mirror of
https://github.com/open-goal/jak-project.git
synced 2024-11-23 22:29:53 +00:00
c9204f2a9b
* fix release mode asserts * clang * dummy
336 lines
8.9 KiB
C++
336 lines
8.9 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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#ifdef __linux__
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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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#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 "common/log/log.h"
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#include "runtime.h"
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#include "system/SystemThread.h"
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#include "sce/libcdvd_ee.h"
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#include "sce/deci2.h"
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#include "sce/sif_ee.h"
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#include "sce/iop.h"
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#include "game/system/Deci2Server.h"
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#include "game/kernel/fileio.h"
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#include "game/kernel/kboot.h"
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#include "game/kernel/klink.h"
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#include "game/kernel/kscheme.h"
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#include "game/kernel/kdsnetm.h"
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#include "game/kernel/klisten.h"
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#include "game/kernel/kmemcard.h"
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#include "game/kernel/kprint.h"
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#include "game/kernel/kdgo.h"
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#include "game/system/iop_thread.h"
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#include "game/overlord/dma.h"
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#include "game/overlord/iso.h"
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#include "game/overlord/fake_iso.h"
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#include "game/overlord/iso_queue.h"
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#include "game/overlord/ramdisk.h"
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#include "game/overlord/iso_cd.h"
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#include "game/overlord/overlord.h"
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#include "game/overlord/srpc.h"
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#include "game/overlord/stream.h"
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#include "game/overlord/sbank.h"
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#include "game/graphics/gfx.h"
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#include "game/system/vm/vm.h"
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#include "game/system/vm/dmac.h"
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#include "common/goal_constants.h"
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#include "common/cross_os_debug/xdbg.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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namespace {
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int g_argc = 0;
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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);
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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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server.wait_for_protos_ready();
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// then allow the server to accept connections
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if (!server.init()) {
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assert(false);
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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.check_for_listener()) {
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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.run();
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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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// 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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MAP_ANONYMOUS | MAP_32BIT | MAP_PRIVATE | MAP_POPULATE, 0, 0);
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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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kboot_init_globals();
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kdgo_init_globals();
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kdsnetm_init_globals();
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klink_init_globals();
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kmachine_init_globals();
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kscheme_init_globals();
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kmalloc_init_globals();
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klisten_init_globals();
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kmemcard_init_globals();
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kprint_init_globals();
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// Added for OpenGOAL's debugger
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xdbg::allow_debugging();
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goal_main(g_argc, g_argv);
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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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munmap(g_ee_main_mem, EE_MAIN_MEM_SIZE);
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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 running the IOP (separate I/O Processor)
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*/
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void iop_runner(SystemThreadInterface& iface) {
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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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// todo!
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dma_init_globals();
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iso_init_globals();
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fake_iso_init_globals();
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// iso_api
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iso_cd_init_globals();
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iso_queue_init_globals();
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// isocommon
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// overlord
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ramdisk_init_globals();
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sbank_init_globals();
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// soundcommon
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srpc_init_globals();
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// ssound
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stream_init_globals();
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iface.initialization_complete();
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lg::debug("[IOP] Wait for OVERLORD to start...");
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iop.wait_for_overlord_start_cmd();
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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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start_overlord(iop.overlord_argc, iop.overlord_argv); // todo!
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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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// the IOP kernel just runs at full blast, so we only run the IOP when the EE is waiting on the
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// IOP. Each time the EE is waiting on the IOP, it will run an iteration of the IOP kernel.
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iop.wait_run_iop();
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iop.kernel.dispatchAll();
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}
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// stop all threads in the iop kernel.
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// if the threads are not stopped nicely, we will deadlock on trying to destroy the kernel's
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// condition variables.
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iop.kernel.shutdown();
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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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return;
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}
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/*!
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* SystemThread function for running the PS2 DMA controller.
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* This does not actually emulate the DMAC, it only fakes its existence enough that we can debug
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* the DMA packets the original game sends. The port will replace all DMAC code.
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*/
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void dmac_runner(SystemThreadInterface& iface) {
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VM::subscribe_component();
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VM::dmac_init_globals();
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iface.initialization_complete();
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while (!iface.get_want_exit() && !VM::vm_want_exit()) {
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// for (int i = 0; i < 10; ++i) {
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// if (VM::dmac_ch[i]->chcr.str) {
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// // lg::info("DMA detected on channel {}, clearing", i);
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// VM::dmac_ch[i]->chcr.str = 0;
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// }
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// }
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// avoid running the DMAC on full blast (this does not sync to its clockrate)
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std::this_thread::sleep_for(std::chrono::microseconds(50000));
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}
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VM::unsubscribe_component();
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return;
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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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u32 exec_runtime(int argc, char** argv) {
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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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// parse opengoal arguments
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bool enable_display = true;
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for (int i = 1; i < argc; i++) {
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if (std::string("-nodisplay") == argv[i]) { // disable video display
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enable_display = false;
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} else if (std::string("-vm") == argv[i]) { // enable debug ps2 VM
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VM::use = true;
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} else if (std::string("-novm") == argv[i]) { // disable debug ps2 VM
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VM::use = false;
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}
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}
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// step 1: sce 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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// step 2: system prep
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VM::vm_prepare(); // our fake ps2 VM needs to be prepared
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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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auto& vm_dmac_thread = tm.create_thread("VM-DMAC");
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// step 3: start the EE!
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iop_thread.start(iop_runner);
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ee_thread.start(ee_runner);
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deci_thread.start(deci2_runner);
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if (VM::use) {
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vm_dmac_thread.start(dmac_runner);
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} else {
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vm_dmac_thread.start(null_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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// TODO also sync this up with how the game actually renders things (this is just a placeholder)
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if (enable_display) {
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Gfx::Init();
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Gfx::Loop([]() { return !MasterExit; });
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Gfx::Exit();
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}
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deci_thread.join();
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// DECI has been killed, shutdown!
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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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lg::info("GOAL Runtime Shutdown (code {})", MasterExit);
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return MasterExit;
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}
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