mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 07:34:08 +00:00
1120 lines
33 KiB
C++
1120 lines
33 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include <vector>
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#include <thread>
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#include <mutex>
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#include "Common/Data/Text/I18n.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Data/Text/Parsers.h"
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#include "Common/System/System.h"
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#include "Common/File/FileUtil.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/Serialize/SerializeFuncs.h"
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#include "Common/StringUtils.h"
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#include "Common/TimeUtil.h"
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#include "Core/SaveState.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/Screenshot.h"
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#include "Core/System.h"
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#include "Core/FileSystems/MetaFileSystem.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/ReplaceTables.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceUtility.h"
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#include "Core/MemMap.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/MIPS/JitCommon/JitBlockCache.h"
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#include "Core/RetroAchievements.h"
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#include "HW/MemoryStick.h"
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#include "GPU/GPUState.h"
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#ifndef MOBILE_DEVICE
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#include "Core/AVIDump.h"
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#include "Core/HLE/__sceAudio.h"
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#endif
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// Slot number is visual only, -2 will display special message
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constexpr int LOAD_UNDO_SLOT = -2;
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namespace SaveState
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{
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struct SaveStart
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{
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void DoState(PointerWrap &p);
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};
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enum OperationType
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{
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SAVESTATE_SAVE,
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SAVESTATE_LOAD,
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SAVESTATE_VERIFY,
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SAVESTATE_REWIND,
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SAVESTATE_SAVE_SCREENSHOT,
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};
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struct Operation
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{
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// The slot number is for visual purposes only. Set to -1 for operations where we don't display a message for example.
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Operation(OperationType t, const Path &f, int slot_, Callback cb, void *cbUserData_)
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: type(t), filename(f), callback(cb), slot(slot_), cbUserData(cbUserData_)
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{
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}
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OperationType type;
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Path filename;
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Callback callback;
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int slot;
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void *cbUserData;
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};
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CChunkFileReader::Error SaveToRam(std::vector<u8> &data) {
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SaveStart state;
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return CChunkFileReader::MeasureAndSavePtr(state, &data);
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}
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CChunkFileReader::Error LoadFromRam(std::vector<u8> &data, std::string *errorString) {
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SaveStart state;
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return CChunkFileReader::LoadPtr(&data[0], state, errorString);
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}
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// This ring buffer of states is for rewind save states, which are kept in RAM.
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// Save states are compressed against one of two reference saves (bases_), and the reference
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// is switched to a fresh save every N saves, where N is BASE_USAGE_INTERVAL.
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// The compression is a simple block based scheme where 0 means to copy a block from the base,
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// and 1 means that the following bytes are the next block. See Compress/LockedDecompress.
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class StateRingbuffer {
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public:
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StateRingbuffer() {
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size_ = REWIND_NUM_STATES;
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states_.resize(size_);
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baseMapping_.resize(size_);
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}
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~StateRingbuffer() {
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if (compressThread_.joinable()) {
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compressThread_.join();
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}
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}
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CChunkFileReader::Error Save()
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{
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rewindLastTime_ = time_now_d();
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// Make sure we're not processing a previous save. That'll cause a hitch though, but at least won't
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// crash due to contention over buffer_.
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if (compressThread_.joinable())
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compressThread_.join();
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std::lock_guard<std::mutex> guard(lock_);
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int n = next_++ % size_;
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if ((next_ % size_) == first_)
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++first_;
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std::vector<u8> *compressBuffer = &buffer_;
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CChunkFileReader::Error err;
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if (base_ == -1 || ++baseUsage_ > BASE_USAGE_INTERVAL)
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{
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base_ = (base_ + 1) % ARRAY_SIZE(bases_);
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baseUsage_ = 0;
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err = SaveToRam(bases_[base_]);
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// Let's not bother savestating twice.
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compressBuffer = &bases_[base_];
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}
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else
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err = SaveToRam(buffer_);
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if (err == CChunkFileReader::ERROR_NONE)
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ScheduleCompress(&states_[n], compressBuffer, &bases_[base_]);
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else
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states_[n].clear();
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baseMapping_[n] = base_;
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return err;
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}
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CChunkFileReader::Error Restore(std::string *errorString)
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{
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std::lock_guard<std::mutex> guard(lock_);
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// No valid states left.
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if (Empty())
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return CChunkFileReader::ERROR_BAD_FILE;
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int n = (--next_ + size_) % size_;
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if (states_[n].empty())
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return CChunkFileReader::ERROR_BAD_FILE;
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static std::vector<u8> buffer;
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LockedDecompress(buffer, states_[n], bases_[baseMapping_[n]]);
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CChunkFileReader::Error error = LoadFromRam(buffer, errorString);
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rewindLastTime_ = time_now_d();
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return error;
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}
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void ScheduleCompress(std::vector<u8> *result, const std::vector<u8> *state, const std::vector<u8> *base)
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{
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if (compressThread_.joinable())
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compressThread_.join();
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compressThread_ = std::thread([=]{
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SetCurrentThreadName("SaveStateCompress");
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// Should do no I/O, so no JNI thread context needed.
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Compress(*result, *state, *base);
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});
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}
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void Compress(std::vector<u8> &result, const std::vector<u8> &state, const std::vector<u8> &base)
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{
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std::lock_guard<std::mutex> guard(lock_);
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// Bail if we were cleared before locking.
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if (first_ == 0 && next_ == 0)
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return;
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double start_time = time_now_d();
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result.clear();
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result.reserve(512 * 1024);
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for (size_t i = 0; i < state.size(); i += BLOCK_SIZE)
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{
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int blockSize = std::min(BLOCK_SIZE, (int)(state.size() - i));
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if (i + blockSize > base.size() || memcmp(&state[i], &base[i], blockSize) != 0)
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{
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result.push_back(1);
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result.insert(result.end(), state.begin() + i, state.begin() + i + blockSize);
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}
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else
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result.push_back(0);
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}
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double taken_s = time_now_d() - start_time;
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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);
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}
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void LockedDecompress(std::vector<u8> &result, const std::vector<u8> &compressed, const std::vector<u8> &base)
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{
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result.clear();
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result.reserve(base.size());
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auto basePos = base.begin();
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for (size_t i = 0; i < compressed.size(); )
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{
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if (compressed[i] == 0)
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{
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++i;
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int blockSize = std::min(BLOCK_SIZE, (int)(base.size() - result.size()));
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result.insert(result.end(), basePos, basePos + blockSize);
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basePos += blockSize;
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}
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else
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{
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++i;
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int blockSize = std::min(BLOCK_SIZE, (int)(compressed.size() - i));
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result.insert(result.end(), compressed.begin() + i, compressed.begin() + i + blockSize);
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i += blockSize;
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// This check is to avoid advancing basePos out of range, which MSVC catches.
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// When this happens, we're at the end of decoding anyway.
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if (base.end() - basePos >= blockSize) {
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basePos += blockSize;
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}
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}
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}
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}
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void Clear()
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{
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if (compressThread_.joinable())
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compressThread_.join();
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// This lock is mainly for shutdown.
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std::lock_guard<std::mutex> guard(lock_);
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first_ = 0;
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next_ = 0;
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for (auto &b : bases_) {
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b.clear();
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}
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baseMapping_.clear();
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baseMapping_.resize(size_);
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for (auto &s : states_) {
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s.clear();
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}
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buffer_.clear();
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base_ = -1;
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baseUsage_ = 0;
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rewindLastTime_ = time_now_d();
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}
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bool Empty() const
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{
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return next_ == first_;
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}
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void Process() {
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if (g_Config.iRewindSnapshotInterval <= 0) {
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return;
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}
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// For fast-forwarding, otherwise they may be useless and too close.
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double now = time_now_d();
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double diff = now - rewindLastTime_;
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if (diff < g_Config.iRewindSnapshotInterval)
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return;
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DEBUG_LOG(SAVESTATE, "Saving rewind state");
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Save();
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}
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void NotifyState() {
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// Prevent saving snapshots immediately after loading or saving a state.
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rewindLastTime_ = time_now_d();
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}
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private:
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const int BLOCK_SIZE = 8192;
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const int REWIND_NUM_STATES = 20;
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// TODO: Instead, based on size of compressed state?
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const int BASE_USAGE_INTERVAL = 15;
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typedef std::vector<u8> StateBuffer;
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int first_ = 0;
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int next_ = 0;
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int size_;
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std::vector<StateBuffer> states_;
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StateBuffer bases_[2];
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std::vector<int> baseMapping_;
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std::mutex lock_;
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std::thread compressThread_;
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std::vector<u8> buffer_;
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int base_ = -1;
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int baseUsage_ = 0;
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double rewindLastTime_ = 0.0f;
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};
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static bool needsProcess = false;
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static bool needsRestart = false;
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static std::vector<Operation> pending;
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static std::mutex mutex;
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static int screenshotFailures = 0;
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static bool hasLoadedState = false;
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static const int STALE_STATE_USES = 2;
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// 4 hours of total gameplay since the virtual PSP started the game.
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static const u64 STALE_STATE_TIME = 4 * 3600 * 1000000ULL;
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static int saveStateGeneration = 0;
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static int saveDataGeneration = 0;
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static int lastSaveDataGeneration = 0;
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static std::string saveStateInitialGitVersion = "";
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// TODO: Should this be configurable?
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static const int SCREENSHOT_FAILURE_RETRIES = 15;
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static StateRingbuffer rewindStates;
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void SaveStart::DoState(PointerWrap &p)
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{
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auto s = p.Section("SaveStart", 1, 3);
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if (!s)
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return;
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if (s >= 2) {
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// This only increments on save, of course.
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++saveStateGeneration;
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Do(p, saveStateGeneration);
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// This saves the first git version to create this save state (or generation of save states.)
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if (saveStateInitialGitVersion.empty())
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saveStateInitialGitVersion = PPSSPP_GIT_VERSION;
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Do(p, saveStateInitialGitVersion);
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} else {
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saveStateGeneration = 1;
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}
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if (s >= 3) {
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// Keep track of savedata (not save states) too.
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Do(p, saveDataGeneration);
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} else {
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saveDataGeneration = 0;
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}
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// Gotta do CoreTiming before HLE, but from v3 we've moved it after the memory stuff.
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if (s <= 2) {
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CoreTiming::DoState(p);
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}
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// Memory is a bit tricky when jit is enabled, since there's emuhacks in it.
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auto savedReplacements = SaveAndClearReplacements();
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if (MIPSComp::jit && p.mode == p.MODE_WRITE) {
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std::lock_guard<std::recursive_mutex> guard(MIPSComp::jitLock);
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if (MIPSComp::jit) {
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std::vector<u32> savedBlocks;
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savedBlocks = MIPSComp::jit->SaveAndClearEmuHackOps();
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Memory::DoState(p);
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MIPSComp::jit->RestoreSavedEmuHackOps(savedBlocks);
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} else {
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Memory::DoState(p);
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}
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} else {
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Memory::DoState(p);
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}
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if (s >= 3) {
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CoreTiming::DoState(p);
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}
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// Don't bother restoring if reading, we'll deal with that in KernelModuleDoState.
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// In theory, different functions might have been runtime loaded in the state.
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if (p.mode != p.MODE_READ)
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RestoreSavedReplacements(savedReplacements);
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MemoryStick_DoState(p);
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currentMIPS->DoState(p);
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HLEDoState(p);
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__KernelDoState(p);
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Achievements::DoState(p);
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// Kernel object destructors might close open files, so do the filesystem last.
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pspFileSystem.DoState(p);
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}
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void Enqueue(SaveState::Operation op)
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{
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if (Achievements::ChallengeModeActive()) {
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// No savestate operations are permitted, let's just ignore it.
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return;
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}
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std::lock_guard<std::mutex> guard(mutex);
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pending.push_back(op);
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// Don't actually run it until next frame.
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// It's possible there might be a duplicate but it won't hurt us.
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needsProcess = true;
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Core_UpdateSingleStep();
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}
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void Load(const Path &filename, int slot, Callback callback, void *cbUserData)
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{
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rewindStates.NotifyState();
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if (coreState == CoreState::CORE_RUNTIME_ERROR)
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Core_EnableStepping(true, "savestate.load", 0);
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Enqueue(Operation(SAVESTATE_LOAD, filename, slot, callback, cbUserData));
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}
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void Save(const Path &filename, int slot, Callback callback, void *cbUserData)
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{
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rewindStates.NotifyState();
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if (coreState == CoreState::CORE_RUNTIME_ERROR)
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Core_EnableStepping(true, "savestate.save", 0);
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Enqueue(Operation(SAVESTATE_SAVE, filename, slot, callback, cbUserData));
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}
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void Verify(Callback callback, void *cbUserData)
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{
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Enqueue(Operation(SAVESTATE_VERIFY, Path(), -1, callback, cbUserData));
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}
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void Rewind(Callback callback, void *cbUserData)
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{
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if (coreState == CoreState::CORE_RUNTIME_ERROR)
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Core_EnableStepping(true, "savestate.rewind", 0);
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Enqueue(Operation(SAVESTATE_REWIND, Path(), -1, callback, cbUserData));
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}
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void SaveScreenshot(const Path &filename, Callback callback, void *cbUserData)
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{
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Enqueue(Operation(SAVESTATE_SAVE_SCREENSHOT, filename, -1, callback, cbUserData));
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}
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bool CanRewind()
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{
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return !rewindStates.Empty();
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}
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// Slot utilities
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std::string AppendSlotTitle(const std::string &filename, const std::string &title) {
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char slotChar = 0;
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auto detectSlot = [&](const std::string &ext) {
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if (!endsWith(filename, std::string(".") + ext)) {
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return false;
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}
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// Usually these are slots, let's check the slot # after the last '_'.
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size_t slotNumPos = filename.find_last_of('_');
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if (slotNumPos == filename.npos) {
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return false;
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}
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const size_t extLength = ext.length() + 1;
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// If we take out the extension, '_', etc. we should be left with only a single digit.
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if (slotNumPos + 1 + extLength != filename.length() - 1) {
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return false;
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}
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slotChar = filename[slotNumPos + 1];
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if (slotChar < '0' || slotChar > '8') {
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return false;
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}
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// Change from zero indexed to human friendly.
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slotChar++;
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return true;
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};
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if (detectSlot(STATE_EXTENSION)) {
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return StringFromFormat("%s (%c)", title.c_str(), slotChar);
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}
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if (detectSlot(UNDO_STATE_EXTENSION)) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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// Allow the number to be positioned where it makes sense.
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std::string undo = sy->T("undo %c");
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return title + " (" + StringFromFormat(undo.c_str(), slotChar) + ")";
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}
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// Couldn't detect, use the filename.
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return title + " (" + filename + ")";
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}
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std::string GetTitle(const Path &filename) {
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std::string title;
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if (CChunkFileReader::GetFileTitle(filename, &title) == CChunkFileReader::ERROR_NONE) {
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if (title.empty()) {
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return filename.GetFilename();
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}
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return AppendSlotTitle(filename.GetFilename(), title);
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}
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// The file can't be loaded - let's note that.
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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return filename.GetFilename() + " " + sy->T("(broken)");
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}
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std::string GenerateFullDiscId(const Path &gameFilename) {
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std::string discId = g_paramSFO.GetValueString("DISC_ID");
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std::string discVer = g_paramSFO.GetValueString("DISC_VERSION");
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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 PrevSlot()
|
|
{
|
|
g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot - 1 + NUM_SLOTS) % NUM_SLOTS;
|
|
}
|
|
|
|
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::SUCCESS;
|
|
}
|
|
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::SUCCESS;
|
|
}
|
|
// 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();
|
|
}
|
|
}
|