ppsspp/Core/System.cpp

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// Copyright (C) 2012 PPSSPP Project
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
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#ifdef _WIN32
#pragma warning(disable:4091)
#include "Common/CommonWindows.h"
#include <ShlObj.h>
#include <string>
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#include <codecvt>
#if !PPSSPP_PLATFORM(UWP)
#include "Windows/W32Util/ShellUtil.h"
#endif
#endif
#include <thread>
#include <mutex>
#include <condition_variable>
#include "base/NativeApp.h"
#include "math/math_util.h"
#include "thread/threadutil.h"
#include "util/text/utf8.h"
#include "Common/FileUtil.h"
#include "Common/TimeUtil.h"
#include "Common/GraphicsContext.h"
#include "Core/MemFault.h"
#include "Core/HDRemaster.h"
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#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/MIPSAnalyst.h"
#include "Core/Debugger/SymbolMap.h"
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#include "Core/Host.h"
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#include "Core/System.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/Plugins.h"
#include "Core/HLE/ReplaceTables.h"
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#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/HLE/sceAudio.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/FileLoaders/RamCachingFileLoader.h"
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#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/Loaders.h"
#include "Core/PSPLoaders.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/SaveState.h"
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#include "Common/LogManager.h"
#include "Common/ExceptionHandlerSetup.h"
#include "Core/HLE/sceAudiocodec.h"
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#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Debugger/RecordFormat.h"
enum CPUThreadState {
CPU_THREAD_NOT_RUNNING,
CPU_THREAD_PENDING,
CPU_THREAD_STARTING,
CPU_THREAD_RUNNING,
CPU_THREAD_SHUTDOWN,
CPU_THREAD_QUIT,
CPU_THREAD_EXECUTE,
CPU_THREAD_RESUME,
};
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MetaFileSystem pspFileSystem;
ParamSFOData g_paramSFO;
static GlobalUIState globalUIState;
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static CoreParameter coreParameter;
static FileLoader *loadedFile;
// For background loading thread.
static std::mutex loadingLock;
// For loadingReason updates.
static std::mutex loadingReasonLock;
static std::string loadingReason;
bool audioInitialized;
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bool coreCollectDebugStats = false;
bool coreCollectDebugStatsForced = false;
// This can be read and written from ANYWHERE.
volatile CoreState coreState = CORE_STEPPING;
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// If true, core state has been changed, but JIT has probably not noticed yet.
volatile bool coreStatePending = false;
static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
static GPUBackend gpuBackend;
static std::string gpuBackendDevice;
// Ugly!
static volatile bool pspIsInited = false;
static volatile bool pspIsIniting = false;
static volatile bool pspIsQuitting = false;
void ResetUIState() {
globalUIState = UISTATE_MENU;
}
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void UpdateUIState(GlobalUIState newState) {
// Never leave the EXIT state.
if (globalUIState != newState && globalUIState != UISTATE_EXIT) {
globalUIState = newState;
host->UpdateDisassembly();
const char *state = nullptr;
switch (globalUIState) {
case UISTATE_EXIT: state = "exit"; break;
case UISTATE_INGAME: state = "ingame"; break;
case UISTATE_MENU: state = "menu"; break;
case UISTATE_PAUSEMENU: state = "pausemenu"; break;
}
if (state) {
System_SendMessage("uistate", state);
}
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}
}
GlobalUIState GetUIState() {
return globalUIState;
}
void SetGPUBackend(GPUBackend type, const std::string &device) {
gpuBackend = type;
gpuBackendDevice = device;
}
GPUBackend GetGPUBackend() {
return gpuBackend;
}
std::string GetGPUBackendDevice() {
return gpuBackendDevice;
}
bool IsAudioInitialised() {
return audioInitialized;
}
void Audio_Init() {
if (!audioInitialized) {
audioInitialized = true;
host->InitSound();
}
}
void Audio_Shutdown() {
if (audioInitialized) {
audioInitialized = false;
host->ShutdownSound();
}
}
bool CPU_IsReady() {
if (coreState == CORE_POWERUP)
return false;
return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_IsShutdown() {
return cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_HasPendingAction() {
return cpuThreadState != CPU_THREAD_RUNNING;
}
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void CPU_Shutdown();
bool DiscIDFromGEDumpPath(const std::string &path, FileLoader *fileLoader, std::string *id) {
using namespace GPURecord;
// For newer files, it's stored in the dump.
Header header;
if (fileLoader->ReadAt(0, sizeof(header), &header) == sizeof(header)) {
const bool magicMatch = memcmp(header.magic, HEADER_MAGIC, sizeof(header.magic)) == 0;
if (magicMatch && header.version <= VERSION && header.version >= 4) {
size_t gameIDLength = strnlen(header.gameID, sizeof(header.gameID));
if (gameIDLength != 0) {
*id = std::string(header.gameID, gameIDLength);
return true;
}
}
}
// Fall back to using the filename.
std::string filename = File::GetFilename(path);
// Could be more discerning, but hey..
if (filename.size() > 10 && filename[0] == 'U' && filename[9] == '_') {
*id = filename.substr(0, 9);
return true;
} else {
return false;
}
}
bool CPU_Init() {
coreState = CORE_POWERUP;
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currentMIPS = &mipsr4k;
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g_symbolMap = new SymbolMap();
// Default memory settings
// Seems to be the safest place currently..
Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
g_RemasterMode = false;
g_DoubleTextureCoordinates = false;
Memory::g_PSPModel = g_Config.iPSPModel;
std::string filename = coreParameter.fileToStart;
loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename));
#ifdef _M_X64
if (g_Config.bCacheFullIsoInRam) {
loadedFile = new RamCachingFileLoader(loadedFile);
}
#endif
IdentifiedFileType type = Identify_File(loadedFile);
// TODO: Put this somewhere better?
if (coreParameter.mountIso != "") {
coreParameter.mountIsoLoader = ConstructFileLoader(coreParameter.mountIso);
}
MIPSAnalyst::Reset();
Replacement_Init();
std::string discID;
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switch (type) {
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
case IdentifiedFileType::PSP_DISC_DIRECTORY:
InitMemoryForGameISO(loadedFile);
discID = g_paramSFO.GetDiscID();
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break;
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
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// This is normal for homebrew.
// ERROR_LOG(LOADER, "PBP directory resolution failed.");
InitMemoryForGamePBP(loadedFile);
discID = g_paramSFO.GetDiscID();
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break;
case IdentifiedFileType::PSP_ELF:
if (Memory::g_PSPModel != PSP_MODEL_FAT) {
INFO_LOG(LOADER, "ELF, using full PSP-2000 memory access");
Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE;
}
discID = g_paramSFO.GetDiscID();
break;
case IdentifiedFileType::PPSSPP_GE_DUMP:
// Try to grab the disc ID from the filename, since unfortunately, we don't store
// it in the GE dump. This should probably be fixed, but as long as you don't rename the dumps,
// this will do the trick.
if (!DiscIDFromGEDumpPath(filename, loadedFile, &discID)) {
// Failed? Let the param SFO autogen a fake disc ID.
discID = g_paramSFO.GetDiscID();
}
break;
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default:
discID = g_paramSFO.GetDiscID();
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break;
}
// Here we have read the PARAM.SFO, let's see if we need any compatibility overrides.
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// Homebrew usually has an empty discID, and even if they do have a disc id, it's not
// likely to collide with any commercial ones.
coreParameter.compat.Load(discID);
HLEPlugins::Init();
if (!Memory::Init()) {
// We're screwed.
return false;
}
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mipsr4k.Reset();
host->AttemptLoadSymbolMap();
if (coreParameter.enableSound) {
Audio_Init();
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}
CoreTiming::Init();
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// Init all the HLE modules
HLEInit();
// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
// If they shut down early, we'll catch it when load completes.
// Note: this may return before init is complete, which is checked if CPU_IsReady().
if (!LoadFile(&loadedFile, &coreParameter.errorString)) {
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CPU_Shutdown();
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coreParameter.fileToStart = "";
return false;
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}
if (coreParameter.updateRecent) {
g_Config.AddRecent(filename);
}
InstallExceptionHandler(&Memory::HandleFault);
return true;
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}
PSP_LoadingLock::PSP_LoadingLock() {
loadingLock.lock();
}
PSP_LoadingLock::~PSP_LoadingLock() {
loadingLock.unlock();
}
void CPU_Shutdown() {
UninstallExceptionHandler();
// Since we load on a background thread, wait for startup to complete.
PSP_LoadingLock lock;
PSPLoaders_Shutdown();
if (g_Config.bAutoSaveSymbolMap) {
host->SaveSymbolMap();
}
Replacement_Shutdown();
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CoreTiming::Shutdown();
__KernelShutdown();
HLEShutdown();
if (coreParameter.enableSound) {
Audio_Shutdown();
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}
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pspFileSystem.Shutdown();
mipsr4k.Shutdown();
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Memory::Shutdown();
HLEPlugins::Shutdown();
delete loadedFile;
loadedFile = nullptr;
delete coreParameter.mountIsoLoader;
delete g_symbolMap;
g_symbolMap = nullptr;
coreParameter.mountIsoLoader = nullptr;
}
// TODO: Maybe loadedFile doesn't even belong here...
void UpdateLoadedFile(FileLoader *fileLoader) {
delete loadedFile;
loadedFile = fileLoader;
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}
void Core_UpdateState(CoreState newState) {
if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
coreStatePending = true;
coreState = newState;
Core_UpdateSingleStep();
}
void Core_UpdateDebugStats(bool collectStats) {
if (coreCollectDebugStats != collectStats) {
coreCollectDebugStats = collectStats;
mipsr4k.ClearJitCache();
}
kernelStats.ResetFrame();
gpuStats.ResetFrame();
}
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
if (pspIsIniting || pspIsQuitting) {
return false;
}
#if defined(_WIN32) && defined(_M_X64)
INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !defined(_M_X64)
INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
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Core_NotifyLifecycle(CoreLifecycle::STARTING);
GraphicsContext *temp = coreParameter.graphicsContext;
coreParameter = coreParam;
if (coreParameter.graphicsContext == nullptr) {
coreParameter.graphicsContext = temp;
}
coreParameter.errorString = "";
pspIsIniting = true;
PSP_SetLoading("Loading game...");
if (!CPU_Init()) {
*error_string = "Failed initializing CPU/Memory";
return false;
}
// Compat flags get loaded in CPU_Init (which is a bit of a misnomer) so we check for SW renderer here.
if (g_Config.bSoftwareRendering || PSP_CoreParameter().compat.flags().ForceSoftwareRenderer) {
coreParameter.gpuCore = GPUCORE_SOFTWARE;
}
*error_string = coreParameter.errorString;
bool success = coreParameter.fileToStart != "";
if (!success) {
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
pspIsIniting = false;
}
return success;
}
bool PSP_InitUpdate(std::string *error_string) {
if (pspIsInited || !pspIsIniting) {
return true;
}
if (!CPU_IsReady()) {
return false;
}
bool success = coreParameter.fileToStart != "";
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*error_string = coreParameter.errorString;
if (success && gpu == nullptr) {
PSP_SetLoading("Starting graphics...");
Draw::DrawContext *draw = coreParameter.graphicsContext ? coreParameter.graphicsContext->GetDrawContext() : nullptr;
success = GPU_Init(coreParameter.graphicsContext, draw);
if (!success) {
*error_string = "Unable to initialize rendering engine.";
}
}
if (!success) {
PSP_Shutdown();
return true;
}
pspIsInited = GPU_IsReady();
pspIsIniting = !pspIsInited;
if (pspIsInited) {
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
}
return pspIsInited;
}
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
PSP_InitStart(coreParam, error_string);
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while (!PSP_InitUpdate(error_string))
sleep_ms(10);
return pspIsInited;
}
bool PSP_IsIniting() {
return pspIsIniting;
}
bool PSP_IsInited() {
return pspIsInited && !pspIsQuitting;
}
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bool PSP_IsQuitting() {
return pspIsQuitting;
}
void PSP_Shutdown() {
// Do nothing if we never inited.
if (!pspIsInited && !pspIsIniting && !pspIsQuitting) {
return;
}
// Make sure things know right away that PSP memory, etc. is going away.
pspIsQuitting = true;
if (coreState == CORE_RUNNING)
Core_UpdateState(CORE_POWERDOWN);
#ifndef MOBILE_DEVICE
if (g_Config.bFuncHashMap) {
MIPSAnalyst::StoreHashMap();
}
#endif
if (pspIsIniting)
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
Core_NotifyLifecycle(CoreLifecycle::STOPPING);
CPU_Shutdown();
GPU_Shutdown();
g_paramSFO.Clear();
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host->SetWindowTitle(0);
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currentMIPS = 0;
pspIsInited = false;
pspIsIniting = false;
pspIsQuitting = false;
g_Config.unloadGameConfig();
Core_NotifyLifecycle(CoreLifecycle::STOPPED);
}
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void PSP_BeginHostFrame() {
// Reapply the graphics state of the PSP
if (gpu) {
gpu->BeginHostFrame();
}
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}
void PSP_EndHostFrame() {
if (gpu) {
gpu->EndHostFrame();
}
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}
void PSP_RunLoopWhileState() {
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
int blockTicks = usToCycles(1000000 / 10);
// Run until CORE_NEXTFRAME
while (coreState == CORE_RUNNING || coreState == CORE_STEPPING) {
PSP_RunLoopFor(blockTicks);
if (coreState == CORE_STEPPING) {
// Keep the UI responsive.
break;
}
}
}
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void PSP_RunLoopUntil(u64 globalticks) {
SaveState::Process();
if (coreState == CORE_POWERDOWN || coreState == CORE_BOOT_ERROR || coreState == CORE_RUNTIME_ERROR) {
return;
} else if (coreState == CORE_STEPPING) {
Core_ProcessStepping();
return;
}
mipsr4k.RunLoopUntil(globalticks);
gpu->CleanupBeforeUI();
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}
void PSP_RunLoopFor(int cycles) {
PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
}
void PSP_SetLoading(const std::string &reason) {
std::lock_guard<std::mutex> guard(loadingReasonLock);
loadingReason = reason;
}
std::string PSP_GetLoading() {
std::lock_guard<std::mutex> guard(loadingReasonLock);
return loadingReason;
}
CoreParameter &PSP_CoreParameter() {
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return coreParameter;
}
std::string GetSysDirectory(PSPDirectories directoryType) {
switch (directoryType) {
case DIRECTORY_CHEATS:
return g_Config.memStickDirectory + "PSP/Cheats/";
case DIRECTORY_GAME:
return g_Config.memStickDirectory + "PSP/GAME/";
case DIRECTORY_SAVEDATA:
return g_Config.memStickDirectory + "PSP/SAVEDATA/";
case DIRECTORY_SCREENSHOT:
return g_Config.memStickDirectory + "PSP/SCREENSHOT/";
case DIRECTORY_SYSTEM:
return g_Config.memStickDirectory + "PSP/SYSTEM/";
case DIRECTORY_PAUTH:
return g_Config.memStickDirectory + "PAUTH/";
case DIRECTORY_DUMP:
return g_Config.memStickDirectory + "PSP/SYSTEM/DUMP/";
case DIRECTORY_SAVESTATE:
return g_Config.memStickDirectory + "PSP/PPSSPP_STATE/";
case DIRECTORY_CACHE:
return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/";
case DIRECTORY_TEXTURES:
return g_Config.memStickDirectory + "PSP/TEXTURES/";
case DIRECTORY_PLUGINS:
return g_Config.memStickDirectory + "PSP/PLUGINS/";
case DIRECTORY_APP_CACHE:
if (!g_Config.appCacheDirectory.empty()) {
return g_Config.appCacheDirectory;
}
return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/";
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case DIRECTORY_VIDEO:
return g_Config.memStickDirectory + "PSP/VIDEO/";
case DIRECTORY_AUDIO:
return g_Config.memStickDirectory + "PSP/AUDIO/";
// Just return the memory stick root if we run into some sort of problem.
default:
ERROR_LOG(FILESYS, "Unknown directory type.");
return g_Config.memStickDirectory;
}
}
#if defined(_WIN32)
// Run this at startup time. Please use GetSysDirectory if you need to query where folders are.
void InitSysDirectories() {
if (!g_Config.memStickDirectory.empty() && !g_Config.flash0Directory.empty())
return;
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const std::string path = File::GetExeDirectory();
// Mount a filesystem
g_Config.flash0Directory = path + "assets/flash0/";
// Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder.
#if PPSSPP_PLATFORM(UWP)
// We set g_Config.memStickDirectory outside.
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#else
// Caller sets this to the Documents folder.
const std::string rootMyDocsPath = g_Config.internalDataDirectory;
const std::string myDocsPath = rootMyDocsPath + "/PPSSPP/";
const std::string installedFile = path + "installed.txt";
const bool installed = File::Exists(installedFile);
// If installed.txt exists(and we can determine the Documents directory)
if (installed && rootMyDocsPath.size() > 0) {
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#if defined(_WIN32) && defined(__MINGW32__)
std::ifstream inputFile(installedFile);
#else
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std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
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#endif
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if (!inputFile.fail() && inputFile.is_open()) {
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std::string tempString;
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std::getline(inputFile, tempString);
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// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
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tempString = tempString.substr(3);
g_Config.memStickDirectory = tempString;
}
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inputFile.close();
// Check if the file is empty first, before appending the slash.
if (g_Config.memStickDirectory.empty())
g_Config.memStickDirectory = myDocsPath;
size_t lastSlash = g_Config.memStickDirectory.find_last_of("/");
if (lastSlash != (g_Config.memStickDirectory.length() - 1))
g_Config.memStickDirectory.append("/");
} else {
g_Config.memStickDirectory = path + "memstick/";
}
// Create the memstickpath before trying to write to it, and fall back on Documents yet again
// if we can't make it.
if (!File::Exists(g_Config.memStickDirectory)) {
if (!File::CreateDir(g_Config.memStickDirectory))
g_Config.memStickDirectory = myDocsPath;
INFO_LOG(COMMON, "Memstick directory not present, creating at '%s'", g_Config.memStickDirectory.c_str());
}
const std::string testFile = g_Config.memStickDirectory + "_writable_test.$$$";
// If any directory is read-only, fall back to the Documents directory.
// We're screwed anyway if we can't write to Documents, or can't detect it.
if (!File::CreateEmptyFile(testFile))
g_Config.memStickDirectory = myDocsPath;
// Clean up our mess.
if (File::Exists(testFile))
File::Delete(testFile);
#endif
// Create the default directories that a real PSP creates. Good for homebrew so they can
// expect a standard environment. Skipping THEME though, that's pointless.
File::CreateDir(g_Config.memStickDirectory + "PSP");
File::CreateDir(g_Config.memStickDirectory + "PSP/COMMON");
File::CreateDir(GetSysDirectory(DIRECTORY_GAME));
File::CreateDir(GetSysDirectory(DIRECTORY_SAVEDATA));
File::CreateDir(GetSysDirectory(DIRECTORY_SAVESTATE));
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME);
}
}
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#endif