dolphin/Source/Core/Core/PatchEngine.cpp
Lioncash ffcf107dd2 PowerPC: Make the PowerPCState's msr member variable a UReg_MSR instance
Gets rid of the need to construct UReg_MSR values around the the actual
member in order to query information from it (without using shifts and
masks). This makes it more concise in some areas, while helping with
readability in some other places (such as copying the ILE bit to the LE
bit in the exception checking functions).
2018-05-05 17:59:30 -04:00

256 lines
6.4 KiB
C++

// 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 <algorithm>
#include <map>
#include <set>
#include <string>
#include <vector>
#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<Patch> onFrame;
static std::map<u32, int> speedHacks;
void LoadPatchSection(const std::string& section, std::vector<Patch>& patches, IniFile& globalIni,
IniFile& localIni)
{
// Load the name of all enabled patches
std::string enabledSectionName = section + "_Enabled";
std::vector<std::string> enabledLines;
std::set<std::string> enabledNames;
localIni.GetLines(enabledSectionName, &enabledLines);
for (const std::string& line : enabledLines)
{
if (line.size() != 0 && line[0] == '$')
{
std::string name = line.substr(1, line.size() - 1);
enabledNames.insert(name);
}
}
const IniFile* inis[2] = {&globalIni, &localIni};
for (const IniFile* ini : inis)
{
std::vector<std::string> lines;
Patch currentPatch;
ini->GetLines(section, &lines);
for (std::string& line : lines)
{
if (line.size() == 0)
continue;
if (line[0] == '$')
{
// 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<std::string> 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<std::string> 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<u32, int>::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<Patch>& 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(MSR.DR && 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.
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.Hex);
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