mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
9bda04a0d2
Otherwise we leak and can't start again. This happened when shutdown completed quickly after thread start.
739 lines
20 KiB
C++
739 lines
20 KiB
C++
// Copyright (C) 2012 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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#include "ppsspp_config.h"
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#ifdef _WIN32
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#pragma warning(disable:4091)
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#include "Common/CommonWindows.h"
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#include <ShlObj.h>
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#include <string>
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#include <codecvt>
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#if !PPSSPP_PLATFORM(UWP)
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#include "Windows/W32Util/ShellUtil.h"
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#endif
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#endif
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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#include "Common/System/System.h"
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#include "Common/File/Path.h"
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#include "Common/Math/math_util.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/File/FileUtil.h"
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#include "Common/TimeUtil.h"
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#include "Common/GraphicsContext.h"
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#include "Core/MemFault.h"
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#include "Core/HDRemaster.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/MIPS/MIPSAnalyst.h"
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#include "Core/MIPS/MIPSVFPUUtils.h"
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#include "Core/Debugger/SymbolMap.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/Plugins.h"
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#include "Core/HLE/ReplaceTables.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceAudio.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/FileLoaders/RamCachingFileLoader.h"
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#include "Core/FileSystems/MetaFileSystem.h"
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#include "Core/Loaders.h"
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#include "Core/PSPLoaders.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/SaveState.h"
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#include "Common/LogManager.h"
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#include "Common/ExceptionHandlerSetup.h"
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#include "Core/HLE/sceAudiocodec.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Debugger/RecordFormat.h"
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enum CPUThreadState {
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CPU_THREAD_NOT_RUNNING,
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CPU_THREAD_PENDING,
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CPU_THREAD_STARTING,
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CPU_THREAD_RUNNING,
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CPU_THREAD_SHUTDOWN,
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CPU_THREAD_QUIT,
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CPU_THREAD_EXECUTE,
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CPU_THREAD_RESUME,
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};
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MetaFileSystem pspFileSystem;
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ParamSFOData g_paramSFO;
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static GlobalUIState globalUIState;
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CoreParameter g_CoreParameter;
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static FileLoader *loadedFile;
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// For background loading thread.
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static std::mutex loadingLock;
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// For loadingReason updates.
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static std::mutex loadingReasonLock;
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static std::string loadingReason;
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bool audioInitialized;
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bool coreCollectDebugStats = false;
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static int coreCollectDebugStatsCounter = 0;
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// This can be read and written from ANYWHERE.
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volatile CoreState coreState = CORE_STEPPING;
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// If true, core state has been changed, but JIT has probably not noticed yet.
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volatile bool coreStatePending = false;
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static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
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static GPUBackend gpuBackend;
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static std::string gpuBackendDevice;
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// Ugly!
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static volatile bool pspIsInited = false;
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static volatile bool pspIsIniting = false;
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static volatile bool pspIsQuitting = false;
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void ResetUIState() {
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globalUIState = UISTATE_MENU;
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}
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void UpdateUIState(GlobalUIState newState) {
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// Never leave the EXIT state.
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if (globalUIState != newState && globalUIState != UISTATE_EXIT) {
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globalUIState = newState;
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if (host)
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host->UpdateDisassembly();
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const char *state = nullptr;
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switch (globalUIState) {
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case UISTATE_EXIT: state = "exit"; break;
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case UISTATE_INGAME: state = "ingame"; break;
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case UISTATE_MENU: state = "menu"; break;
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case UISTATE_PAUSEMENU: state = "pausemenu"; break;
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case UISTATE_EXCEPTION: state = "exception"; break;
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}
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if (state) {
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System_SendMessage("uistate", state);
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}
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}
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}
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GlobalUIState GetUIState() {
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return globalUIState;
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}
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void SetGPUBackend(GPUBackend type, const std::string &device) {
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gpuBackend = type;
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gpuBackendDevice = device;
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}
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GPUBackend GetGPUBackend() {
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return gpuBackend;
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}
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std::string GetGPUBackendDevice() {
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return gpuBackendDevice;
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}
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bool IsAudioInitialised() {
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return audioInitialized;
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}
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void Audio_Init() {
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if (!audioInitialized) {
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audioInitialized = true;
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host->InitSound();
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}
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}
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void Audio_Shutdown() {
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if (audioInitialized) {
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audioInitialized = false;
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host->ShutdownSound();
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}
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}
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bool CPU_IsReady() {
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if (coreState == CORE_POWERUP)
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return false;
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return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_IsShutdown() {
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return cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_HasPendingAction() {
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return cpuThreadState != CPU_THREAD_RUNNING;
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}
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void CPU_Shutdown();
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bool DiscIDFromGEDumpPath(const Path &path, FileLoader *fileLoader, std::string *id) {
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using namespace GPURecord;
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// For newer files, it's stored in the dump.
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Header header;
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if (fileLoader->ReadAt(0, sizeof(header), &header) == sizeof(header)) {
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const bool magicMatch = memcmp(header.magic, HEADER_MAGIC, sizeof(header.magic)) == 0;
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if (magicMatch && header.version <= VERSION && header.version >= 4) {
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size_t gameIDLength = strnlen(header.gameID, sizeof(header.gameID));
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if (gameIDLength != 0) {
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*id = std::string(header.gameID, gameIDLength);
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return true;
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}
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}
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}
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// Fall back to using the filename.
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std::string filename = path.GetFilename();
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// Could be more discerning, but hey..
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if (filename.size() > 10 && filename[0] == 'U' && filename[9] == '_') {
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*id = filename.substr(0, 9);
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return true;
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} else {
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return false;
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}
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}
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bool CPU_Init(std::string *errorString) {
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coreState = CORE_POWERUP;
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currentMIPS = &mipsr4k;
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g_symbolMap = new SymbolMap();
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// Default memory settings
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// Seems to be the safest place currently..
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Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
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g_RemasterMode = false;
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g_DoubleTextureCoordinates = false;
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Memory::g_PSPModel = g_Config.iPSPModel;
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Path filename = g_CoreParameter.fileToStart;
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loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename));
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#if PPSSPP_ARCH(AMD64)
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if (g_Config.bCacheFullIsoInRam) {
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loadedFile = new RamCachingFileLoader(loadedFile);
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}
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#endif
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IdentifiedFileType type = Identify_File(loadedFile, errorString);
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// TODO: Put this somewhere better?
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if (!g_CoreParameter.mountIso.empty()) {
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g_CoreParameter.mountIsoLoader = ConstructFileLoader(g_CoreParameter.mountIso);
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}
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MIPSAnalyst::Reset();
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Replacement_Init();
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bool allowPlugins = true;
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std::string geDumpDiscID;
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switch (type) {
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case IdentifiedFileType::PSP_ISO:
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case IdentifiedFileType::PSP_ISO_NP:
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case IdentifiedFileType::PSP_DISC_DIRECTORY:
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InitMemoryForGameISO(loadedFile);
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break;
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case IdentifiedFileType::PSP_PBP:
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case IdentifiedFileType::PSP_PBP_DIRECTORY:
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// This is normal for homebrew.
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// ERROR_LOG(LOADER, "PBP directory resolution failed.");
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InitMemoryForGamePBP(loadedFile);
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break;
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case IdentifiedFileType::PSP_ELF:
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if (Memory::g_PSPModel != PSP_MODEL_FAT) {
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INFO_LOG(LOADER, "ELF, using full PSP-2000 memory access");
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Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE;
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}
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break;
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case IdentifiedFileType::PPSSPP_GE_DUMP:
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// Try to grab the disc ID from the filenameor GE dump.
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if (DiscIDFromGEDumpPath(filename, loadedFile, &geDumpDiscID)) {
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// Store in SFO, otherwise it'll generate a fake disc ID.
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g_paramSFO.SetValue("DISC_ID", geDumpDiscID, 16);
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}
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allowPlugins = false;
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break;
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default:
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// Can we even get here?
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WARN_LOG(LOADER, "CPU_Init didn't recognize file. %s", errorString->c_str());
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break;
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}
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// Here we have read the PARAM.SFO, let's see if we need any compatibility overrides.
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// Homebrew usually has an empty discID, and even if they do have a disc id, it's not
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// likely to collide with any commercial ones.
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g_CoreParameter.compat.Load(g_paramSFO.GetDiscID());
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InitVFPUSinCos();
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if (allowPlugins)
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HLEPlugins::Init();
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if (!Memory::Init()) {
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// We're screwed.
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return false;
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}
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mipsr4k.Reset();
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host->AttemptLoadSymbolMap();
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if (g_CoreParameter.enableSound) {
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Audio_Init();
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}
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CoreTiming::Init();
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// Init all the HLE modules
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HLEInit();
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// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
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// If they shut down early, we'll catch it when load completes.
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// Note: this may return before init is complete, which is checked if CPU_IsReady().
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if (!LoadFile(&loadedFile, &g_CoreParameter.errorString)) {
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CPU_Shutdown();
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g_CoreParameter.fileToStart.clear();
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return false;
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}
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if (g_CoreParameter.updateRecent) {
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g_Config.AddRecent(filename.ToString());
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}
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InstallExceptionHandler(&Memory::HandleFault);
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return true;
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}
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PSP_LoadingLock::PSP_LoadingLock() {
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loadingLock.lock();
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}
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PSP_LoadingLock::~PSP_LoadingLock() {
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loadingLock.unlock();
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}
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void CPU_Shutdown() {
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UninstallExceptionHandler();
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// Since we load on a background thread, wait for startup to complete.
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PSP_LoadingLock lock;
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PSPLoaders_Shutdown();
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if (g_Config.bAutoSaveSymbolMap) {
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host->SaveSymbolMap();
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}
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Replacement_Shutdown();
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CoreTiming::Shutdown();
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__KernelShutdown();
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HLEShutdown();
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if (g_CoreParameter.enableSound) {
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Audio_Shutdown();
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}
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pspFileSystem.Shutdown();
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mipsr4k.Shutdown();
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Memory::Shutdown();
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HLEPlugins::Shutdown();
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delete loadedFile;
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loadedFile = nullptr;
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delete g_CoreParameter.mountIsoLoader;
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delete g_symbolMap;
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g_symbolMap = nullptr;
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g_CoreParameter.mountIsoLoader = nullptr;
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}
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// TODO: Maybe loadedFile doesn't even belong here...
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void UpdateLoadedFile(FileLoader *fileLoader) {
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delete loadedFile;
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loadedFile = fileLoader;
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}
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void Core_UpdateState(CoreState newState) {
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if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
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coreStatePending = true;
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coreState = newState;
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Core_UpdateSingleStep();
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}
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void Core_UpdateDebugStats(bool collectStats) {
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bool newState = collectStats || coreCollectDebugStatsCounter > 0;
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if (coreCollectDebugStats != newState) {
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coreCollectDebugStats = newState;
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mipsr4k.ClearJitCache();
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}
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if (!PSP_CoreParameter().frozen && !Core_IsStepping()) {
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kernelStats.ResetFrame();
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gpuStats.ResetFrame();
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}
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}
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void Core_ForceDebugStats(bool enable) {
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if (enable) {
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coreCollectDebugStatsCounter++;
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} else {
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coreCollectDebugStatsCounter--;
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}
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_assert_(coreCollectDebugStatsCounter >= 0);
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}
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bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
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if (pspIsIniting || pspIsQuitting) {
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return false;
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}
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#if defined(_WIN32) && PPSSPP_ARCH(AMD64)
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INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
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#elif defined(_WIN32) && !PPSSPP_ARCH(AMD64)
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INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
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#else
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INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
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#endif
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Core_NotifyLifecycle(CoreLifecycle::STARTING);
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GraphicsContext *temp = g_CoreParameter.graphicsContext;
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g_CoreParameter = coreParam;
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if (g_CoreParameter.graphicsContext == nullptr) {
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g_CoreParameter.graphicsContext = temp;
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}
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g_CoreParameter.errorString = "";
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pspIsIniting = true;
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PSP_SetLoading("Loading game...");
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if (!CPU_Init(&g_CoreParameter.errorString)) {
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*error_string = g_CoreParameter.errorString;
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if (error_string->empty()) {
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*error_string = "Failed initializing CPU/Memory";
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}
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pspIsIniting = false;
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return false;
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}
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// Compat flags get loaded in CPU_Init (which is a bit of a misnomer) so we check for SW renderer here.
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if (g_Config.bSoftwareRendering || PSP_CoreParameter().compat.flags().ForceSoftwareRenderer) {
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g_CoreParameter.gpuCore = GPUCORE_SOFTWARE;
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}
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*error_string = g_CoreParameter.errorString;
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bool success = !g_CoreParameter.fileToStart.empty();
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if (!success) {
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Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
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// In this case, we must call shutdown since the caller won't know to.
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// It must've partially started since CPU_Init returned true.
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PSP_Shutdown();
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}
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return success;
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}
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bool PSP_InitUpdate(std::string *error_string) {
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if (pspIsInited || !pspIsIniting) {
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return true;
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}
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if (!CPU_IsReady()) {
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return false;
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}
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bool success = !g_CoreParameter.fileToStart.empty();
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*error_string = g_CoreParameter.errorString;
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if (success && gpu == nullptr) {
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PSP_SetLoading("Starting graphics...");
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Draw::DrawContext *draw = g_CoreParameter.graphicsContext ? g_CoreParameter.graphicsContext->GetDrawContext() : nullptr;
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success = GPU_Init(g_CoreParameter.graphicsContext, draw);
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if (!success) {
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*error_string = "Unable to initialize rendering engine.";
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}
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}
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if (!success) {
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PSP_Shutdown();
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return true;
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}
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pspIsInited = GPU_IsReady();
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pspIsIniting = !pspIsInited;
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if (pspIsInited) {
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Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
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}
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return pspIsInited;
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}
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bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
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if (!PSP_InitStart(coreParam, error_string))
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return false;
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while (!PSP_InitUpdate(error_string))
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sleep_ms(10);
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return pspIsInited;
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}
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bool PSP_IsIniting() {
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return pspIsIniting;
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}
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bool PSP_IsInited() {
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return pspIsInited && !pspIsQuitting;
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}
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bool PSP_IsQuitting() {
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return pspIsQuitting;
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}
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void PSP_Shutdown() {
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// Do nothing if we never inited.
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if (!pspIsInited && !pspIsIniting && !pspIsQuitting) {
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return;
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}
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// Make sure things know right away that PSP memory, etc. is going away.
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pspIsQuitting = true;
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if (coreState == CORE_RUNNING)
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Core_Stop();
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#ifndef MOBILE_DEVICE
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if (g_Config.bFuncHashMap) {
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MIPSAnalyst::StoreHashMap();
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}
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#endif
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if (pspIsIniting)
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Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
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Core_NotifyLifecycle(CoreLifecycle::STOPPING);
|
|
CPU_Shutdown();
|
|
GPU_Shutdown();
|
|
g_paramSFO.Clear();
|
|
host->SetWindowTitle(0);
|
|
currentMIPS = 0;
|
|
pspIsInited = false;
|
|
pspIsIniting = false;
|
|
pspIsQuitting = false;
|
|
g_Config.unloadGameConfig();
|
|
Core_NotifyLifecycle(CoreLifecycle::STOPPED);
|
|
}
|
|
|
|
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);
|
|
gpu->CleanupBeforeUI();
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
// Run this at startup time. Please use GetSysDirectory if you need to query where folders are.
|
|
void InitSysDirectories() {
|
|
if (!g_Config.memStickDirectory.empty() && !g_Config.flash0Directory.empty())
|
|
return;
|
|
|
|
const Path &path = File::GetExeDirectory();
|
|
|
|
// Mount a filesystem
|
|
g_Config.flash0Directory = path / "assets/flash0";
|
|
|
|
// Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder.
|
|
#if PPSSPP_PLATFORM(UWP)
|
|
// We set g_Config.memStickDirectory outside.
|
|
|
|
#else
|
|
// Caller sets this to the Documents folder.
|
|
const Path rootMyDocsPath = g_Config.internalDataDirectory;
|
|
const Path myDocsPath = rootMyDocsPath / "PPSSPP";
|
|
const Path installedFile = path / "installed.txt";
|
|
const bool installed = File::Exists(installedFile);
|
|
|
|
// If installed.txt exists(and we can determine the Documents directory)
|
|
if (installed && !rootMyDocsPath.empty()) {
|
|
FILE *fp = File::OpenCFile(installedFile, "rt");
|
|
if (fp) {
|
|
char temp[2048];
|
|
char *tempStr = fgets(temp, sizeof(temp), fp);
|
|
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
|
|
if (tempStr && strncmp(tempStr, "\xEF\xBB\xBF", 3) == 0) {
|
|
tempStr += 3;
|
|
}
|
|
std::string tempString = tempStr ? tempStr : "";
|
|
if (!tempString.empty() && tempString.back() == '\n')
|
|
tempString.resize(tempString.size() - 1);
|
|
|
|
g_Config.memStickDirectory = Path(tempString);
|
|
fclose(fp);
|
|
}
|
|
|
|
// Check if the file is empty first, before appending the slash.
|
|
if (g_Config.memStickDirectory.empty())
|
|
g_Config.memStickDirectory = myDocsPath;
|
|
} else {
|
|
g_Config.memStickDirectory = path / "memstick";
|
|
}
|
|
|
|
// Create the memstickpath before trying to write to it, and fall back on Documents yet again
|
|
// if we can't make it.
|
|
if (!File::Exists(g_Config.memStickDirectory)) {
|
|
if (!File::CreateDir(g_Config.memStickDirectory))
|
|
g_Config.memStickDirectory = myDocsPath;
|
|
INFO_LOG(COMMON, "Memstick directory not present, creating at '%s'", g_Config.memStickDirectory.c_str());
|
|
}
|
|
|
|
Path testFile = g_Config.memStickDirectory / "_writable_test.$$$";
|
|
|
|
// If any directory is read-only, fall back to the Documents directory.
|
|
// We're screwed anyway if we can't write to Documents, or can't detect it.
|
|
if (!File::CreateEmptyFile(testFile))
|
|
g_Config.memStickDirectory = myDocsPath;
|
|
|
|
// Clean up our mess.
|
|
if (File::Exists(testFile))
|
|
File::Delete(testFile);
|
|
#endif
|
|
|
|
// 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.
|
|
File::CreateDir(GetSysDirectory(DIRECTORY_PSP));
|
|
File::CreateDir(GetSysDirectory(DIRECTORY_PSP) / "COMMON");
|
|
File::CreateDir(GetSysDirectory(DIRECTORY_GAME));
|
|
File::CreateDir(GetSysDirectory(DIRECTORY_SAVEDATA));
|
|
File::CreateDir(GetSysDirectory(DIRECTORY_SAVESTATE));
|
|
File::CreateDir(GetSysDirectory(DIRECTORY_SYSTEM));
|
|
|
|
if (g_Config.currentDirectory.empty()) {
|
|
g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME);
|
|
}
|
|
}
|
|
#endif
|