Files
archived-pcsx2/pcsx2/Recording/InputRecording.cpp
2021-12-28 05:22:45 +00:00

471 lines
14 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2020 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "common/StringUtil.h"
#include "SaveState.h"
#include "Counters.h"
#include "SaveState.h"
#ifndef DISABLE_RECORDING
#include "gui/App.h"
#include "gui/AppSaveStates.h"
#include "DebugTools/Debug.h"
#include "GameDatabase.h"
#include "InputRecording.h"
#include "InputRecordingControls.h"
#include "Utilities/InputRecordingLogger.h"
#include "gui/AppSaveStates.h"
#include <fmt/format.h>
#endif
void SaveStateBase::InputRecordingFreeze()
{
// NOTE - BE CAREFUL
// CHANGING THIS WILL BREAK BACKWARDS COMPATIBILITY ON SAVESTATES
FreezeTag("InputRecording");
Freeze(g_FrameCount);
#ifndef DISABLE_RECORDING
if (g_Conf->EmuOptions.EnableRecordingTools)
{
// Loading a save-state is an asynchronous task. If we are playing a recording
// that starts from a savestate (not power-on) and the starting (pcsx2 internal) frame
// marker has not been set (which comes from the save-state), we initialize it.
if (g_InputRecording.IsInitialLoad())
g_InputRecording.SetupInitialState(g_FrameCount);
else if (g_InputRecording.IsActive() && IsLoading())
g_InputRecording.SetFrameCounter(g_FrameCount);
}
#endif
}
#ifndef DISABLE_RECORDING
InputRecording g_InputRecording;
InputRecording::InputRecordingPad::InputRecordingPad()
{
padData = new PadData;
}
InputRecording::InputRecordingPad::~InputRecordingPad()
{
delete padData;
}
void InputRecording::InitVirtualPadWindows(wxWindow* parent)
{
for (int port = 0; port < 2; ++port)
if (!pads[port].virtualPad)
pads[port].virtualPad = new VirtualPad(parent, port, g_Conf->inputRecording);
}
void InputRecording::ShowVirtualPad(const int port)
{
pads[port].virtualPad->Show();
}
void InputRecording::RecordingReset()
{
// Booting is an asynchronous task. If we are playing a recording
// that starts from power-on and the starting (pcsx2 internal) frame
// marker has not been set, we initialize it.
if (g_InputRecording.IsInitialLoad())
g_InputRecording.SetupInitialState(0);
else if (g_InputRecording.IsActive())
{
g_InputRecording.SetFrameCounter(0);
g_InputRecordingControls.Lock(0);
}
else
g_InputRecordingControls.Resume();
}
void InputRecording::ControllerInterrupt(u8& data, u8& port, u16& bufCount, u8 buf[])
{
// TODO - Multi-Tap Support
if (bufCount == 1)
fInterruptFrame = data == READ_DATA_AND_VIBRATE_FIRST_BYTE;
else if (bufCount == 2)
{
if (buf[bufCount] != READ_DATA_AND_VIBRATE_SECOND_BYTE)
fInterruptFrame = false;
}
else if (fInterruptFrame)
{
u8& bufVal = buf[bufCount];
const u16 bufIndex = bufCount - 3;
if (state == InputRecordingMode::Replaying)
{
if (frameCounter >= 0 && frameCounter < INT_MAX)
{
if (!inputRecordingData.ReadKeyBuffer(bufVal, frameCounter, port, bufIndex))
inputRec::consoleLog(fmt::format("Failed to read input data at frame {}", frameCounter));
// Update controller data state for future VirtualPad / logging usage.
pads[port].padData->UpdateControllerData(bufIndex, bufVal);
if (pads[port].virtualPad->IsShown())
pads[port].virtualPad->UpdateControllerData(bufIndex, pads[port].padData);
}
}
else
{
// Update controller data state for future VirtualPad / logging usage.
pads[port].padData->UpdateControllerData(bufIndex, bufVal);
// Commit the byte to the movie file if we are recording
if (state == InputRecordingMode::Recording)
{
if (frameCounter >= 0)
{
// If the VirtualPad updated the PadData, we have to update the buffer
// before committing it to the recording / sending it to the game
if (pads[port].virtualPad->IsShown() && pads[port].virtualPad->UpdateControllerData(bufIndex, pads[port].padData))
bufVal = pads[port].padData->PollControllerData(bufIndex);
if (incrementUndo)
{
inputRecordingData.IncrementUndoCount();
incrementUndo = false;
}
if (frameCounter < INT_MAX && !inputRecordingData.WriteKeyBuffer(frameCounter, port, bufIndex, bufVal))
inputRec::consoleLog(fmt::format("Failed to write input data at frame {}", frameCounter));
}
}
// If the VirtualPad updated the PadData, we have to update the buffer
// before sending it to the game
else if (pads[port].virtualPad->IsShown() && pads[port].virtualPad->UpdateControllerData(bufIndex, pads[port].padData))
bufVal = pads[port].padData->PollControllerData(bufIndex);
}
}
}
s32 InputRecording::GetFrameCounter()
{
return frameCounter;
}
InputRecordingFile& InputRecording::GetInputRecordingData()
{
return inputRecordingData;
}
u32 InputRecording::GetStartingFrame()
{
return startingFrame;
}
void InputRecording::IncrementFrameCounter()
{
if (frameCounter < INT_MAX)
{
frameCounter++;
switch (state)
{
case InputRecordingMode::Recording:
inputRecordingData.SetTotalFrames(frameCounter);
[[fallthrough]];
case InputRecordingMode::Replaying:
if (frameCounter == inputRecordingData.GetTotalFrames())
incrementUndo = false;
}
}
}
void InputRecording::LogAndRedraw()
{
for (u8 port = 0; port < 2; port++)
{
pads[port].padData->LogPadData(port);
// As well as re-render the virtual pad UI, if applicable
// - Don't render if it's minimized
if (pads[port].virtualPad->IsShown() && !pads[port].virtualPad->IsIconized())
pads[port].virtualPad->Redraw();
}
}
bool InputRecording::IsInterruptFrame()
{
return fInterruptFrame;
}
bool InputRecording::IsActive()
{
return state != InputRecordingMode::NotActive;
}
bool InputRecording::IsInitialLoad()
{
return initialLoad;
}
bool InputRecording::IsReplaying()
{
return state == InputRecordingMode::Replaying;
}
bool InputRecording::IsRecording()
{
return state == InputRecordingMode::Recording;
}
wxString InputRecording::RecordingModeTitleSegment()
{
switch (state)
{
case InputRecordingMode::Recording:
return wxString("Recording");
case InputRecordingMode::Replaying:
return wxString("Replaying");
default:
return wxString("No Movie");
}
}
void InputRecording::SetToRecordMode()
{
state = InputRecordingMode::Recording;
pads[CONTROLLER_PORT_ONE].virtualPad->SetReadOnlyMode(false);
pads[CONTROLLER_PORT_TWO].virtualPad->SetReadOnlyMode(false);
inputRec::log("Record mode ON");
}
void InputRecording::SetToReplayMode()
{
state = InputRecordingMode::Replaying;
pads[CONTROLLER_PORT_ONE].virtualPad->SetReadOnlyMode(true);
pads[CONTROLLER_PORT_TWO].virtualPad->SetReadOnlyMode(true);
inputRec::log("Replay mode ON");
}
void InputRecording::SetFrameCounter(u32 newGFrameCount)
{
if (newGFrameCount > startingFrame + (u32)inputRecordingData.GetTotalFrames())
{
inputRec::consoleLog("Warning, you've loaded PCSX2 emulation to a point after the end of the original recording. This should be avoided.");
inputRec::consoleLog("Savestate's framecount has been ignored.");
frameCounter = inputRecordingData.GetTotalFrames();
if (state == InputRecordingMode::Replaying)
SetToRecordMode();
incrementUndo = false;
}
else
{
if (newGFrameCount < startingFrame)
{
inputRec::consoleLog("Warning, you've loaded PCSX2 emulation to a point before the start of the original recording. This should be avoided.");
if (state == InputRecordingMode::Recording)
SetToReplayMode();
}
else if (newGFrameCount == 0 && state == InputRecordingMode::Recording)
SetToReplayMode();
frameCounter = newGFrameCount - (s32)startingFrame;
incrementUndo = true;
}
}
void InputRecording::SetupInitialState(u32 newStartingFrame)
{
startingFrame = newStartingFrame;
if (state != InputRecordingMode::Replaying)
{
inputRec::log("Started new input recording");
inputRec::consoleLog(fmt::format("Filename {}", inputRecordingData.GetFilename().ToUTF8()));
SetToRecordMode();
}
else
{
// Check if the current game matches with the one used to make the original recording
if (!g_Conf->CurrentIso.IsEmpty())
if (resolveGameName() != inputRecordingData.GetHeader().gameName)
inputRec::consoleLog("Input recording was possibly constructed for a different game.");
incrementUndo = true;
inputRec::log("Replaying input recording");
inputRec::consoleMultiLog({fmt::format("File: {}", inputRecordingData.GetFilename().ToUTF8()),
fmt::format("PCSX2 Version Used: {}", std::string(inputRecordingData.GetHeader().emu)),
fmt::format("Recording File Version: {}", inputRecordingData.GetHeader().version),
fmt::format("Associated Game Name or ISO Filename: {}", std::string(inputRecordingData.GetHeader().gameName)),
fmt::format("Author: {}", inputRecordingData.GetHeader().author),
fmt::format("Total Frames: {}", inputRecordingData.GetTotalFrames()),
fmt::format("Undo Count: {}", inputRecordingData.GetUndoCount())});
SetToReplayMode();
}
if (inputRecordingData.FromSaveState())
inputRec::consoleLog(fmt::format("Internal Starting Frame: {}", startingFrame));
frameCounter = 0;
initialLoad = false;
g_InputRecordingControls.Lock(startingFrame);
}
void InputRecording::FailedSavestate()
{
inputRec::consoleLog(fmt::format("{} is not compatible with this version of PCSX2", savestate.ToUTF8()));
inputRec::consoleLog(fmt::format("Original PCSX2 version used: {}", inputRecordingData.GetHeader().emu));
inputRecordingData.Close();
initialLoad = false;
state = InputRecordingMode::NotActive;
g_InputRecordingControls.Resume();
}
void InputRecording::Stop()
{
state = InputRecordingMode::NotActive;
pads[CONTROLLER_PORT_ONE].virtualPad->SetReadOnlyMode(false);
pads[CONTROLLER_PORT_TWO].virtualPad->SetReadOnlyMode(false);
incrementUndo = false;
if (inputRecordingData.Close())
inputRec::log("Input recording stopped");
}
bool InputRecording::Create(wxString fileName, const bool fromSaveState, wxString authorName)
{
if (!inputRecordingData.OpenNew(fileName, fromSaveState))
return false;
initialLoad = true;
state = InputRecordingMode::Recording;
if (fromSaveState)
{
savestate = fileName + "_SaveState.p2s";
if (wxFileExists(savestate))
wxCopyFile(savestate, savestate + ".bak", true);
StateCopy_SaveToFile(savestate);
}
else
sApp.SysExecute(g_Conf->CdvdSource);
// Set emulator version
inputRecordingData.GetHeader().SetEmulatorVersion();
// Set author name
if (!authorName.IsEmpty())
inputRecordingData.GetHeader().SetAuthor(authorName);
// Set Game Name
inputRecordingData.GetHeader().SetGameName(resolveGameName());
// Write header contents
inputRecordingData.WriteHeader();
return true;
}
bool InputRecording::Play(wxWindow* parent, wxString filename)
{
if (!inputRecordingData.OpenExisting(filename))
return false;
// Either load the savestate, or restart the game
if (inputRecordingData.FromSaveState())
{
if (!GetCoreThread().IsOpen())
{
inputRec::consoleLog("Game is not open, aborting playing input recording which starts on a save-state.");
inputRecordingData.Close();
return false;
}
savestate = inputRecordingData.GetFilename() + "_SaveState.p2s";
if (!wxFileExists(savestate))
{
wxFileDialog loadStateDialog(parent, _("Select the savestate that will accompany this recording"), L"", L"",
L"Savestate files (*.p2s)|*.p2s", wxFD_OPEN);
if (loadStateDialog.ShowModal() == wxID_CANCEL)
{
inputRec::consoleLog(fmt::format("Could not locate savestate file at location - {}", savestate.ToUTF8()));
inputRec::log("Savestate load failed");
inputRecordingData.Close();
return false;
}
savestate = loadStateDialog.GetPath();
inputRec::consoleLog(fmt::format("Base savestate set to {}", savestate.ToUTF8()));
}
state = InputRecordingMode::Replaying;
initialLoad = true;
StateCopy_LoadFromFile(savestate);
}
else
{
state = InputRecordingMode::Replaying;
initialLoad = true;
sApp.SysExecute(g_Conf->CdvdSource);
}
return true;
}
void InputRecording::GoToFirstFrame(wxWindow* parent)
{
if (inputRecordingData.FromSaveState())
{
if (!wxFileExists(savestate))
{
const bool initiallyPaused = g_InputRecordingControls.IsPaused();
if (!initiallyPaused)
g_InputRecordingControls.PauseImmediately();
inputRec::consoleLog(fmt::format("Could not locate savestate file at location - {}\n", savestate.ToUTF8()));
wxFileDialog loadStateDialog(parent, _("Select a savestate to accompany the recording with"), L"", L"",
L"Savestate files (*.p2s)|*.p2s", wxFD_OPEN);
int result = loadStateDialog.ShowModal();
if (!initiallyPaused)
g_InputRecordingControls.Resume();
if (result == wxID_CANCEL)
{
inputRec::log("Savestate load cancelled");
return;
}
savestate = loadStateDialog.GetPath();
inputRec::consoleLog(fmt::format ("Base savestate swapped to {}", savestate.ToUTF8()));
}
StateCopy_LoadFromFile(savestate);
}
else
sApp.SysExecute(g_Conf->CdvdSource);
if (IsRecording())
SetToReplayMode();
}
wxString InputRecording::resolveGameName()
{
std::string gameName;
const std::string gameKey(StringUtil::wxStringToUTF8String(SysGetDiscID()));
if (!gameKey.empty())
{
auto game = GameDatabase::findGame(gameKey);
if (game)
{
gameName = game->name;
gameName += " (" + game->region + ")";
}
}
return !gameName.empty() ? StringUtil::UTF8StringToWxString(gameName) : Path::GetFilename(g_Conf->CurrentIso);
}
#endif