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1233d1d376
This won't catch all means of hacking memory, but will catch some. Trying to reduce noise in reporting from debugging.
90 lines
2.8 KiB
C++
90 lines
2.8 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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#pragma once
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/File/Path.h"
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#include "Common/LogReporting.h"
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class PointerWrap;
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namespace Reporting
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{
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// Should be called whenever a new game is loaded/shutdown to forget things.
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void Init();
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void Shutdown();
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// Check savestate compatibility, mostly needed on load.
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void DoState(PointerWrap &p);
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// Should be called whenever the game configuration changes.
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void UpdateConfig();
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// Should be called when debugging APIs are used in a way that could make the game crash.
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void NotifyDebugger();
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// Returns whether or not the reporting system is currently enabled.
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bool IsEnabled();
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// Returns whether the reporting system can be enabled (based on system or settings.)
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bool IsSupported();
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// Set the current enabled state of the reporting system and desired reporting server host.
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// Returns if anything was changed.
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bool Enable(bool flag, std::string host);
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// Use the default reporting setting (per compiled settings) of host and enabled state.
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void EnableDefault();
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// Report the compatibility of the current game / configuration.
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void ReportCompatibility(const char *compat, int graphics, int speed, int gameplay, const std::string &screenshotFilename);
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// Get the latest compatibility result. Only valid when GetStatus() is not BUSY.
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std::vector<std::string> CompatibilitySuggestions();
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// Queues game for CRC hash if needed.
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void QueueCRC(const Path &gamePath);
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// Returns true if the hash is available, does not queue if not.
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bool HasCRC(const Path &gamePath);
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void CancelCRC();
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// Blocks until the CRC hash is available for game, and returns it.
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// To avoid stalling, call HasCRC() in update() or similar and call this if it returns true.
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uint32_t RetrieveCRC(const Path &gamePath);
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enum class ReportStatus {
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WORKING,
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BUSY,
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FAILING,
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};
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// Whether server requests appear to be working.
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ReportStatus GetStatus();
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// Return the currently active host (or blank if not active.)
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std::string ServerHost();
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// Return the current game id.
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std::string CurrentGameID();
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}
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