mirror of
https://github.com/open-goal/jak-project.git
synced 2024-11-27 16:31:14 +00:00
28a5a417bc
I'm not sure what has changed here...but rebooting in debug mode now hangs. - It seems to exit the GFX loop prematurely because `MasterExit` is still set to `RESTART_IN_DEBUG` https://github.com/open-goal/jak-project/blob/master/game/runtime.cpp#L431 - And then it gets stuck waiting for the DECI thread to close This works, but im not sure if it's the right fix / what has changed to require this.
214 lines
8.1 KiB
C++
214 lines
8.1 KiB
C++
/*!
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* @file main.cpp
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* Main for the game. Launches the runtime.
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*/
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#define STBI_WINDOWS_UTF8
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#include <string>
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#include "runtime.h"
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#include "common/global_profiler/GlobalProfiler.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/util/os.h"
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#include "common/util/unicode_util.h"
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#include "common/versions/versions.h"
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#include "game/common/game_common_types.h"
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#include "third-party/CLI11.hpp"
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#ifdef _WIN32
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extern "C" {
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__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
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__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
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}
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#endif
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/*!
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* Set up logging system to log to file.
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* @param verbose : should we print debug-level messages to stdout?
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*/
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void setup_logging(bool verbose) {
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lg::set_file(file_util::get_file_path({"log", "game.log"}));
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if (verbose) {
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lg::set_file_level(lg::level::debug);
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lg::set_stdout_level(lg::level::debug);
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lg::set_flush_level(lg::level::debug);
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} else {
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lg::set_file_level(lg::level::debug);
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lg::set_stdout_level(lg::level::warn);
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lg::set_flush_level(lg::level::warn);
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}
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lg::initialize();
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}
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std::string game_arg_documentation() {
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// clang-format off
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std::string output = fmt::format(fmt::emphasis::bold, "Game Args (passed through to the game runtime after '--')\n");
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output += fmt::format(fmt::fg(fmt::color::gray), "Order matters, some args will negate others (see kmachine.cpp for details)\n");
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output += fmt::format(fmt::fg(fmt::color::gray), "Args with `*` are not well supported\n\n");
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// Common args
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output += fmt::format(fmt::emphasis::bold, "Common:\n");
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output += " -cd * Use the DVD drive for everything. This is how the game runs in retail\n";
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output += " -cddata * Use the DVD drive for everything but IOP modules\n";
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output += " -deviso * One of two modes for testing without the need for DVDs\n";
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output += " -fakeiso The other of two modes for testing without the need for DVDs\n";
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output += " -boot Used to set GOAL up for running the game in retail mode\n";
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output += " -debug Used to set GOAL up for debugging/development\n";
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output += " -debug-mem Used to set up GOAL in debug mode, but not to load debug-segments\n";
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output += " -nokernel An added mode to allow booting without a KERNEL.CGO for testing\n";
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output += " -nosound An added mode to allow booting without sound for testing\n";
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output += " -level [name] Used to inform the game to boot a specific level the default level is `#f`\n";
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// Jak 1 Related
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output += fmt::format(fmt::emphasis::bold | fmt::fg(fmt::color::orange), "Jak 1:\n");
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output += " -demo Used to pass the message `demo` to the gkernel in the DebugBootMessage (instead of play)\n";
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// Jak 2 only
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output += fmt::format(fmt::emphasis::bold | fmt::fg(fmt::color::purple), "Jak 2:\n");
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output += " -kiosk A demo mode, TODO on specifics\n";
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output += " -preview A demo mode, TODO on specifics\n";
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output += " -debug-boot Used to boot the game in retail mode, but with debug segments\n";
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output += " -user [name] Specify the debugging username, the default is `unknown`\n";
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output += " -art [name] Specify the art-group name to set `DebugBootArtGroup`, there is no default\n";
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// clang-format on
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return output;
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}
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/*!
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* Entry point for the game.
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*/
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int main(int argc, char** argv) {
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ArgumentGuard u8_guard(argc, argv);
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// CLI flags
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bool show_version = false;
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std::string game_name = "jak1";
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bool verbose_logging = false;
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bool disable_avx2 = false;
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bool disable_display = false;
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bool enable_debug_vm = false;
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int port_number = -1;
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fs::path project_path_override;
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std::vector<std::string> game_args;
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CLI::App app{"OpenGOAL Game Runtime"};
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app.add_flag("--version", show_version, "Display the built revision");
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app.add_option("-g,--game", game_name, "The game name: 'jak1' or 'jak2'");
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app.add_flag("-v,--verbose", verbose_logging, "Enable verbose logging on stdout");
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app.add_flag(
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"--port", port_number,
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"Specify port number for listener connection (default is 8112 for Jak 1 and 8113 for Jak 2)");
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app.add_flag("--no-avx2", verbose_logging, "Disable AVX2 for testing");
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app.add_flag("--no-display", disable_display, "Disable video display");
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app.add_flag("--vm", enable_debug_vm, "Enable debug PS2 VM (defaulted to off)");
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app.add_option("--proj-path", project_path_override,
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"Specify the location of the 'data/' folder");
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app.footer(game_arg_documentation());
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app.add_option("Game Args", game_args,
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"Remaining arguments (after '--') that are passed-through to the game itself");
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app.allow_extras();
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CLI11_PARSE(app, argc, argv);
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if (show_version) {
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lg::print(build_revision());
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return 0;
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}
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// Create struct with all non-kmachine handled args to pass to the runtime
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GameLaunchOptions game_options;
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game_options.disable_debug_vm = !enable_debug_vm;
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game_options.disable_display = disable_display;
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game_options.game_version = game_name_to_version(game_name);
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game_options.server_port =
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port_number == -1 ? DECI2_PORT - 1 + (int)game_options.game_version : port_number;
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// Figure out if the CPU has AVX2 to enable higher performance AVX2 versions of functions.
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setup_cpu_info();
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// If the CPU doesn't have AVX, GOAL code won't work and we exit.
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if (!get_cpu_info().has_avx) {
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lg::info("Your CPU does not support AVX, which is required for OpenGOAL.");
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return -1;
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}
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// set up file paths for resources. This is the full repository when developing, and the data
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// directory (a subset of the full repo) in release versions
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if (project_path_override.empty()) {
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lg::info("No project path provided, looking for data/ folder in current directory");
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if (!file_util::setup_project_path({})) {
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return 1;
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}
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} else if (!file_util::setup_project_path(project_path_override)) {
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return 1;
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}
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if (disable_avx2) {
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// for debugging the non-avx2 code paths, there's a flag to manually disable.
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lg::info("Note: AVX2 code has been manually disabled.");
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get_cpu_info().has_avx2 = false;
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}
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#ifndef __AVX2__
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if (get_cpu_info().has_avx2) {
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// printf("Note: your CPU supports AVX2, but this build was not compiled with AVX2 support\n");
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get_cpu_info().has_avx2 = false;
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}
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#endif
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if (get_cpu_info().has_avx2) {
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lg::info("AVX2 mode enabled");
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} else {
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lg::info("AVX2 mode disabled");
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}
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try {
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setup_logging(verbose_logging);
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} catch (const std::exception& e) {
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lg::error("Failed to setup logging: {}", e.what());
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return 1;
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}
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bool force_debug_next_time = false;
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// always start with an empty arg, as internally kmachine starts at `1` not `0`
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std::vector<const char*> arg_ptrs = {""};
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for (auto& str : game_args) {
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arg_ptrs.push_back(str.data());
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}
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while (true) {
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if (force_debug_next_time) {
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// I'd like to check and not add duplicates, unfortunately since the game
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// cares about ordering...that's likely error prone if the user passed args in the wrong order
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// ie. -debug -boot (we'd skip adding things, but the order would be wrong).
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game_args.push_back("-boot");
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game_args.push_back("-debug");
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force_debug_next_time = false;
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arg_ptrs = {""}; // see above for rationale
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for (auto& str : game_args) {
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arg_ptrs.push_back(str.data());
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}
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}
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// run the runtime in a loop so we can reset the game and have it restart cleanly
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lg::info("OpenGOAL Runtime {}.{}", versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR);
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try {
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MasterExit = RuntimeExitStatus::RUNNING;
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auto exit_status = exec_runtime(game_options, arg_ptrs.size(), arg_ptrs.data());
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switch (exit_status) {
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case RuntimeExitStatus::EXIT:
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return 0;
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case RuntimeExitStatus::RESTART_RUNTIME:
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case RuntimeExitStatus::RUNNING:
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break;
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case RuntimeExitStatus::RESTART_IN_DEBUG:
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force_debug_next_time = true;
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break;
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}
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} catch (std::exception& ex) {
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lg::error("Unexpected exception occurred - {}", ex.what());
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throw ex;
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}
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}
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return 0;
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}
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