mirror of
https://github.com/open-goal/jak-project.git
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01d5fc2bbb
I ported the kernel test from jak1/jak2 to jak 3, and it's passing!
472 lines
13 KiB
C++
472 lines
13 KiB
C++
/*!
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* @file runtime.cpp
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* Setup and launcher for the runtime.
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*/
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#include "common/common_types.h"
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#ifdef OS_POSIX
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#include <unistd.h>
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#include <sys/mman.h>
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#elif _WIN32
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#include <io.h>
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#include "third-party/mman/mman.h"
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#define NOMINMAX
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#endif
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#include <chrono>
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#include <cstring>
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#include <thread>
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#include "runtime.h"
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#include "common/cross_os_debug/xdbg.h"
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#include "common/global_profiler/GlobalProfiler.h"
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#include "common/goal_constants.h"
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#include "common/log/log.h"
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#include "common/util/FileUtil.h"
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#include "common/versions/versions.h"
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#include "game/external/discord.h"
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#include "game/graphics/gfx.h"
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#include "game/kernel/common/fileio.h"
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#include "game/kernel/common/kdgo.h"
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#include "game/kernel/common/kdsnetm.h"
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#include "game/kernel/common/klink.h"
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#include "game/kernel/common/klisten.h"
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#include "game/kernel/common/kmachine.h"
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#include "game/kernel/common/kmalloc.h"
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#include "game/kernel/common/kmemcard.h"
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#include "game/kernel/common/kprint.h"
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#include "game/kernel/common/kscheme.h"
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#include "game/kernel/jak1/kboot.h"
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#include "game/kernel/jak1/kdgo.h"
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#include "game/kernel/jak1/klisten.h"
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#include "game/kernel/jak1/kscheme.h"
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#include "game/kernel/jak2/kboot.h"
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#include "game/kernel/jak2/kdgo.h"
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#include "game/kernel/jak2/klisten.h"
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#include "game/kernel/jak2/kscheme.h"
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#include "game/kernel/jak3/kboot.h"
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#include "game/kernel/jak3/kdgo.h"
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#include "game/kernel/jak3/klisten.h"
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#include "game/kernel/jak3/kscheme.h"
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#include "game/overlord/common/fake_iso.h"
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#include "game/overlord/common/iso.h"
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#include "game/overlord/common/sbank.h"
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#include "game/overlord/common/srpc.h"
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#include "game/overlord/common/ssound.h"
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#include "game/overlord/jak1/dma.h"
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#include "game/overlord/jak1/fake_iso.h"
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#include "game/overlord/jak1/iso.h"
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#include "game/overlord/jak1/iso_queue.h"
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#include "game/overlord/jak1/overlord.h"
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#include "game/overlord/jak1/ramdisk.h"
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#include "game/overlord/jak1/srpc.h"
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#include "game/overlord/jak1/ssound.h"
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#include "game/overlord/jak1/stream.h"
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#include "game/overlord/jak2/dma.h"
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#include "game/overlord/jak2/iso_cd.h"
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#include "game/overlord/jak2/iso_queue.h"
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#include "game/overlord/jak2/overlord.h"
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#include "game/overlord/jak2/spustreams.h"
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#include "game/overlord/jak2/srpc.h"
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#include "game/overlord/jak2/ssound.h"
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#include "game/overlord/jak2/stream.h"
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#include "game/overlord/jak2/streamlist.h"
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#include "game/overlord/jak2/vag.h"
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#include "game/system/Deci2Server.h"
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#include "game/system/iop_thread.h"
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#include "sce/deci2.h"
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#include "sce/iop.h"
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#include "sce/libcdvd_ee.h"
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#include "sce/sif_ee.h"
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#include "system/SystemThread.h"
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u8* g_ee_main_mem = nullptr;
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std::thread::id g_main_thread_id = std::thread::id();
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GameVersion g_game_version = GameVersion::Jak1;
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BackgroundWorker g_background_worker;
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int g_server_port = DECI2_PORT;
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namespace {
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int g_argc = 0;
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const char** g_argv = nullptr;
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/*!
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* SystemThread function for running the DECI2 communication with the GOAL compiler.
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*/
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void deci2_runner(SystemThreadInterface& iface) {
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// callback function so the server knows when to give up and shutdown
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std::function<bool()> shutdown_callback = [&]() { return iface.get_want_exit(); };
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// create and register server
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Deci2Server server(shutdown_callback, DECI2_PORT - 1 + (int)g_game_version);
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ee::LIBRARY_sceDeci2_register(&server);
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// now its ok to continue with initialization
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iface.initialization_complete();
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// in our own thread, wait for the EE to register the first protocol driver
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lg::debug("[DECI2] Waiting for EE to register protos");
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if (!server.wait_for_protos_ready()) {
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// requested shutdown before protos became ready.
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return;
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}
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// then allow the server to accept connections
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bool server_ok = server.init_server();
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if (!server_ok) {
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lg::error("[DECI2] failed to initialize, REPL will not work.");
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}
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lg::debug("[DECI2] Waiting for listener...");
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bool saw_listener = false;
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while (!iface.get_want_exit()) {
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if (server_ok && server.is_client_connected()) {
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if (!saw_listener) {
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lg::debug("[DECI2] Connected!");
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}
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saw_listener = true;
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// we have a listener, run!
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server.read_data();
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} else {
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// no connection yet. Do a sleep so we don't spam checking the listener.
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std::this_thread::sleep_for(std::chrono::microseconds(50000));
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}
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}
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}
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// EE System
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/*!
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* SystemThread Function for the EE (PS2 Main CPU)
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*/
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void ee_runner(SystemThreadInterface& iface) {
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prof().root_event();
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// Allocate Main RAM. Must have execute enabled.
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if (EE_MEM_LOW_MAP) {
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g_ee_main_mem =
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(u8*)mmap((void*)0x10000000, EE_MAIN_MEM_SIZE, PROT_EXEC | PROT_READ | PROT_WRITE,
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#ifdef __APPLE__
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// has no map_populate
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MAP_ANONYMOUS | MAP_32BIT | MAP_PRIVATE, 0, 0);
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#else
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MAP_ANONYMOUS | MAP_32BIT | MAP_PRIVATE | MAP_POPULATE, 0, 0);
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#endif
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} else {
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g_ee_main_mem =
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(u8*)mmap((void*)EE_MAIN_MEM_MAP, EE_MAIN_MEM_SIZE, PROT_EXEC | PROT_READ | PROT_WRITE,
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MAP_ANONYMOUS | MAP_PRIVATE, 0, 0);
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}
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if (g_ee_main_mem == (u8*)(-1)) {
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lg::debug("Failed to initialize main memory! {}", strerror(errno));
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iface.initialization_complete();
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return;
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}
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lg::debug("Main memory mapped at 0x{:016x}", (u64)(g_ee_main_mem));
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lg::debug("Main memory size 0x{:x} bytes ({:.3f} MB)", EE_MAIN_MEM_SIZE,
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(double)EE_MAIN_MEM_SIZE / (1 << 20));
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lg::debug("[EE] Initialization complete!");
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iface.initialization_complete();
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lg::debug("[EE] Run!");
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memset((void*)g_ee_main_mem, 0, EE_MAIN_MEM_SIZE);
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// prevent access to the first 512 kB of memory.
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// On the PS2 this is the kernel and can't be accessed either.
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// this may not work well on systems with a page size > 1 MB.
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mprotect((void*)g_ee_main_mem, EE_MAIN_MEM_LOW_PROTECT, PROT_NONE);
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fileio_init_globals();
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jak1::kboot_init_globals();
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jak2::kboot_init_globals();
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jak3::kboot_init_globals();
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kboot_init_globals_common();
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kdgo_init_globals();
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jak1::kdgo_init_globals();
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jak2::kdgo_init_globals();
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jak3::kdgo_init_globals();
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kdsnetm_init_globals_common();
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klink_init_globals();
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kmachine_init_globals_common();
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jak1::kscheme_init_globals();
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jak2::kscheme_init_globals();
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jak3::kscheme_init_globals();
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kscheme_init_globals_common();
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kmalloc_init_globals_common();
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klisten_init_globals();
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jak1::klisten_init_globals();
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jak2::klisten_init_globals();
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jak3::klisten_init_globals();
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jak2::vag_init_globals();
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jak2::init_globals_streamlist();
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kmemcard_init_globals();
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kprint_init_globals_common();
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// Added for OpenGOAL's debugger
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xdbg::allow_debugging();
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switch (g_game_version) {
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case GameVersion::Jak1:
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jak1::goal_main(g_argc, g_argv);
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break;
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case GameVersion::Jak2:
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jak2::goal_main(g_argc, g_argv);
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break;
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case GameVersion::Jak3:
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jak3::goal_main(g_argc, g_argv);
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break;
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default:
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ASSERT_MSG(false, "Unsupported game version");
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}
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lg::debug("[EE] Done!");
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// // kill the IOP todo
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iop::LIBRARY_kill();
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// after main returns, trigger a shutdown.
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iface.trigger_shutdown();
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}
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/*!
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* SystemThread Function for the EE Worker Thread (general purpose background tasks from the EE to
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* be non-blocking)
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*/
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void ee_worker_runner(SystemThreadInterface& iface) {
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iface.initialization_complete();
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while (!iface.get_want_exit()) {
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const auto queues_weres_empty = !g_background_worker.process_queues();
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if (queues_weres_empty) {
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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}
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}
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/*!
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* SystemThread function for running the IOP (separate I/O Processor)
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*/
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void iop_runner(SystemThreadInterface& iface, GameVersion version) {
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prof().root_event();
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prof().begin_event("iop-init");
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IOP iop;
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lg::debug("[IOP] Restart!");
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iop.reset_allocator();
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ee::LIBRARY_sceSif_register(&iop);
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iop::LIBRARY_register(&iop);
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Gfx::register_vsync_callback([&iop]() { iop.kernel.signal_vblank(); });
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jak1::dma_init_globals();
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jak2::dma_init_globals();
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iso_init_globals();
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jak1::iso_init_globals();
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jak2::iso_init_globals();
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fake_iso_init_globals();
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jak1::fake_iso_init_globals();
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jak2::iso_cd_init_globals();
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jak1::iso_queue_init_globals();
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jak2::iso_queue_init_globals();
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jak2::spusstreams_init_globals();
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jak1::ramdisk_init_globals();
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sbank_init_globals();
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// soundcommon
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jak1::srpc_init_globals();
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jak2::srpc_init_globals();
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srpc_init_globals();
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ssound_init_globals();
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jak2::ssound_init_globals();
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jak1::stream_init_globals();
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jak2::stream_init_globals();
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prof().end_event();
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iface.initialization_complete();
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lg::debug("[IOP] Wait for OVERLORD to start...");
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{
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auto p = scoped_prof("iop-wait-for-ee");
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iop.wait_for_overlord_start_cmd();
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}
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if (iop.status == IOP_OVERLORD_INIT) {
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lg::debug("[IOP] Run!");
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} else {
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lg::debug("[IOP] Shutdown!");
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return;
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}
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iop.reset_allocator();
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// init
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bool complete = false;
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{
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auto p = scoped_prof("overlord-start");
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switch (version) {
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case GameVersion::Jak1:
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jak1::start_overlord_wrapper(iop.overlord_argc, iop.overlord_argv, &complete);
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break;
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case GameVersion::Jak2:
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case GameVersion::Jak3: // TODO: jak3 using jak2's overlord.
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jak2::start_overlord_wrapper(iop.overlord_argc, iop.overlord_argv, &complete);
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break;
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default:
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ASSERT_NOT_REACHED();
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}
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}
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{
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auto p = scoped_prof("overlord-wait-for-init");
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while (complete == false) {
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prof().root_event();
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iop.kernel.dispatch();
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}
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}
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// unblock the EE, the overlord is set up!
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iop.signal_overlord_init_finish();
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// IOP Kernel loop
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while (!iface.get_want_exit() && !iop.want_exit) {
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prof().root_event();
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// The IOP scheduler informs us of how many microseconds are left until it has something to do.
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// So we can wait for that long or until something else needs it to wake up.
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auto wait_duration = iop.kernel.dispatch();
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if (wait_duration) {
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iop.wait_run_iop(*wait_duration);
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}
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}
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Gfx::clear_vsync_callback();
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}
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} // namespace
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/*!
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* SystemThread function for running NothingTM.
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*/
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void null_runner(SystemThreadInterface& iface) {
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iface.initialization_complete();
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}
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/*!
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* Main function to launch the runtime.
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* GOAL kernel arguments are currently ignored.
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*/
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RuntimeExitStatus exec_runtime(GameLaunchOptions game_options, int argc, const char** argv) {
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prof().root_event();
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g_argc = argc;
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g_argv = argv;
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g_main_thread_id = std::this_thread::get_id();
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bool enable_display = !game_options.disable_display;
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g_game_version = game_options.game_version;
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g_server_port = game_options.server_port;
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gStartTime = time(nullptr);
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prof().instant_event("ROOT");
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{
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auto p = scoped_prof("startup::exec_runtime::init_discord_rpc");
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init_discord_rpc();
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}
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// initialize graphics first - the EE code will upload textures during boot and we
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// want the graphics system to catch them.
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{
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auto p = scoped_prof("startup::exec_runtime::init_gfx");
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if (enable_display) {
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Gfx::Init(g_game_version);
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}
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}
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// step 1: sce library prep
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{
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auto p = scoped_prof("startup::exec_runtime::library_prep");
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iop::LIBRARY_INIT();
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ee::LIBRARY_INIT_sceCd();
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ee::LIBRARY_INIT_sceDeci2();
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ee::LIBRARY_INIT_sceSif();
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}
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// step 2: system prep
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prof().begin_event("startup::exec_runtime::system_prep");
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SystemThreadManager tm;
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auto& deci_thread = tm.create_thread("DMP");
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auto& iop_thread = tm.create_thread("IOP");
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auto& ee_thread = tm.create_thread("EE");
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// a general worker thread to perform background operations from the EE thread (to not block the
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// game)
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auto& ee_worker_thread = tm.create_thread("EE-Worker");
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prof().end_event();
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// step 3: start the EE!
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{
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auto p = scoped_prof("startup::exec_runtime::iop-start");
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iop_thread.start([=](SystemThreadInterface& sti) { iop_runner(sti, g_game_version); });
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}
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{
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auto p = scoped_prof("startup::exec_runtime::deci-start");
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deci_thread.start(deci2_runner);
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}
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{
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auto p = scoped_prof("startup::exec_runtime::ee-worker-start");
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ee_worker_thread.start(ee_worker_runner);
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}
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{
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auto p = scoped_prof("startup::exec_runtime::ee-start");
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ee_thread.start(ee_runner);
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}
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// step 4: wait for EE to signal a shutdown. meanwhile, run video loop on main thread.
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// TODO relegate this to its own function
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if (enable_display) {
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try {
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Gfx::Loop([]() { return MasterExit == RuntimeExitStatus::RUNNING; });
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} catch (std::exception& e) {
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lg::error("Exception thrown from graphics loop: {}", e.what());
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lg::error("Everything will crash now. good luck");
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throw;
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}
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}
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// hack to make the IOP die quicker if it's loading/unloading music
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gMusicFade = 0;
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// if we have no display, wait here for DECI to shutdown
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deci_thread.join();
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// fully shut down EE first before stopping the other threads
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ee_thread.join();
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// to be extra sure
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tm.shutdown();
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// join and exit
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tm.join();
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// kill renderer after all threads are stopped.
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// this makes sure the std::shared_ptr<Display> is destroyed in the main thread.
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if (enable_display) {
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Gfx::Exit();
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}
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lg::info("GOAL Runtime Shutdown (code {})", fmt::underlying(MasterExit));
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munmap(g_ee_main_mem, EE_MAIN_MEM_SIZE);
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Discord_Shutdown();
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return MasterExit;
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}
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