jak-project/game/runtime.cpp
water111 01d5fc2bbb
[jak3] Decomp for gkernel, gkernel-h, gstate, gstring (#3326)
I ported the kernel test from jak1/jak2 to jak 3, and it's passing!
2024-01-21 18:08:05 -05:00

472 lines
13 KiB
C++

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