ppsspp/Core/System.cpp
Henrik Rydgård de0d82d020 Improve disc ID detection for old frame dumps.
Ran into this looking at issue #6379
2023-12-30 22:06:52 +01:00

760 lines
20 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 "ppsspp_config.h"
#ifdef _WIN32
#pragma warning(disable:4091)
#include "Common/CommonWindows.h"
#include <ShlObj.h>
#include <string>
#include <codecvt>
#if !PPSSPP_PLATFORM(UWP)
#include "Windows/W32Util/ShellUtil.h"
#endif
#endif
#include <thread>
#include <mutex>
#include <condition_variable>
#include "Common/System/System.h"
#include "Common/System/Request.h"
#include "Common/File/Path.h"
#include "Common/File/FileUtil.h"
#include "Common/File/DirListing.h"
#include "Common/Math/math_util.h"
#include "Common/Thread/ThreadUtil.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/TimeUtil.h"
#include "Common/GraphicsContext.h"
#include "Core/RetroAchievements.h"
#include "Core/MemFault.h"
#include "Core/HDRemaster.h"
#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/MIPSAnalyst.h"
#include "Core/MIPS/MIPSVFPUUtils.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/System.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/Plugins.h"
#include "Core/HLE/ReplaceTables.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/HLE/sceAudio.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/FileLoaders/RamCachingFileLoader.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/Loaders.h"
#include "Core/PSPLoaders.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/SaveState.h"
#include "Common/LogManager.h"
#include "Common/ExceptionHandlerSetup.h"
#include "Core/HLE/sceAudiocodec.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Debugger/RecordFormat.h"
#include "Core/RetroAchievements.h"
enum CPUThreadState {
CPU_THREAD_NOT_RUNNING,
CPU_THREAD_PENDING,
CPU_THREAD_STARTING,
CPU_THREAD_RUNNING,
CPU_THREAD_SHUTDOWN,
CPU_THREAD_QUIT,
CPU_THREAD_EXECUTE,
CPU_THREAD_RESUME,
};
MetaFileSystem pspFileSystem;
ParamSFOData g_paramSFO;
static GlobalUIState globalUIState;
CoreParameter g_CoreParameter;
static FileLoader *g_loadedFile;
// For background loading thread.
static std::mutex loadingLock;
// For loadingReason updates.
static std::mutex loadingReasonLock;
static std::string loadingReason;
bool audioInitialized;
bool coreCollectDebugStats = false;
static int coreCollectDebugStatsCounter = 0;
// This can be read and written from ANYWHERE.
volatile CoreState coreState = CORE_STEPPING;
// If true, core state has been changed, but JIT has probably not noticed yet.
volatile bool coreStatePending = false;
static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
static GPUBackend gpuBackend;
static std::string gpuBackendDevice;
// Ugly!
static volatile bool pspIsInited = false;
static volatile bool pspIsIniting = false;
static volatile bool pspIsQuitting = false;
static volatile bool pspIsRebooting = false;
void ResetUIState() {
globalUIState = UISTATE_MENU;
}
void UpdateUIState(GlobalUIState newState) {
// Never leave the EXIT state.
if (globalUIState != newState && globalUIState != UISTATE_EXIT) {
globalUIState = newState;
System_Notify(SystemNotification::DISASSEMBLY);
const char *state = nullptr;
switch (globalUIState) {
case UISTATE_EXIT: state = "exit"; break;
case UISTATE_INGAME: state = "ingame"; break;
case UISTATE_MENU: state = "menu"; break;
case UISTATE_PAUSEMENU: state = "pausemenu"; break;
case UISTATE_EXCEPTION: state = "exception"; break;
}
if (state) {
System_NotifyUIState(state);
}
}
}
GlobalUIState GetUIState() {
return globalUIState;
}
void SetGPUBackend(GPUBackend type, const std::string &device) {
gpuBackend = type;
gpuBackendDevice = device;
}
GPUBackend GetGPUBackend() {
return gpuBackend;
}
std::string GetGPUBackendDevice() {
return gpuBackendDevice;
}
bool CPU_IsReady() {
if (coreState == CORE_POWERUP)
return false;
return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_IsShutdown() {
return cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_HasPendingAction() {
return cpuThreadState != CPU_THREAD_RUNNING;
}
void CPU_Shutdown();
static Path SymbolMapFilename(const Path &currentFilename, const char *ext) {
File::FileInfo info{};
// can't fail, definitely exists if it gets this far
File::GetFileInfo(currentFilename, &info);
if (info.isDirectory) {
return currentFilename / (std::string(".ppsspp-symbols") + ext);
}
return currentFilename.WithReplacedExtension(ext);
};
static bool LoadSymbolsIfSupported() {
if (System_GetPropertyBool(SYSPROP_HAS_DEBUGGER)) {
if (!g_symbolMap)
return false;
if (PSP_CoreParameter().fileToStart.Type() == PathType::HTTP) {
// We don't support loading symbols over HTTP.
g_symbolMap->Clear();
return true;
}
bool result1 = g_symbolMap->LoadSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".ppmap"));
// Load the old-style map file.
if (!result1)
result1 = g_symbolMap->LoadSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".map"));
bool result2 = g_symbolMap->LoadNocashSym(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".sym"));
return result1 || result2;
} else {
g_symbolMap->Clear();
return true;
}
}
static bool SaveSymbolMapIfSupported() {
if (g_symbolMap) {
return g_symbolMap->SaveSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".ppmap"));
}
return false;
}
bool DiscIDFromGEDumpPath(const Path &path, FileLoader *fileLoader, std::string *id) {
using namespace GPURecord;
// For newer files, it's stored in the dump.
Header header;
if (fileLoader->ReadAt(0, sizeof(header), &header) == sizeof(header)) {
const bool magicMatch = memcmp(header.magic, HEADER_MAGIC, sizeof(header.magic)) == 0;
if (magicMatch && header.version <= VERSION && header.version >= 4) {
size_t gameIDLength = strnlen(header.gameID, sizeof(header.gameID));
if (gameIDLength != 0) {
*id = std::string(header.gameID, gameIDLength);
return true;
}
}
}
// Fall back to using the filename.
std::string filename = path.GetFilename();
// Could be more discerning, but hey..
if (filename.size() > 10 && (filename[0] == 'U' || filename[0] == 'N') && filename[9] == '_') {
*id = filename.substr(0, 9);
return true;
} else {
return false;
}
}
bool CPU_Init(std::string *errorString, FileLoader *loadedFile) {
coreState = CORE_POWERUP;
currentMIPS = &mipsr4k;
g_symbolMap = new SymbolMap();
// Default memory settings
// Seems to be the safest place currently..
Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
g_RemasterMode = false;
g_DoubleTextureCoordinates = false;
Memory::g_PSPModel = g_Config.iPSPModel;
Path filename = g_CoreParameter.fileToStart;
IdentifiedFileType type = Identify_File(loadedFile, errorString);
// TODO: Put this somewhere better?
if (!g_CoreParameter.mountIso.empty()) {
g_CoreParameter.mountIsoLoader = ConstructFileLoader(g_CoreParameter.mountIso);
}
MIPSAnalyst::Reset();
Replacement_Init();
bool allowPlugins = true;
std::string geDumpDiscID;
switch (type) {
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
case IdentifiedFileType::PSP_DISC_DIRECTORY:
InitMemoryForGameISO(loadedFile);
break;
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
// This is normal for homebrew.
// ERROR_LOG(LOADER, "PBP directory resolution failed.");
InitMemoryForGamePBP(loadedFile);
break;
case IdentifiedFileType::PSP_ELF:
if (Memory::g_PSPModel != PSP_MODEL_FAT) {
INFO_LOG(LOADER, "ELF, using full PSP-2000 memory access");
Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE;
}
break;
case IdentifiedFileType::PPSSPP_GE_DUMP:
// Try to grab the disc ID from the filename or GE dump.
if (DiscIDFromGEDumpPath(filename, loadedFile, &geDumpDiscID)) {
// Store in SFO, otherwise it'll generate a fake disc ID.
g_paramSFO.SetValue("DISC_ID", geDumpDiscID, 16);
}
allowPlugins = false;
break;
default:
// Can we even get here?
WARN_LOG(LOADER, "CPU_Init didn't recognize file. %s", errorString->c_str());
break;
}
// Here we have read the PARAM.SFO, let's see if we need any compatibility overrides.
// Homebrew usually has an empty discID, and even if they do have a disc id, it's not
// likely to collide with any commercial ones.
g_CoreParameter.compat.Load(g_paramSFO.GetDiscID());
InitVFPU();
if (allowPlugins)
HLEPlugins::Init();
if (!Memory::Init()) {
// We're screwed.
*errorString = "Memory init failed";
return false;
}
mipsr4k.Reset();
LoadSymbolsIfSupported();
CoreTiming::Init();
// Init all the HLE modules
HLEInit();
// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
// If they shut down early, we'll catch it when load completes.
// Note: this may return before init is complete, which is checked if CPU_IsReady().
g_loadedFile = loadedFile;
if (!LoadFile(&loadedFile, &g_CoreParameter.errorString)) {
CPU_Shutdown();
g_CoreParameter.fileToStart.clear();
return false;
}
if (g_CoreParameter.updateRecent) {
g_Config.AddRecent(filename.ToString());
}
InstallExceptionHandler(&Memory::HandleFault);
return true;
}
PSP_LoadingLock::PSP_LoadingLock() {
loadingLock.lock();
}
PSP_LoadingLock::~PSP_LoadingLock() {
loadingLock.unlock();
}
void CPU_Shutdown() {
UninstallExceptionHandler();
// Since we load on a background thread, wait for startup to complete.
PSP_LoadingLock lock;
PSPLoaders_Shutdown();
if (g_Config.bAutoSaveSymbolMap) {
SaveSymbolMapIfSupported();
}
Replacement_Shutdown();
CoreTiming::Shutdown();
__KernelShutdown();
HLEShutdown();
pspFileSystem.Shutdown();
mipsr4k.Shutdown();
Memory::Shutdown();
HLEPlugins::Shutdown();
delete g_loadedFile;
g_loadedFile = nullptr;
delete g_CoreParameter.mountIsoLoader;
delete g_symbolMap;
g_symbolMap = nullptr;
g_CoreParameter.mountIsoLoader = nullptr;
}
// TODO: Maybe loadedFile doesn't even belong here...
void UpdateLoadedFile(FileLoader *fileLoader) {
delete g_loadedFile;
g_loadedFile = fileLoader;
}
void Core_UpdateState(CoreState newState) {
if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
coreStatePending = true;
coreState = newState;
Core_UpdateSingleStep();
}
void Core_UpdateDebugStats(bool collectStats) {
bool newState = collectStats || coreCollectDebugStatsCounter > 0;
if (coreCollectDebugStats != newState) {
coreCollectDebugStats = newState;
mipsr4k.ClearJitCache();
}
if (!PSP_CoreParameter().frozen && !Core_IsStepping()) {
kernelStats.ResetFrame();
gpuStats.ResetFrame();
}
}
void Core_ForceDebugStats(bool enable) {
if (enable) {
coreCollectDebugStatsCounter++;
} else {
coreCollectDebugStatsCounter--;
}
_assert_(coreCollectDebugStatsCounter >= 0);
}
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
if (pspIsIniting || pspIsQuitting) {
return false;
}
if (!Achievements::IsReadyToStart()) {
return false;
}
#if defined(_WIN32) && PPSSPP_ARCH(AMD64)
NOTICE_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !PPSSPP_ARCH(AMD64)
NOTICE_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
NOTICE_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
Core_NotifyLifecycle(CoreLifecycle::STARTING);
GraphicsContext *temp = g_CoreParameter.graphicsContext;
g_CoreParameter = coreParam;
if (g_CoreParameter.graphicsContext == nullptr) {
g_CoreParameter.graphicsContext = temp;
}
g_CoreParameter.errorString.clear();
pspIsIniting = true;
PSP_SetLoading("Loading game...");
Path filename = g_CoreParameter.fileToStart;
FileLoader *loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename));
#if PPSSPP_ARCH(AMD64)
if (g_Config.bCacheFullIsoInRam) {
loadedFile = new RamCachingFileLoader(loadedFile);
}
#endif
if (g_Config.bAchievementsEnable) {
// Need to re-identify after ResolveFileLoaderTarget - although in practice probably not,
// but also, re-using the identification would require some plumbing, to be done later.
std::string errorString;
IdentifiedFileType type = Identify_File(loadedFile, &errorString);
Achievements::SetGame(filename, type, loadedFile);
}
if (!CPU_Init(&g_CoreParameter.errorString, loadedFile)) {
*error_string = g_CoreParameter.errorString;
if (error_string->empty()) {
*error_string = "Failed initializing CPU/Memory";
}
pspIsIniting = false;
return false;
}
// Compat flags get loaded in CPU_Init (which is a bit of a misnomer) so we check for SW renderer here.
if (g_Config.bSoftwareRendering || PSP_CoreParameter().compat.flags().ForceSoftwareRenderer) {
g_CoreParameter.gpuCore = GPUCORE_SOFTWARE;
}
*error_string = g_CoreParameter.errorString;
bool success = !g_CoreParameter.fileToStart.empty();
if (!success) {
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
pspIsRebooting = false;
// In this case, we must call shutdown since the caller won't know to.
// It must've partially started since CPU_Init returned true.
PSP_Shutdown();
}
return success;
}
bool PSP_InitUpdate(std::string *error_string) {
if (pspIsInited || !pspIsIniting) {
return true;
}
if (!CPU_IsReady()) {
return false;
}
bool success = !g_CoreParameter.fileToStart.empty();
if (!g_CoreParameter.errorString.empty()) {
*error_string = g_CoreParameter.errorString;
}
if (success && gpu == nullptr) {
PSP_SetLoading("Starting graphics...");
Draw::DrawContext *draw = g_CoreParameter.graphicsContext ? g_CoreParameter.graphicsContext->GetDrawContext() : nullptr;
success = GPU_Init(g_CoreParameter.graphicsContext, draw);
if (!success) {
*error_string = "Unable to initialize rendering engine.";
}
}
if (!success) {
pspIsRebooting = false;
PSP_Shutdown();
return true;
}
pspIsInited = GPU_IsReady();
pspIsIniting = !pspIsInited;
if (pspIsInited) {
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
pspIsRebooting = false;
// If GPU init failed during IsReady checks, bail.
if (!GPU_IsStarted()) {
*error_string = "Unable to initialize rendering engine.";
pspIsRebooting = false;
PSP_Shutdown();
return true;
}
}
return pspIsInited;
}
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
if (!PSP_InitStart(coreParam, error_string))
return false;
while (!PSP_InitUpdate(error_string))
sleep_ms(10);
return pspIsInited;
}
bool PSP_IsIniting() {
return pspIsIniting;
}
bool PSP_IsInited() {
return pspIsInited && !pspIsQuitting && !pspIsRebooting;
}
bool PSP_IsRebooting() {
return pspIsRebooting;
}
bool PSP_IsQuitting() {
return pspIsQuitting;
}
void PSP_Shutdown() {
Achievements::UnloadGame();
// Do nothing if we never inited.
if (!pspIsInited && !pspIsIniting && !pspIsQuitting) {
return;
}
// Make sure things know right away that PSP memory, etc. is going away.
pspIsQuitting = !pspIsRebooting;
if (coreState == CORE_RUNNING)
Core_Stop();
if (g_Config.bFuncHashMap) {
MIPSAnalyst::StoreHashMap();
}
if (pspIsIniting)
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
Core_NotifyLifecycle(CoreLifecycle::STOPPING);
CPU_Shutdown();
GPU_Shutdown();
g_paramSFO.Clear();
System_SetWindowTitle("");
currentMIPS = 0;
pspIsInited = false;
pspIsIniting = false;
pspIsQuitting = false;
g_Config.unloadGameConfig();
Core_NotifyLifecycle(CoreLifecycle::STOPPED);
}
bool PSP_Reboot(std::string *error_string) {
if (!pspIsInited || pspIsQuitting)
return false;
pspIsRebooting = true;
Core_Stop();
Core_WaitInactive();
PSP_Shutdown();
std::string resetError;
return PSP_Init(PSP_CoreParameter(), error_string);
}
void PSP_BeginHostFrame() {
// Reapply the graphics state of the PSP
if (gpu) {
gpu->BeginHostFrame();
}
}
void PSP_EndHostFrame() {
if (gpu) {
gpu->EndHostFrame();
}
SaveState::Cleanup();
}
void PSP_RunLoopWhileState() {
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
int blockTicks = usToCycles(1000000 / 10);
// Run until CORE_NEXTFRAME
while (coreState == CORE_RUNNING || coreState == CORE_STEPPING) {
PSP_RunLoopFor(blockTicks);
if (coreState == CORE_STEPPING) {
// Keep the UI responsive.
break;
}
}
}
void PSP_RunLoopUntil(u64 globalticks) {
SaveState::Process();
if (coreState == CORE_POWERDOWN || coreState == CORE_BOOT_ERROR || coreState == CORE_RUNTIME_ERROR) {
return;
} else if (coreState == CORE_STEPPING) {
Core_ProcessStepping();
return;
}
mipsr4k.RunLoopUntil(globalticks);
}
void PSP_RunLoopFor(int cycles) {
PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
}
void PSP_SetLoading(const std::string &reason) {
std::lock_guard<std::mutex> guard(loadingReasonLock);
loadingReason = reason;
}
std::string PSP_GetLoading() {
std::lock_guard<std::mutex> guard(loadingReasonLock);
return loadingReason;
}
Path GetSysDirectory(PSPDirectories directoryType) {
const Path &memStickDirectory = g_Config.memStickDirectory;
Path pspDirectory;
if (!strcasecmp(memStickDirectory.GetFilename().c_str(), "PSP")) {
// Let's strip this off, to easily allow choosing a root directory named "PSP" on Android.
pspDirectory = memStickDirectory;
} else {
pspDirectory = memStickDirectory / "PSP";
}
switch (directoryType) {
case DIRECTORY_PSP:
return pspDirectory;
case DIRECTORY_CHEATS:
return pspDirectory / "Cheats";
case DIRECTORY_GAME:
return pspDirectory / "GAME";
case DIRECTORY_SAVEDATA:
return pspDirectory / "SAVEDATA";
case DIRECTORY_SCREENSHOT:
return pspDirectory / "SCREENSHOT";
case DIRECTORY_SYSTEM:
return pspDirectory / "SYSTEM";
case DIRECTORY_PAUTH:
return memStickDirectory / "PAUTH"; // This one's at the root...
case DIRECTORY_EXDATA:
return memStickDirectory / "EXDATA"; // This one's traditionally at the root...
case DIRECTORY_DUMP:
return pspDirectory / "SYSTEM/DUMP";
case DIRECTORY_SAVESTATE:
return pspDirectory / "PPSSPP_STATE";
case DIRECTORY_CACHE:
return pspDirectory / "SYSTEM/CACHE";
case DIRECTORY_TEXTURES:
return pspDirectory / "TEXTURES";
case DIRECTORY_PLUGINS:
return pspDirectory / "PLUGINS";
case DIRECTORY_APP_CACHE:
if (!g_Config.appCacheDirectory.empty()) {
return g_Config.appCacheDirectory;
}
return pspDirectory / "SYSTEM/CACHE";
case DIRECTORY_VIDEO:
return pspDirectory / "VIDEO";
case DIRECTORY_AUDIO:
return pspDirectory / "AUDIO";
case DIRECTORY_CUSTOM_SHADERS:
return pspDirectory / "shaders";
case DIRECTORY_CUSTOM_THEMES:
return pspDirectory / "themes";
case DIRECTORY_MEMSTICK_ROOT:
return g_Config.memStickDirectory;
// Just return the memory stick root if we run into some sort of problem.
default:
ERROR_LOG(FILESYS, "Unknown directory type.");
return g_Config.memStickDirectory;
}
}
bool CreateSysDirectories() {
#if PPSSPP_PLATFORM(ANDROID)
const bool createNoMedia = true;
#else
const bool createNoMedia = false;
#endif
Path pspDir = GetSysDirectory(DIRECTORY_PSP);
INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str());
File::CreateDir(pspDir);
if (!File::Exists(pspDir)) {
INFO_LOG(IO, "Not a workable memstick directory. Giving up");
return false;
}
// Create the default directories that a real PSP creates. Good for homebrew so they can
// expect a standard environment. Skipping THEME though, that's pointless.
static const PSPDirectories sysDirs[] = {
DIRECTORY_CHEATS,
DIRECTORY_SAVEDATA,
DIRECTORY_SAVESTATE,
DIRECTORY_GAME,
DIRECTORY_SYSTEM,
DIRECTORY_TEXTURES,
DIRECTORY_PLUGINS,
DIRECTORY_CACHE,
};
for (auto dir : sysDirs) {
Path path = GetSysDirectory(dir);
File::CreateFullPath(path);
if (createNoMedia) {
// Create a nomedia file in each specified subdirectory.
File::CreateEmptyFile(path / ".nomedia");
}
}
return true;
}