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33cfac549d
Unless there are writes in this directory, we should be able to safely ignore them. Currently detection isn't perfect (like PSP/./GAME/../GAME), but this should catch the vast majority of cases.
75 lines
2.9 KiB
C++
75 lines
2.9 KiB
C++
// Copyright (c) 2018- 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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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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// Be careful about changing these values (used in file data.)
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enum class ReplayAction : uint8_t {
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BUTTONS = 0x00,
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ANALOG = 0x01,
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// All of these are just save results of memory stick operations, e.g. if mkdir succeeded, etc.
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// We assume the game will generate the same data and syscalls.
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FILE_RENAME = 0x40,
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FILE_REMOVE = 0x41,
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// For FILE_READ, we do save the read data, in case it could change.
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FILE_READ = 0xC2,
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FILE_OPEN = 0x43,
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FILE_SEEK = 0x44,
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FILE_INFO = 0xC5,
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FILE_LISTING = 0xC6,
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MKDIR = 0x47,
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RMDIR = 0x48,
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FREESPACE = 0x49,
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MASK_FILE = 0x40,
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MASK_SIDEDATA = 0x80,
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};
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struct PSPFileInfo;
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// Replay from data in memory. Does not manipulate base time / RNG state.
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void ReplayExecuteBlob(const std::vector<u8> &data);
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// Replay from data in a file. Returns false if invalid.
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bool ReplayExecuteFile(const std::string &filename);
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// Returns whether there are unexected events to replay.
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bool ReplayHasMoreEvents();
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// Begin recording. If currently executing, discards unexecuted events.
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void ReplayBeginSave();
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// Flush buffered events to memory. Continues recording (next call will receive new events only.)
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// No header is flushed with this operation - don't mix with ReplayFlushFile().
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void ReplayFlushBlob(std::vector<u8> *data);
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// Flush buffered events to file. Continues recording (next call will receive new events only.)
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// Do not call with a different filename before ReplayAbort().
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bool ReplayFlushFile(const std::string &filename);
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// Abort any execute or record operation in progress.
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void ReplayAbort();
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void ReplayApplyCtrl(uint32_t &buttons, uint8_t analog[2][2], uint64_t t);
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uint32_t ReplayApplyDisk(ReplayAction action, uint32_t result, uint64_t t);
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uint64_t ReplayApplyDisk64(ReplayAction action, uint64_t result, uint64_t t);
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uint32_t ReplayApplyDiskRead(void *data, uint32_t readSize, uint32_t dataSize, bool inGameDir, uint64_t t);
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uint64_t ReplayApplyDiskWrite(const void *data, uint64_t writeSize, uint64_t dataSize, bool *diskFull, bool inGameDir, uint64_t t);
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PSPFileInfo ReplayApplyDiskFileInfo(const PSPFileInfo &data, uint64_t t);
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std::vector<PSPFileInfo> ReplayApplyDiskListing(const std::vector<PSPFileInfo> &data, uint64_t t);
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