ppsspp/Core/SaveState.cpp
Unknown W. Brackets 5009698cc0 Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00

905 lines
26 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 "base/timeutil.h"
#include "i18n/i18n.h"
#include "thread/threadutil.h"
#include "util/text/parsers.h"
#include "Common/FileUtil.h"
#include "Common/ChunkFile.h"
#include "Core/SaveState.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/Host.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/sceDisplay.h"
#include "Core/HLE/ReplaceTables.h"
#include "Core/HLE/sceKernel.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
namespace SaveState
{
struct SaveStart
{
void DoState(PointerWrap &p);
};
enum OperationType
{
SAVESTATE_SAVE,
SAVESTATE_LOAD,
SAVESTATE_VERIFY,
SAVESTATE_REWIND,
SAVESTATE_SAVE_SCREENSHOT,
};
struct Operation
{
Operation(OperationType t, const std::string &f, Callback cb, void *cbUserData_)
: type(t), filename(f), callback(cb), cbUserData(cbUserData_)
{
}
OperationType type;
std::string filename;
Callback callback;
void *cbUserData;
};
CChunkFileReader::Error SaveToRam(std::vector<u8> &data) {
SaveStart state;
size_t sz = CChunkFileReader::MeasurePtr(state);
if (data.size() < sz)
data.resize(sz);
return CChunkFileReader::SavePtr(&data[0], state);
}
CChunkFileReader::Error LoadFromRam(std::vector<u8> &data) {
SaveStart state;
return CChunkFileReader::LoadPtr(&data[0], state);
}
struct StateRingbuffer
{
StateRingbuffer(int size) : first_(0), next_(0), size_(size), base_(-1)
{
states_.resize(size);
baseMapping_.resize(size);
}
CChunkFileReader::Error Save()
{
std::lock_guard<std::mutex> guard(lock_);
int n = next_++ % size_;
if ((next_ % size_) == first_)
++first_;
static std::vector<u8> buffer;
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::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]]);
return LoadFromRam(buffer);
}
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");
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;
result.clear();
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);
}
}
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;
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;
}
bool Empty() const
{
return next_ == first_;
}
static const int BLOCK_SIZE;
// TODO: Instead, based on size of compressed state?
static const int BASE_USAGE_INTERVAL;
typedef std::vector<u8> StateBuffer;
int first_;
int next_;
int size_;
std::vector<StateBuffer> states_;
StateBuffer bases_[2];
std::vector<int> baseMapping_;
std::mutex lock_;
std::thread compressThread_;
int base_;
int baseUsage_;
};
static bool needsProcess = 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 std::string saveStateInitialGitVersion = "";
// TODO: Should this be configurable?
static const int REWIND_NUM_STATES = 20;
static const int SCREENSHOT_FAILURE_RETRIES = 15;
static StateRingbuffer rewindStates(REWIND_NUM_STATES);
// TODO: Any reason for this to be configurable?
const static float rewindMaxWallFrequency = 1.0f;
static float rewindLastTime = 0.0f;
const int StateRingbuffer::BLOCK_SIZE = 8192;
const int StateRingbuffer::BASE_USAGE_INTERVAL = 15;
void SaveStart::DoState(PointerWrap &p)
{
auto s = p.Section("SaveStart", 1, 2);
if (!s)
return;
if (s >= 2) {
// This only increments on save, of course.
++saveStateGeneration;
p.Do(saveStateGeneration);
// This saves the first git version to create this save state (or generation of save states.)
if (saveStateInitialGitVersion.empty())
saveStateInitialGitVersion = PPSSPP_GIT_VERSION;
p.Do(saveStateInitialGitVersion);
} else {
saveStateGeneration = 1;
}
// Gotta do CoreTiming first since we'll restore into it.
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::vector<u32> savedBlocks;
savedBlocks = MIPSComp::jit->SaveAndClearEmuHackOps();
Memory::DoState(p);
MIPSComp::jit->RestoreSavedEmuHackOps(savedBlocks);
}
else
Memory::DoState(p);
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 std::string &filename, Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_LOAD, filename, callback, cbUserData));
}
void Save(const std::string &filename, Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_SAVE, filename, callback, cbUserData));
}
void Verify(Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_VERIFY, std::string(""), callback, cbUserData));
}
void Rewind(Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_REWIND, std::string(""), callback, cbUserData));
}
void SaveScreenshot(const std::string &filename, Callback callback, void *cbUserData)
{
Enqueue(Operation(SAVESTATE_SAVE_SCREENSHOT, filename, 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("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 std::string &filename) {
std::string title;
if (CChunkFileReader::GetFileTitle(filename, &title) == CChunkFileReader::ERROR_NONE) {
if (title.empty()) {
return File::GetFilename(filename);
}
return AppendSlotTitle(filename, title);
}
// The file can't be loaded - let's note that.
auto sy = GetI18NCategory("System");
return File::GetFilename(filename) + " " + sy->T("(broken)");
}
std::string GenerateSaveSlotFilename(const std::string &gameFilename, int slot, const char *extension)
{
std::string discId = g_paramSFO.GetValueString("DISC_ID");
std::string discVer = g_paramSFO.GetValueString("DISC_VERSION");
std::string fullDiscId;
if (discId.empty()) {
discId = g_paramSFO.GenerateFakeID();
discVer = "1.00";
}
fullDiscId = StringFromFormat("%s_%s", discId.c_str(), discVer.c_str());
std::string filename = StringFromFormat("%s_%d.%s", fullDiscId.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;
}
void LoadSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
if (!fn.empty()) {
Load(fn, callback, cbUserData);
} else {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Failed to load state. Error in the file system."), cbUserData);
}
}
static void DeleteIfExists(const std::string &fn) {
// Just avoiding error messages.
if (File::Exists(fn)) {
File::Delete(fn);
}
}
static void RenameIfExists(const std::string &from, const std::string &to) {
if (File::Exists(from)) {
File::Rename(from, to);
}
}
static void SwapIfExists(const std::string &from, const std::string &to) {
std::string temp = from + ".tmp";
if (File::Exists(from)) {
File::Rename(from, temp);
File::Rename(to, from);
File::Rename(temp, to);
}
}
void SaveSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
std::string shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
std::string fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
std::string 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);
} else {
DeleteIfExists(fn);
}
File::Rename(fn + ".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 + ".tmp", renameCallback, cbUserData);
} else {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Failed to save state. Error in the file system."), cbUserData);
}
}
bool UndoSaveSlot(const std::string &gameFilename, int slot) {
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
std::string shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
std::string fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
std::string 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 HasSaveInSlot(const std::string &gameFilename, int slot)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
return File::Exists(fn);
}
bool HasUndoSaveInSlot(const std::string &gameFilename, int slot)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
return File::Exists(fn + ".undo");
}
bool HasScreenshotInSlot(const std::string &gameFilename, int slot)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
return File::Exists(fn);
}
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 std::string &gameFilename) {
int newestSlot = -1;
tm newestDate = {0};
for (int i = 0; i < NUM_SLOTS; i++) {
std::string 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 std::string &gameFilename) {
int oldestSlot = -1;
tm oldestDate = {0};
for (int i = 0; i < NUM_SLOTS; i++) {
std::string 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 std::string &gameFilename, int slot) {
std::string 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 :)
strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
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 HandleFailure()
{
// 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 {
result = rewindStates.Restore();
} while (result == CChunkFileReader::ERROR_BROKEN_STATE);
if (result == CChunkFileReader::ERROR_NONE) {
return true;
}
// We tried, our only remaining option is to reset the game.
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 false;
}
host->BootDone();
host->UpdateDisassembly();
return false;
}
#ifndef MOBILE_DEVICE
static inline void CheckRewindState()
{
if (gpuStats.numFlips % g_Config.iRewindFlipFrequency != 0)
return;
// For fast-forwarding, otherwise they may be useless and too close.
time_update();
float diff = time_now() - rewindLastTime;
if (diff < rewindMaxWallFrequency)
return;
rewindLastTime = time_now();
DEBUG_LOG(BOOT, "saving rewind state");
rewindStates.Save();
}
#endif
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;
}
void Process()
{
#ifndef MOBILE_DEVICE
if (g_Config.iRewindFlipFrequency != 0 && gpuStats.numFlips != 0)
CheckRewindState();
#endif
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 reason;
std::string title;
auto sc = GetI18NCategory("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");
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, &reason);
if (result == CChunkFileReader::ERROR_NONE) {
callbackMessage = sc->T("Loaded State");
callbackResult = Status::SUCCESS;
hasLoadedState = true;
if (!g_Config.bHideStateWarnings && 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.");
callbackResult = Status::WARNING;
} else if (!g_Config.bHideStateWarnings && 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.");
callbackResult = Status::WARNING;
}
#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) {
HandleFailure();
callbackMessage = i18nLoadFailure;
ERROR_LOG(SAVESTATE, "Load state failure: %s", reason.c_str());
callbackResult = Status::FAILURE;
} else {
callbackMessage = sc->T(reason.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;
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 = 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) {
HandleFailure();
callbackMessage = i18nSaveFailure;
ERROR_LOG(SAVESTATE, "Save state failure: %s", reason.c_str());
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();
if (result == CChunkFileReader::ERROR_NONE) {
callbackMessage = sc->T("Loaded State");
callbackResult = Status::SUCCESS;
hasLoadedState = true;
} 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 (HandleFailure()) {
// Well, we did rewind, even if too much...
callbackMessage = sc->T("Loaded State");
callbackResult = Status::SUCCESS;
hasLoadedState = true;
} else {
callbackMessage = i18nLoadFailure;
callbackResult = Status::FAILURE;
}
} else {
callbackMessage = i18nLoadFailure;
callbackResult = Status::FAILURE;
}
break;
case SAVESTATE_SAVE_SCREENSHOT:
{
int maxRes = g_Config.iInternalResolution > 2 ? 2 : -1;
tempResult = TakeGameScreenshot(op.filename.c_str(), 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 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;
saveStateInitialGitVersion.clear();
}
void Shutdown()
{
std::lock_guard<std::mutex> guard(mutex);
rewindStates.Clear();
}
}