ppsspp/Core/PSPLoaders.cpp
Unknown W. Brackets 913121cf2b Io: Consistently use error codes with OpenFile().
This gets rid of OpenWithError(), and just always returns a negative value
on error for OpenFile().  Also fixed the sequence rollover, which could've
returned 0.

0 should be considered a valid handle ideally, but left it never returning
0 to simplify cleanup in some areas.
2019-10-20 11:03:37 -07:00

435 lines
14 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 <thread>
#include "file/file_util.h"
#include "util/text/utf8.h"
#include "thread/threadutil.h"
#include "Common/FileUtil.h"
#include "Common/StringUtils.h"
#ifdef _WIN32
#include "Common/CommonWindows.h"
#endif
#include "Core/ELF/ElfReader.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/FileSystems/BlockDevices.h"
#include "Core/FileSystems/BlobFileSystem.h"
#include "Core/FileSystems/DirectoryFileSystem.h"
#include "Core/FileSystems/ISOFileSystem.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/FileSystems/VirtualDiscFileSystem.h"
#include "Core/Loaders.h"
#include "Core/MemMap.h"
#include "Core/HDRemaster.h"
#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/MIPSAnalyst.h"
#include "Core/MIPS/MIPSCodeUtils.h"
#include "Host.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/PSPLoaders.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelModule.h"
#include "Core/HLE/sceKernelMemory.h"
static std::thread loadingThread;
static void UseLargeMem(int memsize) {
if (memsize != 1) {
// Nothing requested.
return;
}
if (Memory::g_PSPModel != PSP_MODEL_FAT) {
INFO_LOG(LOADER, "Game requested full PSP-2000 memory access");
Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE;
} else {
WARN_LOG(LOADER, "Game requested full PSP-2000 memory access, ignoring in PSP-1000 mode");
}
}
// We gather the game info before actually loading/booting the ISO
// to determine if the emulator should enable extra memory and
// double-sized texture coordinates.
void InitMemoryForGameISO(FileLoader *fileLoader) {
if (!fileLoader->Exists()) {
return;
}
IFileSystem *fileSystem = nullptr;
IFileSystem *blockSystem = nullptr;
bool actualIso = false;
if (fileLoader->IsDirectory()) {
fileSystem = new VirtualDiscFileSystem(&pspFileSystem, fileLoader->Path());
blockSystem = fileSystem;
} else {
auto bd = constructBlockDevice(fileLoader);
// Can't init anything without a block device...
if (!bd)
return;
ISOFileSystem *iso = new ISOFileSystem(&pspFileSystem, bd);
fileSystem = iso;
blockSystem = new ISOBlockSystem(iso);
}
pspFileSystem.Mount("umd0:", blockSystem);
pspFileSystem.Mount("umd1:", blockSystem);
pspFileSystem.Mount("disc0:", fileSystem);
pspFileSystem.Mount("umd:", blockSystem);
// TODO: Should we do this?
//pspFileSystem.Mount("host0:", fileSystem);
std::string gameID;
std::string umdData;
std::string sfoPath("disc0:/PSP_GAME/PARAM.SFO");
PSPFileInfo fileInfo = pspFileSystem.GetFileInfo(sfoPath.c_str());
if (fileInfo.exists) {
std::vector<u8> paramsfo;
pspFileSystem.ReadEntireFile(sfoPath, paramsfo);
if (g_paramSFO.ReadSFO(paramsfo)) {
UseLargeMem(g_paramSFO.GetValueInt("MEMSIZE"));
gameID = g_paramSFO.GetValueString("DISC_ID");
}
std::vector<u8> umdDataBin;
if (pspFileSystem.ReadEntireFile("disc0:/UMD_DATA.BIN", umdDataBin) >= 0) {
umdData = std::string((const char *)&umdDataBin[0], umdDataBin.size());
}
}
for (size_t i = 0; i < g_HDRemastersCount; i++) {
const auto &entry = g_HDRemasters[i];
if (entry.gameID != gameID) {
continue;
}
if (entry.umdDataValue && umdData.find(entry.umdDataValue) == umdData.npos) {
continue;
}
g_RemasterMode = true;
Memory::g_MemorySize = entry.memorySize;
g_DoubleTextureCoordinates = entry.doubleTextureCoordinates;
break;
}
if (g_RemasterMode) {
INFO_LOG(LOADER, "HDRemaster found, using increased memory");
}
}
void InitMemoryForGamePBP(FileLoader *fileLoader) {
if (!fileLoader->Exists()) {
return;
}
PBPReader pbp(fileLoader);
if (pbp.IsValid() && !pbp.IsELF()) {
std::vector<u8> sfoData;
if (pbp.GetSubFile(PBP_PARAM_SFO, &sfoData)) {
ParamSFOData paramSFO;
if (paramSFO.ReadSFO(sfoData)) {
// This is the parameter CFW uses to determine homebrew wants the full 64MB.
UseLargeMem(paramSFO.GetValueInt("MEMSIZE"));
}
}
}
}
// Chinese translators like to rename EBOOT.BIN and replace it with some kind of stub
// that probably loads a plugin and then launches the actual game. These stubs don't work in PPSSPP.
// No idea why they are doing this, but it works to just bypass it. They could stop
// inventing new filenames though...
static const char *altBootNames[] = {
"disc0:/PSP_GAME/SYSDIR/EBOOT.OLD",
"disc0:/PSP_GAME/SYSDIR/EBOOT.DAT",
"disc0:/PSP_GAME/SYSDIR/EBOOT.BI",
"disc0:/PSP_GAME/SYSDIR/EBOOT.LLD",
//"disc0:/PSP_GAME/SYSDIR/OLD_EBOOT.BIN", //Utawareru Mono Chinese version
"disc0:/PSP_GAME/SYSDIR/EBOOT.123",
"disc0:/PSP_GAME/SYSDIR/EBOOT_LRC_CH.BIN",
"disc0:/PSP_GAME/SYSDIR/BOOT0.OLD",
"disc0:/PSP_GAME/SYSDIR/BOOT1.OLD",
"disc0:/PSP_GAME/SYSDIR/BINOT.BIN",
"disc0:/PSP_GAME/SYSDIR/EBOOT.FRY",
"disc0:/PSP_GAME/SYSDIR/EBOOT.Z.Y",
"disc0:/PSP_GAME/SYSDIR/EBOOT.LEI",
"disc0:/PSP_GAME/SYSDIR/EBOOT.DNR",
"disc0:/PSP_GAME/SYSDIR/DBZ2.BIN",
"disc0:/PSP_GAME/SYSDIR/ss.RAW",
};
bool Load_PSP_ISO(FileLoader *fileLoader, std::string *error_string) {
// Mounting stuff relocated to InitMemoryForGameISO due to HD Remaster restructuring of code.
std::string sfoPath("disc0:/PSP_GAME/PARAM.SFO");
PSPFileInfo fileInfo = pspFileSystem.GetFileInfo(sfoPath.c_str());
if (fileInfo.exists) {
std::vector<u8> paramsfo;
pspFileSystem.ReadEntireFile(sfoPath, paramsfo);
if (g_paramSFO.ReadSFO(paramsfo)) {
std::string title = StringFromFormat("%s : %s", g_paramSFO.GetValueString("DISC_ID").c_str(), g_paramSFO.GetValueString("TITLE").c_str());
INFO_LOG(LOADER, "%s", title.c_str());
host->SetWindowTitle(title.c_str());
}
}
std::string bootpath("disc0:/PSP_GAME/SYSDIR/EBOOT.BIN");
// Bypass Chinese translation patches, see comment above.
for (size_t i = 0; i < ARRAY_SIZE(altBootNames); i++) {
if (pspFileSystem.GetFileInfo(altBootNames[i]).exists) {
bootpath = altBootNames[i];
}
}
// Bypass another more dangerous one where the file is in USRDIR - this could collide with files in some game.
std::string id = g_paramSFO.GetValueString("DISC_ID");
if (id == "NPJH50624" && pspFileSystem.GetFileInfo("disc0:/PSP_GAME/USRDIR/PAKFILE2.BIN").exists) {
bootpath = "disc0:/PSP_GAME/USRDIR/PAKFILE2.BIN";
}
if (id == "NPJH00100" && pspFileSystem.GetFileInfo("disc0:/PSP_GAME/USRDIR/DATA/GIM/GBL").exists) {
bootpath = "disc0:/PSP_GAME/USRDIR/DATA/GIM/GBL";
}
bool hasEncrypted = false;
u32 fd;
if ((fd = pspFileSystem.OpenFile(bootpath, FILEACCESS_READ)) >= 0)
{
u8 head[4];
pspFileSystem.ReadFile(fd, head, 4);
if (memcmp(head, "~PSP", 4) == 0 || memcmp(head, "\x7F""ELF", 4) == 0) {
hasEncrypted = true;
}
pspFileSystem.CloseFile(fd);
}
if (!hasEncrypted) {
// try unencrypted BOOT.BIN
bootpath = "disc0:/PSP_GAME/SYSDIR/BOOT.BIN";
}
// Fail early with a clearer message for some types of ISOs.
if (!pspFileSystem.GetFileInfo(bootpath).exists) {
// Can't tell for sure if it's PS1 or PS2, but doesn't much matter.
if (pspFileSystem.GetFileInfo("disc0:/SYSTEM.CNF;1").exists || pspFileSystem.GetFileInfo("disc0:/PSX.EXE;1").exists) {
*error_string = "PPSSPP plays PSP games, not Playstation 1 or 2 games.";
} else if (pspFileSystem.GetFileInfo("disc0:/UMD_VIDEO/PLAYLIST.UMD").exists) {
*error_string = "PPSSPP doesn't support UMD Video.";
} else if (pspFileSystem.GetFileInfo("disc0:/UMD_AUDIO/PLAYLIST.UMD").exists) {
*error_string = "PPSSPP doesn't support UMD Music.";
} else if (pspFileSystem.GetDirListing("disc0:/").empty()) {
*error_string = "Not a valid disc image.";
} else {
*error_string = "A PSP game couldn't be found on the disc.";
}
coreState = CORE_ERROR;
return false;
}
//in case we didn't go through EmuScreen::boot
g_Config.loadGameConfig(id, g_paramSFO.GetValueString("TITLE"));
host->SendUIMessage("config_loaded", "");
INFO_LOG(LOADER,"Loading %s...", bootpath.c_str());
PSPLoaders_Shutdown();
// Note: this thread reads the game binary, loads caches, and links HLE while UI spins.
// To do something deterministically when the game starts, disabling this thread won't be enough.
// Instead: Use Core_ListenLifecycle() or watch coreState.
loadingThread = std::thread([bootpath] {
setCurrentThreadName("ExecLoader");
PSP_LoadingLock guard;
if (coreState != CORE_POWERUP)
return;
PSP_SetLoading("Loading executable...");
// TODO: We can't use the initial error_string pointer.
bool success = __KernelLoadExec(bootpath.c_str(), 0, &PSP_CoreParameter().errorString);
if (success && coreState == CORE_POWERUP) {
coreState = PSP_CoreParameter().startBreak ? CORE_STEPPING : CORE_RUNNING;
} else {
coreState = CORE_ERROR;
// TODO: This is a crummy way to communicate the error...
PSP_CoreParameter().fileToStart = "";
}
});
return true;
}
static std::string NormalizePath(const std::string &path) {
#ifdef _WIN32
wchar_t buf[512] = {0};
std::wstring wpath = ConvertUTF8ToWString(path);
if (GetFullPathName(wpath.c_str(), (int)ARRAY_SIZE(buf) - 1, buf, NULL) == 0)
return "";
return ConvertWStringToUTF8(buf);
#else
char buf[PATH_MAX + 1];
if (realpath(path.c_str(), buf) == NULL)
return "";
return buf;
#endif
}
bool Load_PSP_ELF_PBP(FileLoader *fileLoader, std::string *error_string) {
// This is really just for headless, might need tweaking later.
if (PSP_CoreParameter().mountIsoLoader != nullptr) {
auto bd = constructBlockDevice(PSP_CoreParameter().mountIsoLoader);
if (bd != NULL) {
ISOFileSystem *umd2 = new ISOFileSystem(&pspFileSystem, bd);
pspFileSystem.Mount("umd1:", umd2);
pspFileSystem.Mount("disc0:", umd2);
pspFileSystem.Mount("umd:", umd2);
}
}
std::string full_path = fileLoader->Path();
std::string path, file, extension;
SplitPath(ReplaceAll(full_path, "\\", "/"), &path, &file, &extension);
size_t pos = path.find("/PSP/GAME/");
std::string ms_path;
if (pos != std::string::npos) {
ms_path = "ms0:" + path.substr(pos);
} else {
// This is wrong, but it's better than not having a working directory at all.
// Note that umd0:/ is actually the writable containing directory, in this case.
ms_path = "umd0:/";
}
#ifdef _WIN32
// Turn the slashes back to the Windows way.
path = ReplaceAll(path, "/", "\\");
#endif
if (!PSP_CoreParameter().mountRoot.empty()) {
// We don't want to worry about .. and cwd and such.
const std::string rootNorm = NormalizePath(PSP_CoreParameter().mountRoot + "/");
const std::string pathNorm = NormalizePath(path + "/");
// If root is not a subpath of path, we can't boot the game.
if (!startsWith(pathNorm, rootNorm)) {
*error_string = "Cannot boot ELF located outside mountRoot.";
coreState = CORE_ERROR;
return false;
}
const std::string filepath = ReplaceAll(pathNorm.substr(rootNorm.size()), "\\", "/");
file = filepath + "/" + file;
path = rootNorm + "/";
pspFileSystem.SetStartingDirectory(filepath);
} else {
pspFileSystem.SetStartingDirectory(ms_path);
}
DirectoryFileSystem *fs = new DirectoryFileSystem(&pspFileSystem, path);
pspFileSystem.Mount("umd0:", fs);
std::string finalName = ms_path + file + extension;
std::string homebrewName = PSP_CoreParameter().fileToStart;
std::size_t lslash = homebrewName.find_last_of("/");
homebrewName = homebrewName.substr(lslash + 1);
std::string madeUpID = g_paramSFO.GenerateFakeID();
std::string title = StringFromFormat("%s : %s", madeUpID.c_str(), homebrewName.c_str());
INFO_LOG(LOADER, "%s", title.c_str());
host->SetWindowTitle(title.c_str());
// Temporary code
// TODO: Remove this after ~ 1.6
// It checks for old filenames for homebrew savestates(folder name) and rename them to new fakeID format
std::string savestateDir = GetSysDirectory(DIRECTORY_SAVESTATE);
for (int i = 0; i < 5; i += 1) {
std::string oldName = StringFromFormat("%s%s_%d.ppst", savestateDir.c_str(), homebrewName.c_str(), i);
if (File::Exists(oldName)) {
std::string newName = StringFromFormat("%s%s_1.00_%d.ppst", savestateDir.c_str(), madeUpID.c_str(), i);
File::Rename(oldName, newName);
}
}
for (int i = 0; i < 5; i += 1) {
std::string oldName = StringFromFormat("%s%s_%d.jpg", savestateDir.c_str(), homebrewName.c_str(), i);
if (File::Exists(oldName)) {
std::string newName = StringFromFormat("%s%s_1.00_%d.jpg", savestateDir.c_str(), madeUpID.c_str(), i);
File::Rename(oldName, newName);
}
}
// End of temporary code
PSPLoaders_Shutdown();
// Note: See Load_PSP_ISO for notes about this thread.
loadingThread = std::thread([finalName] {
setCurrentThreadName("ExecLoader");
PSP_LoadingLock guard;
if (coreState != CORE_POWERUP)
return;
bool success = __KernelLoadExec(finalName.c_str(), 0, &PSP_CoreParameter().errorString);
if (success && coreState == CORE_POWERUP) {
coreState = PSP_CoreParameter().startBreak ? CORE_STEPPING : CORE_RUNNING;
} else {
coreState = CORE_ERROR;
// TODO: This is a crummy way to communicate the error...
PSP_CoreParameter().fileToStart = "";
}
});
return true;
}
bool Load_PSP_GE_Dump(FileLoader *fileLoader, std::string *error_string) {
BlobFileSystem *umd = new BlobFileSystem(&pspFileSystem, fileLoader, "data.ppdmp");
pspFileSystem.Mount("disc0:", umd);
PSPLoaders_Shutdown();
// Note: See Load_PSP_ISO for notes about this thread.
loadingThread = std::thread([] {
setCurrentThreadName("ExecLoader");
PSP_LoadingLock guard;
if (coreState != CORE_POWERUP)
return;
bool success = __KernelLoadGEDump("disc0:/data.ppdmp", &PSP_CoreParameter().errorString);
if (success && coreState == CORE_POWERUP) {
coreState = PSP_CoreParameter().startBreak ? CORE_STEPPING : CORE_RUNNING;
} else {
coreState = CORE_ERROR;
// TODO: This is a crummy way to communicate the error...
PSP_CoreParameter().fileToStart = "";
}
});
return true;
}
void PSPLoaders_Shutdown() {
if (loadingThread.joinable())
loadingThread.join();
}