >= 3)
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{
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PatchEntry pE;
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bool success = true;
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success &= TryParse(items[0], &pE.address);
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success &= TryParse(items[2], &pE.value);
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const auto iter =
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std::find(s_patch_type_strings.begin(), s_patch_type_strings.end(), items[1]);
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pE.type = PatchType(std::distance(s_patch_type_strings.begin(), iter));
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success &= (pE.type != (PatchType)3);
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if (success)
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{
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currentPatch.entries.push_back(pE);
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}
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}
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}
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}
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if (currentPatch.name.size() && currentPatch.entries.size())
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{
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patches.push_back(currentPatch);
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}
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}
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}
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static void LoadSpeedhacks(const std::string& section, IniFile& ini)
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{
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std::vector<std::string> keys;
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ini.GetKeys(section, &keys);
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for (const std::string& key : keys)
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{
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std::string value;
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ini.GetOrCreateSection(section)->Get(key, &value, "BOGUS");
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if (value != "BOGUS")
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{
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u32 address;
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u32 cycles;
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bool success = true;
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success &= TryParse(key, &address);
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success &= TryParse(value, &cycles);
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if (success)
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{
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s_speed_hacks[address] = static_cast<int>(cycles);
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}
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}
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}
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}
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int GetSpeedhackCycles(const u32 addr)
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{
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const auto iter = s_speed_hacks.find(addr);
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if (iter == s_speed_hacks.end())
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return 0;
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return iter->second;
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}
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void LoadPatches()
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{
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IniFile merged = SConfig::GetInstance().LoadGameIni();
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IniFile globalIni = SConfig::GetInstance().LoadDefaultGameIni();
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IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
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LoadPatchSection("OnFrame", s_on_frame, globalIni, localIni);
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// Check if I'm syncing Codes
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if (Config::Get(Config::MAIN_CODE_SYNC_OVERRIDE))
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{
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Gecko::SetSyncedCodesAsActive();
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ActionReplay::SetSyncedCodesAsActive();
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}
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else
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{
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Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni));
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ActionReplay::LoadAndApplyCodes(globalIni, localIni);
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}
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LoadSpeedhacks("Speedhacks", merged);
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}
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static void ApplyPatches(const std::vector<Patch>& patches)
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{
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for (const Patch& patch : patches)
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{
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if (patch.active)
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{
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for (const PatchEntry& entry : patch.entries)
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{
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u32 addr = entry.address;
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u32 value = entry.value;
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switch (entry.type)
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{
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case PatchType::Patch8Bit:
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PowerPC::HostWrite_U8(static_cast<u8>(value), addr);
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break;
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case PatchType::Patch16Bit:
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PowerPC::HostWrite_U16(static_cast<u16>(value), addr);
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break;
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case PatchType::Patch32Bit:
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PowerPC::HostWrite_U32(value, addr);
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break;
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default:
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// unknown patchtype
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break;
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}
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}
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}
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}
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}
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// Requires MSR.DR, MSR.IR
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// There's no perfect way to do this, it's just a heuristic.
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// We require at least 2 stack frames, if the stack is shallower than that then it won't work.
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static bool IsStackSane()
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{
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DEBUG_ASSERT(MSR.DR && MSR.IR);
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// Check the stack pointer
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u32 SP = GPR(1);
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if (!PowerPC::HostIsRAMAddress(SP))
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return false;
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// Read the frame pointer from the stack (find 2nd frame from top), assert that it makes sense
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u32 next_SP = PowerPC::HostRead_U32(SP);
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if (next_SP <= SP || !PowerPC::HostIsRAMAddress(next_SP) ||
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!PowerPC::HostIsRAMAddress(next_SP + 4))
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return false;
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// Check the link register makes sense (that it points to a valid IBAT address)
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const u32 address = PowerPC::HostRead_U32(next_SP + 4);
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return PowerPC::HostIsInstructionRAMAddress(address) && 0 != PowerPC::HostRead_U32(address);
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}
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bool ApplyFramePatches()
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{
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// Because we're using the VI Interrupt to time this instead of patching the game with a
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// callback hook we can end up catching the game in an exception vector.
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// We deal with this by returning false so that SystemTimers will reschedule us in a few cycles
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// where we can try again after the CPU hopefully returns back to the normal instruction flow.
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if (!MSR.DR || !MSR.IR || !IsStackSane())
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{
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DEBUG_LOG(
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ACTIONREPLAY,
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"Need to retry later. CPU configuration is currently incorrect. PC = 0x%08X, MSR = 0x%08X",
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PC, MSR.Hex);
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return false;
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}
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ApplyPatches(s_on_frame);
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// Run the Gecko code handler
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Gecko::RunCodeHandler();
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ActionReplay::RunAllActive();
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return true;
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}
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void Shutdown()
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{
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s_on_frame.clear();
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s_speed_hacks.clear();
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ActionReplay::ApplyCodes({});
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Gecko::Shutdown();
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}
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void Reload()
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{
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Shutdown();
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LoadPatches();
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}
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} // namespace
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