ppsspp/Core/Debugger/WebSocket/ReplaySubscriber.cpp
2021-05-30 15:25:07 -07:00

158 lines
4.6 KiB
C++

// Copyright (c) 2021- 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 <cstdint>
#include "Common/Data/Encoding/Base64.h"
#include "Common/Swap.h"
#include "Core/HLE/sceRtc.h"
#include "Core/Replay.h"
#include "Core/System.h"
#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
DebuggerSubscriber *WebSocketReplayInit(DebuggerEventHandlerMap &map) {
// No need to bind or alloc state, these are all global.
map["replay.begin"] = &WebSocketReplayBegin;
map["replay.abort"] = &WebSocketReplayAbort;
map["replay.flush"] = &WebSocketReplayFlush;
map["replay.execute"] = &WebSocketReplayExecute;
map["replay.status"] = &WebSocketReplayStatus;
map["replay.time.get"] = &WebSocketReplayTimeGet;
map["replay.time.set"] = &WebSocketReplayTimeSet;
return nullptr;
}
// Begin or resume recording of replay data (replay.begin)
//
// If a replay was previously being played back, this will keep any executed replay data up to
// this point for the next flush. To discard, break the CPU, abort, and then begin.
//
// No parameters.
//
// Empty response.
void WebSocketReplayBegin(DebuggerRequest &req) {
ReplayBeginSave();
req.Respond();
}
// Abort any replay execution or recording (replay.abort)
//
// This stops executing any replay and discards any in progress recording.
//
// No parameters.
//
// Response (same event name) with no extra data.
void WebSocketReplayAbort(DebuggerRequest &req) {
ReplayAbort();
req.Respond();
}
// Flush current recording data (replay.flush)
//
// Flushes event data and returns it. Note when combining, you must decode first.
//
// No parameters.
//
// Response (same event name):
// - version: unsigned integer, version number of data.
// - base64: base64 encode of binary data.
void WebSocketReplayFlush(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
std::vector<uint8_t> data;
ReplayFlushBlob(&data);
JsonWriter &json = req.Respond();
json.writeInt("version", ReplayVersion());
json.writeString("base64", Base64Encode(data.data(), data.size()));
}
// Begin executing a replay (replay.execute)
//
// Parameters:
// - version: unsigned integer, same version from replay.flush.
// - base64: base64 encoded replay data.
//
// Response (same event name) with no extra data.
void WebSocketReplayExecute(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
uint32_t version = -1;
if (!req.ParamU32("version", &version))
return;
std::string encoded;
if (!req.ParamString("base64", &encoded))
return;
std::vector<uint8_t> data = Base64Decode(encoded.data(), encoded.size());
if (!ReplayExecuteBlob(version, data))
return req.Fail("Invalid replay data or version");
req.Respond();
}
// Get replay status (replay.status)
//
// No parameters.
//
// Response (same event name):
// - executing: boolean if a replay is being executed.
// - saving: boolean if a replay is being recorded.
void WebSocketReplayStatus(DebuggerRequest &req) {
JsonWriter &json = req.Respond();
json.writeBool("executing", ReplayIsExecuting());
json.writeBool("saving", ReplayIsSaving());
}
// Get the base RTC (real time clock) time for replay data (replay.time.get)
//
// The base time is constant during a game session, and represents the "power on" time of the
// emulated PSP.
//
// No parameters.
//
// Response (same event name):
// - value: unsigned integer, may have more than 32 integer bits.
void WebSocketReplayTimeGet(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
JsonWriter &json = req.Respond();
json.writeUint("value", RtcBaseTime());
}
// Overwrite the base RTC time (replay.time.set)
//
// Parameters:
// - value: unsigned integer.
//
// Empty response.
void WebSocketReplayTimeSet(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
uint32_t value;
if (!req.ParamU32("value", &value, false)) {
return;
}
RtcSetBaseTime((int32_t)value);
req.Respond();
}