ppsspp/Core/SaveState.cpp
Henrik Rydgård ee6234ecb6 I18N: Switch to getting categories by index instead of by string lookup
Also gets rid of the shared_ptr usage, and generally makes things nicer.

Needed for later config refactorings, good to get in early.
2023-04-07 10:35:01 +02:00

1108 lines
33 KiB
C++

// 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.
// 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 <algorithm>
#include <vector>
#include <thread>
#include <mutex>
#include "Common/Data/Text/I18n.h"
#include "Common/Thread/ThreadUtil.h"
#include "Common/Data/Text/Parsers.h"
#include "Common/System/System.h"
#include "Common/File/FileUtil.h"
#include "Common/Serialize/Serializer.h"
#include "Common/Serialize/SerializeFuncs.h"
#include "Common/StringUtils.h"
#include "Common/TimeUtil.h"
#include "Core/SaveState.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/Screenshot.h"
#include "Core/System.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/ReplaceTables.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceUtility.h"
#include "Core/MemMap.h"
#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/JitCommon/JitBlockCache.h"
#include "HW/MemoryStick.h"
#include "GPU/GPUState.h"
#ifndef MOBILE_DEVICE
#include "Core/AVIDump.h"
#include "Core/HLE/__sceAudio.h"
#endif
// Slot number is visual only, -2 will display special message
constexpr int LOAD_UNDO_SLOT = -2;
namespace SaveState
{
struct SaveStart
{
void DoState(PointerWrap &p);
};
enum OperationType
{
SAVESTATE_SAVE,
SAVESTATE_LOAD,
SAVESTATE_VERIFY,
SAVESTATE_REWIND,
SAVESTATE_SAVE_SCREENSHOT,
};
struct Operation
{
// The slot number is for visual purposes only. Set to -1 for operations where we don't display a message for example.
Operation(OperationType t, const Path &f, int slot_, Callback cb, void *cbUserData_)
: type(t), filename(f), callback(cb), slot(slot_), cbUserData(cbUserData_)
{
}
OperationType type;
Path filename;
Callback callback;
int slot;
void *cbUserData;
};
CChunkFileReader::Error SaveToRam(std::vector<u8> &data) {
SaveStart state;
return CChunkFileReader::MeasureAndSavePtr(state, &data);
}
CChunkFileReader::Error LoadFromRam(std::vector<u8> &data, std::string *errorString) {
SaveStart state;
return CChunkFileReader::LoadPtr(&data[0], state, errorString);
}
// This ring buffer of states is for rewind save states, which are kept in RAM.
// Save states are compressed against one of two reference saves (bases_), and the reference
// is switched to a fresh save every N saves, where N is BASE_USAGE_INTERVAL.
// The compression is a simple block based scheme where 0 means to copy a block from the base,
// and 1 means that the following bytes are the next block. See Compress/LockedDecompress.
class StateRingbuffer {
public:
StateRingbuffer() {
size_ = REWIND_NUM_STATES;
states_.resize(size_);
baseMapping_.resize(size_);
}
~StateRingbuffer() {
if (compressThread_.joinable()) {
compressThread_.join();
}
}
CChunkFileReader::Error Save()
{
rewindLastTime_ = time_now_d();
// Make sure we're not processing a previous save. That'll cause a hitch though, but at least won't
// crash due to contention over buffer_.
if (compressThread_.joinable())
compressThread_.join();
std::lock_guard<std::mutex> guard(lock_);
int n = next_++ % size_;
if ((next_ % size_) == first_)
++first_;
std::vector<u8> *compressBuffer = &buffer_;
CChunkFileReader::Error err;
if (base_ == -1 || ++baseUsage_ > BASE_USAGE_INTERVAL)
{
base_ = (base_ + 1) % ARRAY_SIZE(bases_);
baseUsage_ = 0;
err = SaveToRam(bases_[base_]);
// Let's not bother savestating twice.
compressBuffer = &bases_[base_];
}
else
err = SaveToRam(buffer_);
if (err == CChunkFileReader::ERROR_NONE)
ScheduleCompress(&states_[n], compressBuffer, &bases_[base_]);
else
states_[n].clear();
baseMapping_[n] = base_;
return err;
}
CChunkFileReader::Error Restore(std::string *errorString)
{
std::lock_guard<std::mutex> guard(lock_);
// No valid states left.
if (Empty())
return CChunkFileReader::ERROR_BAD_FILE;
int n = (--next_ + size_) % size_;
if (states_[n].empty())
return CChunkFileReader::ERROR_BAD_FILE;
static std::vector<u8> buffer;
LockedDecompress(buffer, states_[n], bases_[baseMapping_[n]]);
CChunkFileReader::Error error = LoadFromRam(buffer, errorString);
rewindLastTime_ = time_now_d();
return error;
}
void ScheduleCompress(std::vector<u8> *result, const std::vector<u8> *state, const std::vector<u8> *base)
{
if (compressThread_.joinable())
compressThread_.join();
compressThread_ = std::thread([=]{
SetCurrentThreadName("SaveStateCompress");
// Should do no I/O, so no JNI thread context needed.
Compress(*result, *state, *base);
});
}
void Compress(std::vector<u8> &result, const std::vector<u8> &state, const std::vector<u8> &base)
{
std::lock_guard<std::mutex> guard(lock_);
// Bail if we were cleared before locking.
if (first_ == 0 && next_ == 0)
return;
double start_time = time_now_d();
result.clear();
result.reserve(512 * 1024);
for (size_t i = 0; i < state.size(); i += BLOCK_SIZE)
{
int blockSize = std::min(BLOCK_SIZE, (int)(state.size() - i));
if (i + blockSize > base.size() || memcmp(&state[i], &base[i], blockSize) != 0)
{
result.push_back(1);
result.insert(result.end(), state.begin() + i, state.begin() + i + blockSize);
}
else
result.push_back(0);
}
double taken_s = time_now_d() - start_time;
DEBUG_LOG(SAVESTATE, "Rewind: Compressed save from %d bytes to %d in %0.2f ms.", (int)state.size(), (int)result.size(), taken_s * 1000.0);
}
void LockedDecompress(std::vector<u8> &result, const std::vector<u8> &compressed, const std::vector<u8> &base)
{
result.clear();
result.reserve(base.size());
auto basePos = base.begin();
for (size_t i = 0; i < compressed.size(); )
{
if (compressed[i] == 0)
{
++i;
int blockSize = std::min(BLOCK_SIZE, (int)(base.size() - result.size()));
result.insert(result.end(), basePos, basePos + blockSize);
basePos += blockSize;
}
else
{
++i;
int blockSize = std::min(BLOCK_SIZE, (int)(compressed.size() - i));
result.insert(result.end(), compressed.begin() + i, compressed.begin() + i + blockSize);
i += blockSize;
// This check is to avoid advancing basePos out of range, which MSVC catches.
// When this happens, we're at the end of decoding anyway.
if (base.end() - basePos >= blockSize) {
basePos += blockSize;
}
}
}
}
void Clear()
{
if (compressThread_.joinable())
compressThread_.join();
// This lock is mainly for shutdown.
std::lock_guard<std::mutex> guard(lock_);
first_ = 0;
next_ = 0;
for (auto &b : bases_) {
b.clear();
}
baseMapping_.clear();
baseMapping_.resize(size_);
for (auto &s : states_) {
s.clear();
}
buffer_.clear();
base_ = -1;
baseUsage_ = 0;
rewindLastTime_ = time_now_d();
}
bool Empty() const
{
return next_ == first_;
}
void Process() {
if (g_Config.iRewindSnapshotInterval <= 0) {
return;
}
// For fast-forwarding, otherwise they may be useless and too close.
double now = time_now_d();
double diff = now - rewindLastTime_;
if (diff < g_Config.iRewindSnapshotInterval)
return;
DEBUG_LOG(SAVESTATE, "Saving rewind state");
Save();
}
void NotifyState() {
// Prevent saving snapshots immediately after loading or saving a state.
rewindLastTime_ = time_now_d();
}
private:
const int BLOCK_SIZE = 8192;
const int REWIND_NUM_STATES = 20;
// TODO: Instead, based on size of compressed state?
const int BASE_USAGE_INTERVAL = 15;
typedef std::vector<u8> StateBuffer;
int first_ = 0;
int next_ = 0;
int size_;
std::vector<StateBuffer> states_;
StateBuffer bases_[2];
std::vector<int> baseMapping_;
std::mutex lock_;
std::thread compressThread_;
std::vector<u8> buffer_;
int base_ = -1;
int baseUsage_ = 0;
double rewindLastTime_ = 0.0f;
};
static bool needsProcess = false;
static bool needsRestart = false;
static std::vector<Operation> pending;
static std::mutex mutex;
static int screenshotFailures = 0;
static bool hasLoadedState = false;
static const int STALE_STATE_USES = 2;
// 4 hours of total gameplay since the virtual PSP started the game.
static const u64 STALE_STATE_TIME = 4 * 3600 * 1000000ULL;
static int saveStateGeneration = 0;
static int saveDataGeneration = 0;
static int lastSaveDataGeneration = 0;
static std::string saveStateInitialGitVersion = "";
// TODO: Should this be configurable?
static const int SCREENSHOT_FAILURE_RETRIES = 15;
static StateRingbuffer rewindStates;
void SaveStart::DoState(PointerWrap &p)
{
auto s = p.Section("SaveStart", 1, 3);
if (!s)
return;
if (s >= 2) {
// This only increments on save, of course.
++saveStateGeneration;
Do(p, saveStateGeneration);
// This saves the first git version to create this save state (or generation of save states.)
if (saveStateInitialGitVersion.empty())
saveStateInitialGitVersion = PPSSPP_GIT_VERSION;
Do(p, saveStateInitialGitVersion);
} else {
saveStateGeneration = 1;
}
if (s >= 3) {
// Keep track of savedata (not save states) too.
Do(p, saveDataGeneration);
} else {
saveDataGeneration = 0;
}
// Gotta do CoreTiming before HLE, but from v3 we've moved it after the memory stuff.
if (s <= 2) {
CoreTiming::DoState(p);
}
// Memory is a bit tricky when jit is enabled, since there's emuhacks in it.
auto savedReplacements = SaveAndClearReplacements();
if (MIPSComp::jit && p.mode == p.MODE_WRITE) {
std::lock_guard<std::recursive_mutex> guard(MIPSComp::jitLock);
if (MIPSComp::jit) {
std::vector<u32> savedBlocks;
savedBlocks = MIPSComp::jit->SaveAndClearEmuHackOps();
Memory::DoState(p);
MIPSComp::jit->RestoreSavedEmuHackOps(savedBlocks);
} else {
Memory::DoState(p);
}
} else {
Memory::DoState(p);
}
if (s >= 3) {
CoreTiming::DoState(p);
}
// Don't bother restoring if reading, we'll deal with that in KernelModuleDoState.
// In theory, different functions might have been runtime loaded in the state.
if (p.mode != p.MODE_READ)
RestoreSavedReplacements(savedReplacements);
MemoryStick_DoState(p);
currentMIPS->DoState(p);
HLEDoState(p);
__KernelDoState(p);
// Kernel object destructors might close open files, so do the filesystem last.
pspFileSystem.DoState(p);
}
void Enqueue(SaveState::Operation op)
{
std::lock_guard<std::mutex> guard(mutex);
pending.push_back(op);
// Don't actually run it until next frame.
// It's possible there might be a duplicate but it won't hurt us.
needsProcess = true;
Core_UpdateSingleStep();
}
void Load(const Path &filename, int slot, Callback callback, void *cbUserData)
{
rewindStates.NotifyState();
if (coreState == CoreState::CORE_RUNTIME_ERROR)
Core_EnableStepping(true, "savestate.load", 0);
Enqueue(Operation(SAVESTATE_LOAD, filename, slot, callback, cbUserData));
}
void Save(const Path &filename, int slot, Callback callback, void *cbUserData)
{
rewindStates.NotifyState();
if (coreState == CoreState::CORE_RUNTIME_ERROR)
Core_EnableStepping(true, "savestate.save", 0);
Enqueue(Operation(SAVESTATE_SAVE, filename, slot, callback, cbUserData));
}
void Verify(Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_VERIFY, Path(), -1, callback, cbUserData));
}
void Rewind(Callback callback, void *cbUserData)
{
if (coreState == CoreState::CORE_RUNTIME_ERROR)
Core_EnableStepping(true, "savestate.rewind", 0);
Enqueue(Operation(SAVESTATE_REWIND, Path(), -1, callback, cbUserData));
}
void SaveScreenshot(const Path &filename, Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_SAVE_SCREENSHOT, filename, -1, callback, cbUserData));
}
bool CanRewind()
{
return !rewindStates.Empty();
}
// Slot utilities
std::string AppendSlotTitle(const std::string &filename, const std::string &title) {
char slotChar = 0;
auto detectSlot = [&](const std::string &ext) {
if (!endsWith(filename, std::string(".") + ext)) {
return false;
}
// Usually these are slots, let's check the slot # after the last '_'.
size_t slotNumPos = filename.find_last_of('_');
if (slotNumPos == filename.npos) {
return false;
}
const size_t extLength = ext.length() + 1;
// If we take out the extension, '_', etc. we should be left with only a single digit.
if (slotNumPos + 1 + extLength != filename.length() - 1) {
return false;
}
slotChar = filename[slotNumPos + 1];
if (slotChar < '0' || slotChar > '8') {
return false;
}
// Change from zero indexed to human friendly.
slotChar++;
return true;
};
if (detectSlot(STATE_EXTENSION)) {
return StringFromFormat("%s (%c)", title.c_str(), slotChar);
}
if (detectSlot(UNDO_STATE_EXTENSION)) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
// Allow the number to be positioned where it makes sense.
std::string undo = sy->T("undo %c");
return title + " (" + StringFromFormat(undo.c_str(), slotChar) + ")";
}
// Couldn't detect, use the filename.
return title + " (" + filename + ")";
}
std::string GetTitle(const Path &filename) {
std::string title;
if (CChunkFileReader::GetFileTitle(filename, &title) == CChunkFileReader::ERROR_NONE) {
if (title.empty()) {
return filename.GetFilename();
}
return AppendSlotTitle(filename.GetFilename(), title);
}
// The file can't be loaded - let's note that.
auto sy = GetI18NCategory(I18NCat::SYSTEM);
return filename.GetFilename() + " " + sy->T("(broken)");
}
std::string GenerateFullDiscId(const Path &gameFilename) {
std::string discId = g_paramSFO.GetValueString("DISC_ID");
std::string discVer = g_paramSFO.GetValueString("DISC_VERSION");
if (discId.empty()) {
discId = g_paramSFO.GenerateFakeID();
discVer = "1.00";
}
return StringFromFormat("%s_%s", discId.c_str(), discVer.c_str());
}
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension)
{
std::string filename = StringFromFormat("%s_%d.%s", GenerateFullDiscId(gameFilename).c_str(), slot, extension);
return GetSysDirectory(DIRECTORY_SAVESTATE) / filename;
}
int GetCurrentSlot()
{
return g_Config.iCurrentStateSlot;
}
void NextSlot()
{
g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % NUM_SLOTS;
}
static void DeleteIfExists(const Path &fn) {
// Just avoiding error messages.
if (File::Exists(fn)) {
File::Delete(fn);
}
}
static void RenameIfExists(const Path &from, const Path &to) {
if (File::Exists(from)) {
File::Rename(from, to);
}
}
static void SwapIfExists(const Path &from, const Path &to) {
Path temp = from.WithExtraExtension(".tmp");
if (File::Exists(from)) {
File::Rename(from, temp);
File::Rename(to, from);
File::Rename(temp, to);
}
}
void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
if (!fn.empty()) {
// This add only 1 extra state, should we just always enable it?
if (g_Config.bEnableStateUndo) {
Path backup = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
auto saveCallback = [=](Status status, const std::string &message, void *data) {
if (status != Status::FAILURE) {
DeleteIfExists(backup);
File::Rename(backup.WithExtraExtension(".tmp"), backup);
g_Config.sStateLoadUndoGame = GenerateFullDiscId(gameFilename);
g_Config.Save("Saving config for savestate last load undo");
} else {
ERROR_LOG(SAVESTATE, "Saving load undo state failed: %s", message.c_str());
}
Load(fn, slot, callback, cbUserData);
};
if (!backup.empty()) {
Save(backup.WithExtraExtension(".tmp"), LOAD_UNDO_SLOT, saveCallback, cbUserData);
} else {
ERROR_LOG(SAVESTATE, "Saving load undo state failed. Error in the file system.");
Load(fn, slot, callback, cbUserData);
}
} else {
Load(fn, slot, callback, cbUserData);
}
} else {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (callback)
callback(Status::FAILURE, sy->T("Failed to load state. Error in the file system."), cbUserData);
}
}
bool UndoLoad(const Path &gameFilename, Callback callback, void *cbUserData)
{
if (g_Config.sStateLoadUndoGame != GenerateFullDiscId(gameFilename)) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (callback)
callback(Status::FAILURE, sy->T("Error: load undo state is from a different game"), cbUserData);
return false;
}
Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
if (!fn.empty()) {
Load(fn, LOAD_UNDO_SLOT, callback, cbUserData);
return true;
} else {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (callback)
callback(Status::FAILURE, sy->T("Failed to load state for load undo. Error in the file system."), cbUserData);
return false;
}
}
void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
if (!fn.empty()) {
auto renameCallback = [=](Status status, const std::string &message, void *data) {
if (status != Status::FAILURE) {
if (g_Config.bEnableStateUndo) {
DeleteIfExists(fnUndo);
RenameIfExists(fn, fnUndo);
g_Config.sStateUndoLastSaveGame = GenerateFullDiscId(gameFilename);
g_Config.iStateUndoLastSaveSlot = slot;
g_Config.Save("Saving config for savestate last save undo");
} else {
DeleteIfExists(fn);
}
File::Rename(fn.WithExtraExtension(".tmp"), fn);
}
if (callback) {
callback(status, message, data);
}
};
// Let's also create a screenshot.
if (g_Config.bEnableStateUndo) {
DeleteIfExists(shotUndo);
RenameIfExists(shot, shotUndo);
}
SaveScreenshot(shot, Callback(), 0);
Save(fn.WithExtraExtension(".tmp"), slot, renameCallback, cbUserData);
} else {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
if (callback)
callback(Status::FAILURE, sy->T("Failed to save state. Error in the file system."), cbUserData);
}
}
bool UndoSaveSlot(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
// Do nothing if there's no undo.
if (File::Exists(fnUndo)) {
// Swap them so they can undo again to redo. Mistakes happen.
SwapIfExists(shotUndo, shot);
SwapIfExists(fnUndo, fn);
return true;
}
return false;
}
bool UndoLastSave(const Path &gameFilename) {
if (g_Config.sStateUndoLastSaveGame != GenerateFullDiscId(gameFilename))
return false;
return UndoSaveSlot(gameFilename, g_Config.iStateUndoLastSaveSlot);
}
bool HasSaveInSlot(const Path &gameFilename, int slot)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
return File::Exists(fn);
}
bool HasUndoSaveInSlot(const Path &gameFilename, int slot)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
return File::Exists(fn);
}
bool HasUndoLastSave(const Path &gameFilename)
{
if (g_Config.sStateUndoLastSaveGame != GenerateFullDiscId(gameFilename))
return false;
return HasUndoSaveInSlot(gameFilename, g_Config.iStateUndoLastSaveSlot);
}
bool HasScreenshotInSlot(const Path &gameFilename, int slot)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
return File::Exists(fn);
}
bool HasUndoLoad(const Path &gameFilename)
{
Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
return File::Exists(fn) && g_Config.sStateLoadUndoGame == GenerateFullDiscId(gameFilename);
}
bool operator < (const tm &t1, const tm &t2) {
if (t1.tm_year < t2.tm_year) return true;
if (t1.tm_year > t2.tm_year) return false;
if (t1.tm_mon < t2.tm_mon) return true;
if (t1.tm_mon > t2.tm_mon) return false;
if (t1.tm_mday < t2.tm_mday) return true;
if (t1.tm_mday > t2.tm_mday) return false;
if (t1.tm_hour < t2.tm_hour) return true;
if (t1.tm_hour > t2.tm_hour) return false;
if (t1.tm_min < t2.tm_min) return true;
if (t1.tm_min > t2.tm_min) return false;
if (t1.tm_sec < t2.tm_sec) return true;
if (t1.tm_sec > t2.tm_sec) return false;
return false;
}
bool operator > (const tm &t1, const tm &t2) {
if (t1.tm_year > t2.tm_year) return true;
if (t1.tm_year < t2.tm_year) return false;
if (t1.tm_mon > t2.tm_mon) return true;
if (t1.tm_mon < t2.tm_mon) return false;
if (t1.tm_mday > t2.tm_mday) return true;
if (t1.tm_mday < t2.tm_mday) return false;
if (t1.tm_hour > t2.tm_hour) return true;
if (t1.tm_hour < t2.tm_hour) return false;
if (t1.tm_min > t2.tm_min) return true;
if (t1.tm_min < t2.tm_min) return false;
if (t1.tm_sec > t2.tm_sec) return true;
if (t1.tm_sec < t2.tm_sec) return false;
return false;
}
bool operator ! (const tm &t1) {
if (t1.tm_year || t1.tm_mon || t1.tm_mday || t1.tm_hour || t1.tm_min || t1.tm_sec) return false;
return true;
}
int GetNewestSlot(const Path &gameFilename) {
int newestSlot = -1;
tm newestDate = {0};
for (int i = 0; i < NUM_SLOTS; i++) {
Path fn = GenerateSaveSlotFilename(gameFilename, i, STATE_EXTENSION);
if (File::Exists(fn)) {
tm time;
bool success = File::GetModifTime(fn, time);
if (success && newestDate < time) {
newestDate = time;
newestSlot = i;
}
}
}
return newestSlot;
}
int GetOldestSlot(const Path &gameFilename) {
int oldestSlot = -1;
tm oldestDate = {0};
for (int i = 0; i < NUM_SLOTS; i++) {
Path fn = GenerateSaveSlotFilename(gameFilename, i, STATE_EXTENSION);
if (File::Exists(fn)) {
tm time;
bool success = File::GetModifTime(fn, time);
if (success && (!oldestDate || oldestDate > time)) {
oldestDate = time;
oldestSlot = i;
}
}
}
return oldestSlot;
}
std::string GetSlotDateAsString(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
if (File::Exists(fn)) {
tm time;
if (File::GetModifTime(fn, time)) {
char buf[256];
// TODO: Use local time format? Americans and some others might not like ISO standard :)
switch (g_Config.iDateFormat) {
case PSP_SYSTEMPARAM_DATE_FORMAT_YYYYMMDD:
strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
break;
case PSP_SYSTEMPARAM_DATE_FORMAT_MMDDYYYY:
strftime(buf, sizeof(buf), "%m-%d-%Y %H:%M:%S", &time);
break;
case PSP_SYSTEMPARAM_DATE_FORMAT_DDMMYYYY:
strftime(buf, sizeof(buf), "%d-%m-%Y %H:%M:%S", &time);
break;
default: // Should never happen
return "";
}
return std::string(buf);
}
}
return "";
}
std::vector<Operation> Flush()
{
std::lock_guard<std::mutex> guard(mutex);
std::vector<Operation> copy = pending;
pending.clear();
return copy;
}
bool HandleLoadFailure()
{
WARN_LOG(SAVESTATE, "HandleLoadFailure - trying a rewind state.");
// Okay, first, let's give the rewind state a shot - maybe we can at least not reset entirely.
// Even if this was a rewind, maybe we can still load a previous one.
CChunkFileReader::Error result;
do {
std::string errorString;
result = rewindStates.Restore(&errorString);
} while (result == CChunkFileReader::ERROR_BROKEN_STATE);
if (result == CChunkFileReader::ERROR_NONE) {
return true;
}
// We tried, our only remaining option is to reset the game.
needsRestart = true;
// Make sure we don't proceed to run anything yet.
coreState = CORE_NEXTFRAME;
return false;
}
bool HasLoadedState() {
return hasLoadedState;
}
bool IsStale() {
if (saveStateGeneration >= STALE_STATE_USES) {
return CoreTiming::GetGlobalTimeUs() > STALE_STATE_TIME;
}
return false;
}
bool IsOldVersion() {
if (saveStateInitialGitVersion.empty())
return false;
Version state(saveStateInitialGitVersion);
Version gitVer(PPSSPP_GIT_VERSION);
if (!state.IsValid() || !gitVer.IsValid())
return false;
return state < gitVer;
}
static Status TriggerLoadWarnings(std::string &callbackMessage) {
auto sc = GetI18NCategory(I18NCat::SCREEN);
if (g_Config.bHideStateWarnings)
return Status::SUCCESS;
if (IsStale()) {
// For anyone wondering why (too long to put on the screen in an osm):
// Using save states instead of saves simulates many hour play sessions.
// Sometimes this exposes game bugs that were rarely seen on real devices,
// because few people played on a real PSP for 10 hours straight.
callbackMessage = sc->T("Loaded. Save in game, restart, and load for less bugs.");
return Status::WARNING;
}
if (IsOldVersion()) {
// Save states also preserve bugs from old PPSSPP versions, so warn.
callbackMessage = sc->T("Loaded. Save in game, restart, and load for less bugs.");
return Status::WARNING;
}
// If the loaded state (saveDataGeneration) is older, the game may prevent saving again.
// This can happen with newer too, but ignore to/from 0 as a common likely safe case.
if (saveDataGeneration != lastSaveDataGeneration && saveDataGeneration != 0 && lastSaveDataGeneration != 0) {
if (saveDataGeneration < lastSaveDataGeneration)
callbackMessage = sc->T("Loaded. Game may refuse to save over newer savedata.");
else
callbackMessage = sc->T("Loaded. Game may refuse to save over different savedata.");
return Status::WARNING;
}
return Status::SUCCESS;
}
void Process()
{
rewindStates.Process();
if (!needsProcess)
return;
needsProcess = false;
if (!__KernelIsRunning())
{
ERROR_LOG(SAVESTATE, "Savestate failure: Unable to load without kernel, this should never happen.");
return;
}
std::vector<Operation> operations = Flush();
SaveStart state;
for (size_t i = 0, n = operations.size(); i < n; ++i)
{
Operation &op = operations[i];
CChunkFileReader::Error result;
Status callbackResult;
bool tempResult;
std::string callbackMessage;
std::string title;
auto sc = GetI18NCategory(I18NCat::SCREEN);
const char *i18nLoadFailure = sc->T("Load savestate failed", "");
const char *i18nSaveFailure = sc->T("Save State Failed", "");
if (strlen(i18nLoadFailure) == 0)
i18nLoadFailure = sc->T("Failed to load state");
if (strlen(i18nSaveFailure) == 0)
i18nSaveFailure = sc->T("Failed to save state");
std::string slot_prefix = op.slot >= 0 ? StringFromFormat("(%d) ", op.slot + 1) : "";
std::string errorString;
switch (op.type)
{
case SAVESTATE_LOAD:
INFO_LOG(SAVESTATE, "Loading state from '%s'", op.filename.c_str());
// Use the state's latest version as a guess for saveStateInitialGitVersion.
result = CChunkFileReader::Load(op.filename, &saveStateInitialGitVersion, state, &errorString);
if (result == CChunkFileReader::ERROR_NONE) {
callbackMessage = op.slot != LOAD_UNDO_SLOT ? sc->T("Loaded State") : sc->T("State load undone");
callbackResult = TriggerLoadWarnings(callbackMessage);
hasLoadedState = true;
Core_ResetException();
if (!slot_prefix.empty())
callbackMessage = slot_prefix + callbackMessage;
#ifndef MOBILE_DEVICE
if (g_Config.bSaveLoadResetsAVdumping) {
if (g_Config.bDumpFrames) {
AVIDump::Stop();
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
}
if (g_Config.bDumpAudio) {
WAVDump::Reset();
}
}
#endif
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
HandleLoadFailure();
callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
ERROR_LOG(SAVESTATE, "Load state failure: %s", errorString.c_str());
callbackResult = Status::FAILURE;
} else {
callbackMessage = sc->T(errorString.c_str(), i18nLoadFailure);
callbackResult = Status::FAILURE;
}
break;
case SAVESTATE_SAVE:
INFO_LOG(SAVESTATE, "Saving state to %s", op.filename.c_str());
title = g_paramSFO.GetValueString("TITLE");
if (title.empty()) {
// Homebrew title
title = PSP_CoreParameter().fileToStart.ToVisualString();
std::size_t lslash = title.find_last_of("/");
title = title.substr(lslash + 1);
}
result = CChunkFileReader::Save(op.filename, title, PPSSPP_GIT_VERSION, state);
if (result == CChunkFileReader::ERROR_NONE) {
callbackMessage = slot_prefix + sc->T("Saved State");
callbackResult = Status::SUCCESS;
#ifndef MOBILE_DEVICE
if (g_Config.bSaveLoadResetsAVdumping) {
if (g_Config.bDumpFrames) {
AVIDump::Stop();
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
}
if (g_Config.bDumpAudio) {
WAVDump::Reset();
}
}
#endif
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
// TODO: What else might we want to do here? This should be very unusual.
callbackMessage = i18nSaveFailure;
ERROR_LOG(SAVESTATE, "Save state failure");
callbackResult = Status::FAILURE;
} else {
callbackMessage = i18nSaveFailure;
callbackResult = Status::FAILURE;
}
break;
case SAVESTATE_VERIFY:
tempResult = CChunkFileReader::Verify(state) == CChunkFileReader::ERROR_NONE;
callbackResult = tempResult ? Status::SUCCESS : Status::FAILURE;
if (tempResult) {
INFO_LOG(SAVESTATE, "Verified save state system");
} else {
ERROR_LOG(SAVESTATE, "Save state system verification failed");
}
break;
case SAVESTATE_REWIND:
INFO_LOG(SAVESTATE, "Rewinding to recent savestate snapshot");
result = rewindStates.Restore(&errorString);
if (result == CChunkFileReader::ERROR_NONE) {
callbackMessage = sc->T("Loaded State");
callbackResult = Status::SUCCESS;
hasLoadedState = true;
Core_ResetException();
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
// Cripes. Good news is, we might have more. Let's try those too, better than a reset.
if (HandleLoadFailure()) {
// Well, we did rewind, even if too much...
callbackMessage = sc->T("Loaded State");
callbackResult = Status::SUCCESS;
hasLoadedState = true;
Core_ResetException();
} else {
callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
callbackResult = Status::FAILURE;
}
} else {
callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
callbackResult = Status::FAILURE;
}
break;
case SAVESTATE_SAVE_SCREENSHOT:
{
int maxRes = g_Config.iInternalResolution > 2 ? 2 : -1;
tempResult = TakeGameScreenshot(op.filename, ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, maxRes);
callbackResult = tempResult ? Status::SUCCESS : Status::FAILURE;
if (!tempResult) {
ERROR_LOG(SAVESTATE, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
if (screenshotFailures++ < SCREENSHOT_FAILURE_RETRIES) {
// Requeue for next frame.
SaveScreenshot(op.filename, op.callback, op.cbUserData);
}
} else {
screenshotFailures = 0;
}
break;
}
default:
ERROR_LOG(SAVESTATE, "Savestate failure: unknown operation type %d", op.type);
callbackResult = Status::FAILURE;
break;
}
if (op.callback)
op.callback(callbackResult, callbackMessage, op.cbUserData);
}
if (operations.size()) {
// Avoid triggering frame skipping due to slowdown
__DisplaySetWasPaused();
}
}
void NotifySaveData() {
saveDataGeneration++;
lastSaveDataGeneration = saveDataGeneration;
}
void Cleanup() {
if (needsRestart) {
PSP_Shutdown();
std::string resetError;
if (!PSP_Init(PSP_CoreParameter(), &resetError)) {
ERROR_LOG(BOOT, "Error resetting: %s", resetError.c_str());
// TODO: This probably doesn't clean up well enough.
Core_Stop();
return;
}
System_Notify(SystemNotification::BOOT_DONE);
System_Notify(SystemNotification::DISASSEMBLY);
needsRestart = false;
}
}
void Init()
{
// Make sure there's a directory for save slots
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
std::lock_guard<std::mutex> guard(mutex);
rewindStates.Clear();
hasLoadedState = false;
saveStateGeneration = 0;
saveDataGeneration = 0;
lastSaveDataGeneration = 0;
saveStateInitialGitVersion.clear();
}
void Shutdown()
{
std::lock_guard<std::mutex> guard(mutex);
rewindStates.Clear();
}
}