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Prototype of a system to whitelist known game patches that are allowed to be used while RetroAchievements Hardcore mode is active. ApprovedInis.txt contains known hashes for the ini files as they appear in the repo, and can be compared to the local versions of these files to ensure they have not been edited locally by the player. ApprovedInis.txt is hashed and verified similarly first, with its hash residing as a const string within AchievementManager.h, ensuring ApprovedInis and the hashes within cannot be modified without editing Dolphin's source code and recompiling completely.
342 lines
9.4 KiB
C++
342 lines
9.4 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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 <mutex>
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#include <optional>
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#include <span>
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#include <string>
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#include <vector>
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/Debug/MemoryPatches.h"
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#include "Common/IniFile.h"
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#include "Common/StringUtil.h"
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#include "Core/AchievementManager.h"
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#include "Core/ActionReplay.h"
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#include "Core/CheatCodes.h"
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#include "Core/Config/SessionSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Debugger/PPCDebugInterface.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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#include "Core/System.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::vector<std::size_t> s_on_frame_memory;
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static std::mutex s_on_frame_memory_mutex;
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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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std::optional<PatchEntry> DeserializeLine(std::string line)
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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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line[loc] = ':';
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const std::vector<std::string> items = SplitString(line, ':');
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PatchEntry entry;
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if (items.size() < 3)
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return std::nullopt;
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if (!TryParse(items[0], &entry.address))
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return std::nullopt;
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if (!TryParse(items[2], &entry.value))
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return std::nullopt;
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if (items.size() >= 4)
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{
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if (!TryParse(items[3], &entry.comparand))
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return std::nullopt;
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entry.conditional = true;
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}
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const auto iter = std::find(s_patch_type_strings.begin(), s_patch_type_strings.end(), items[1]);
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if (iter == s_patch_type_strings.end())
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return std::nullopt;
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entry.type = static_cast<PatchType>(std::distance(s_patch_type_strings.begin(), iter));
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return entry;
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}
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std::string SerializeLine(const PatchEntry& entry)
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{
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if (entry.conditional)
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{
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return fmt::format("0x{:08X}:{}:0x{:08X}:0x{:08X}", entry.address,
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PatchEngine::PatchTypeAsString(entry.type), entry.value, entry.comparand);
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}
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else
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{
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return fmt::format("0x{:08X}:{}:0x{:08X}", entry.address,
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PatchEngine::PatchTypeAsString(entry.type), entry.value);
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}
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}
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void LoadPatchSection(const std::string& section, std::vector<Patch>* patches,
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const Common::IniFile& globalIni, const Common::IniFile& localIni)
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{
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for (const auto* ini : {&globalIni, &localIni})
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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.empty())
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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.empty())
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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 name and whether the patch is user defined
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currentPatch.name = line.substr(1, line.size() - 1);
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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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if (std::optional<PatchEntry> entry = DeserializeLine(line))
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currentPatch.entries.push_back(*entry);
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}
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}
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if (!currentPatch.name.empty() && !currentPatch.entries.empty())
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{
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patches->push_back(currentPatch);
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}
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ReadEnabledAndDisabled(*ini, section, patches);
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if (ini == &globalIni)
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{
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for (Patch& patch : *patches)
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patch.default_enabled = patch.enabled;
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}
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}
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}
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void SavePatchSection(Common::IniFile* local_ini, const std::vector<Patch>& patches)
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{
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std::vector<std::string> lines;
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std::vector<std::string> lines_enabled;
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std::vector<std::string> lines_disabled;
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for (const auto& patch : patches)
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{
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if (patch.enabled != patch.default_enabled)
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(patch.enabled ? lines_enabled : lines_disabled).emplace_back('$' + patch.name);
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if (!patch.user_defined)
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continue;
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lines.emplace_back('$' + patch.name);
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for (const PatchEntry& entry : patch.entries)
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lines.emplace_back(SerializeLine(entry));
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}
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local_ini->SetLines("OnFrame_Enabled", lines_enabled);
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local_ini->SetLines("OnFrame_Disabled", lines_disabled);
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local_ini->SetLines("OnFrame", lines);
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}
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void LoadPatches()
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{
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const auto& sconfig = SConfig::GetInstance();
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Common::IniFile merged = sconfig.LoadGameIni();
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Common::IniFile globalIni = sconfig.LoadDefaultGameIni();
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Common::IniFile localIni = sconfig.LoadLocalGameIni();
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LoadPatchSection("OnFrame", &s_on_frame, globalIni, localIni);
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#ifdef USE_RETRO_ACHIEVEMENTS
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{
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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AchievementManager::GetInstance().FilterApprovedPatches(s_on_frame, sconfig.GetGameID());
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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// Check if I'm syncing Codes
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if (Config::Get(Config::SESSION_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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}
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static void ApplyPatches(const Core::CPUThreadGuard& guard, 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.enabled)
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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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u32 comparand = entry.comparand;
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switch (entry.type)
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{
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case PatchType::Patch8Bit:
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if (!entry.conditional ||
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PowerPC::MMU::HostRead_U8(guard, addr) == static_cast<u8>(comparand))
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{
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PowerPC::MMU::HostWrite_U8(guard, static_cast<u8>(value), addr);
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}
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break;
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case PatchType::Patch16Bit:
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if (!entry.conditional ||
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PowerPC::MMU::HostRead_U16(guard, addr) == static_cast<u16>(comparand))
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{
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PowerPC::MMU::HostWrite_U16(guard, static_cast<u16>(value), addr);
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}
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break;
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case PatchType::Patch32Bit:
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if (!entry.conditional || PowerPC::MMU::HostRead_U32(guard, addr) == comparand)
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PowerPC::MMU::HostWrite_U32(guard, 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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static void ApplyMemoryPatches(const Core::CPUThreadGuard& guard,
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std::span<const std::size_t> memory_patch_indices)
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{
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if (AchievementManager::GetInstance().IsHardcoreModeActive())
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return;
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std::lock_guard lock(s_on_frame_memory_mutex);
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for (std::size_t index : memory_patch_indices)
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{
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guard.GetSystem().GetPowerPC().GetDebugInterface().ApplyExistingPatch(guard, index);
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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 IsStackValid(const Core::CPUThreadGuard& guard)
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{
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const auto& ppc_state = guard.GetSystem().GetPPCState();
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DEBUG_ASSERT(ppc_state.msr.DR && ppc_state.msr.IR);
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// Check the stack pointer
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const u32 SP = ppc_state.gpr[1];
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if (!PowerPC::MMU::HostIsRAMAddress(guard, 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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const u32 next_SP = PowerPC::MMU::HostRead_U32(guard, SP);
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if (next_SP <= SP || !PowerPC::MMU::HostIsRAMAddress(guard, next_SP) ||
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!PowerPC::MMU::HostIsRAMAddress(guard, next_SP + 4))
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{
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return false;
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}
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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::MMU::HostRead_U32(guard, next_SP + 4);
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return PowerPC::MMU::HostIsInstructionRAMAddress(guard, address) &&
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0 != PowerPC::MMU::HostRead_Instruction(guard, address);
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}
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void AddMemoryPatch(std::size_t index)
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{
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std::lock_guard lock(s_on_frame_memory_mutex);
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s_on_frame_memory.push_back(index);
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}
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void RemoveMemoryPatch(std::size_t index)
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{
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std::lock_guard lock(s_on_frame_memory_mutex);
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std::erase(s_on_frame_memory, index);
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}
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bool ApplyFramePatches(Core::System& system)
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{
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const auto& ppc_state = system.GetPPCState();
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ASSERT(Core::IsCPUThread());
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Core::CPUThreadGuard guard(system);
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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 (!ppc_state.msr.DR || !ppc_state.msr.IR || !IsStackValid(guard))
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{
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DEBUG_LOG_FMT(ACTIONREPLAY,
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"Need to retry later. CPU configuration is currently incorrect. PC = {:#010x}, "
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"MSR = {:#010x}",
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ppc_state.pc, ppc_state.msr.Hex);
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return false;
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}
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ApplyPatches(guard, s_on_frame);
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ApplyMemoryPatches(guard, s_on_frame_memory);
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// Run the Gecko code handler
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Gecko::RunCodeHandler(guard);
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ActionReplay::RunAllActive(guard);
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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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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 PatchEngine
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