Files
archived-pcsx2/pcsx2/Linux/LnxSysExec.cpp

937 lines
21 KiB
C++

/* Pcsx2 - Pc Ps2 Emulator
* Copyright (C) 2002-2009 Pcsx2 Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "Linux.h"
#include "LnxSysExec.h"
bool UseGui = true;
SafeArray<u8>* g_RecoveryState = NULL;
SafeArray<u8>* g_gsRecoveryState = NULL;
bool g_ReturnToGui = false; // set to exit the execution of the emulator and return control to the GUI
bool g_EmulationInProgress = false; // Set TRUE if a game is actively running (set to false on reset)
static bool sinit = false;
GtkWidget *FileSel;
// For issuing notices to both the status bar and the console at the same time.
// Single-line text only please! Mutli-line msgs should be directed to the
// console directly, thanks.
void StatusBar_Notice( const std::string& text )
{
// mirror output to the console!
Console::Status( text.c_str() );
// don't try this in Visual C++ folks!
gtk_statusbar_push(GTK_STATUSBAR(pStatusBar), 0, text.c_str());
}
// Sets the status bar message without mirroring the output to the console.
void StatusBar_SetMsg( const std::string& text )
{
// don't try this in Visual C++ folks!
gtk_statusbar_push(GTK_STATUSBAR(pStatusBar), 0, text.c_str());
}
bool ParseCommandLine(int argc, char *argv[], char *file)
{
int i = 1;
while (i < argc)
{
char* token = argv[i++];
if (stricmp(token, "-help") == 0 || stricmp(token, "--help") == 0 || stricmp(token, "-h") == 0)
{
//Msgbox::Alert( phelpmsg );
return false;
}
else if (stricmp(token, "-efile") == 0)
{
token = argv[i++];
if (token != NULL)
{
efile = atoi(token);
}
}
else if (stricmp(token, "-nogui") == 0)
{
UseGui = FALSE;
}
else if (stricmp(token, "-loadgs") == 0)
{
g_pRunGSState = argv[i++];
}
#ifdef PCSX2_DEVBUILD
else if (stricmp(token, "-image") == 0)
{
g_TestRun.pimagename = argv[i++];
}
else if (stricmp(token, "-log") == 0)
{
g_TestRun.plogname = argv[i++];
}
else if (stricmp(token, "-logopt") == 0)
{
token = argv[i++];
if (token != NULL)
{
if (token[0] == '0' && token[1] == 'x') token += 2;
sscanf(token, "%x", &varLog);
}
}
else if (stricmp(token, "-frame") == 0)
{
token = argv[i++];
if (token != NULL)
{
g_TestRun.frame = atoi(token);
}
}
else if (stricmp(token, "-numimages") == 0)
{
token = argv[i++];
if (token != NULL)
{
g_TestRun.numimages = atoi(token);
}
}
else if (stricmp(token, "-jpg") == 0)
{
g_TestRun.jpgcapture = 1;
}
else if (stricmp(token, "-gs") == 0)
{
token = argv[i++];
g_TestRun.pgsdll = token;
}
else if (stricmp(token, "-cdvd") == 0)
{
token = argv[i++];
g_TestRun.pcdvddll = token;
}
else if (stricmp(token, "-spu") == 0)
{
token = argv[i++];
g_TestRun.pspudll = token;
}
else if (stricmp(token, "-test") == 0)
{
g_TestRun.enabled = 1;
}
#endif
else if (stricmp(token, "-pad") == 0)
{
token = argv[i++];
printf("-pad ignored\n");
}
else if (stricmp(token, "-loadgs") == 0)
{
token = argv[i++];
g_pRunGSState = token;
}
else
{
file = token;
printf("opening file %s\n", file);
}
}
return true;
}
void SysPrintf(const char *fmt, ...)
{
va_list list;
char msg[512];
va_start(list, fmt);
vsnprintf(msg, 511, fmt, list);
msg[511] = '\0';
va_end(list);
Console::Write(msg);
}
static void KeyEvent(keyEvent* ev);
void SysUpdate()
{
KeyEvent(PAD1keyEvent());
KeyEvent(PAD2keyEvent());
}
static void TryRecoverFromGsState()
{
if( g_gsRecoveryState != NULL )
{
s32 dummylen;
memLoadingState eddie( *g_gsRecoveryState );
eddie.FreezePlugin( "GS", gsSafeFreeze );
eddie.Freeze( dummylen ); // reads the length value recorded earlier.
eddie.gsFreeze();
}
}
void ExecuteCpu()
{
// Make sure any left-over recovery states are cleaned up.
safe_delete( g_RecoveryState );
// Just in case they weren't initialized earlier (no harm in calling this multiple times)
if (OpenPlugins(NULL) == -1) return;
// this needs to be called for every new game!
// (note: sometimes launching games through bios will give a crc of 0)
if( GSsetGameCRC != NULL ) GSsetGameCRC(ElfCRC, g_ZeroGSOptions);
TryRecoverFromGsState();
safe_delete( g_gsRecoveryState );
// Destroy the window. Ugly thing.
gtk_widget_destroy(MainWindow);
gtk_main_quit();
while (gtk_events_pending()) gtk_main_iteration();
g_EmulationInProgress = true;
g_ReturnToGui = false;
signal(SIGINT, SignalExit);
signal(SIGPIPE, SignalExit);
// Optimization: We hardcode two versions of the EE here -- one for recs and one for ints.
// This is because recs are performance critical, and being able to inline them into the
// function here helps a small bit (not much but every small bit counts!).
if (CHECK_EEREC)
{
while (!g_ReturnToGui)
{
recExecute();
SysUpdate();
}
}
else
{
while (!g_ReturnToGui)
{
Cpu->Execute();
SysUpdate();
}
}
}
void RunGui()
{
StartGui();
}
// Runs an ELF image directly (ISO or ELF program or BIN)
// Used by Run::FromCD and such
void RunExecute(const char* elf_file, bool use_bios)
{
// (air notes:)
// If you want to use the new to-memory savestate feature, take a look at the new
// RunExecute in WinMain.c, and secondly the CpuDlg.c or AdvancedDlg.cpp. The
// objects used are SafeArray, memLoadingState, and memSavingState.
// It's important to make sure to reset the CPU and the plugins correctly, which is
// where the new RunExecute comes into play. It can be kind of tricky knowing
// when to call cpuExecuteBios and loadElfFile, and with what parameters.
// (or, as an alternative maybe we should switch to wxWidgets and have a unified
// cross platform gui?) - Air
// Sounds like a good idea, at this point.
try
{
cpuReset();
}
catch( Exception::BaseException& ex )
{
Msgbox::Alert( ex.cMessage() );
return;
}
if (OpenPlugins(NULL) == -1)
{
RunGui();
return;
}
if (elf_file == NULL)
{
if (g_RecoveryState != NULL)
{
try
{
memLoadingState(*g_RecoveryState).FreezeAll();
}
catch (std::runtime_error& ex)
{
Msgbox::Alert(
"Gamestate recovery failed. Your game progress will be lost (sorry!)\n"
"\nError: %s\n", params ex.what());
// Take the user back to the GUI...
safe_delete(g_RecoveryState);
ClosePlugins( true );
return;
}
safe_delete(g_RecoveryState);
}
else if( g_gsRecoveryState == NULL )
{
// Not recovering a state, so need to execute the bios and load the ELF information.
// if the elf_file is null we use the CDVD elf file.
// But if the elf_file is an empty string then we boot the bios instead.
char ename[g_MaxPath];
ename[0] = 0;
if (!use_bios) GetPS2ElfName(ename);
loadElfFile(ename);
}
}
else
{
// Custom ELF specified (not using CDVD).
// Run the BIOS and load the ELF.
loadElfFile(elf_file);
}
ExecuteCpu();
}
class RecoveryMemSavingState : public memSavingState, Sealed
{
public:
virtual ~RecoveryMemSavingState() { }
RecoveryMemSavingState() : memSavingState( *g_RecoveryState )
{
}
void gsFreeze()
{
if (g_gsRecoveryState != NULL)
{
// just copy the data from src to dst.
// the normal savestate doesn't expect a length prefix for internal structures,
// so don't copy that part.
const u32 pluginlen = *((u32*)g_gsRecoveryState->GetPtr());
const u32 gslen = *((u32*)g_gsRecoveryState->GetPtr(pluginlen+4));
memcpy( m_memory.GetPtr(m_idx), g_gsRecoveryState->GetPtr(pluginlen+8), gslen );
m_idx += gslen;
}
else
memSavingState::gsFreeze();
}
void FreezePlugin( const char* name, s32 (CALLBACK* freezer)(int mode, freezeData *data) )
{
if ((freezer == gsSafeFreeze) && (g_gsRecoveryState != NULL))
{
// Gs data is already in memory, so just copy from src to dest:
// length of the GS data is stored as the first u32, so use that to run the copy:
const u32 len = *((u32*)g_gsRecoveryState->GetPtr());
memcpy( m_memory.GetPtr(m_idx), g_gsRecoveryState->GetPtr(), len+4 );
m_idx += len+4;
}
else
memSavingState::FreezePlugin( name, freezer );
}
};
class RecoveryZipSavingState : public gzSavingState, Sealed
{
public:
virtual ~RecoveryZipSavingState() { }
RecoveryZipSavingState( const string& filename ) : gzSavingState( filename )
{
}
void gsFreeze()
{
if (g_gsRecoveryState != NULL)
{
// read data from the gsRecoveryState allocation instead of the GS, since the gs
// info was invalidated when the plugin was shut down.
// the normal savestate doesn't expect a length prefix for internal structures,
// so don't copy that part.
u32& pluginlen = *((u32*)g_gsRecoveryState->GetPtr(0));
u32& gslen = *((u32*)g_gsRecoveryState->GetPtr(pluginlen+4));
gzwrite( m_file, g_gsRecoveryState->GetPtr(pluginlen+4), gslen );
}
else
gzSavingState::gsFreeze();
}
void FreezePlugin( const char* name, s32 (CALLBACK* freezer)(int mode, freezeData *data) )
{
if ((freezer == gsSafeFreeze) && (g_gsRecoveryState != NULL))
{
// Gs data is already in memory, so just copy from there into the gzip file.
// length of the GS data is stored as the first u32, so use that to run the copy:
u32& len = *((u32*)g_gsRecoveryState->GetPtr());
gzwrite( m_file, g_gsRecoveryState->GetPtr(), len+4 );
}
else
gzSavingState::FreezePlugin( name, freezer );
}
};
bool isSlotUsed(int num)
{
if (ElfCRC == 0)
return false;
else
return Path::isFile(SaveState::GetFilename( num ));
}
void States_Load(const string& file, int num = -1)
{
if( !Path::isFile( file ) )
{
Console::Notice( "Saveslot %d is empty.", params num );
return;
}
try
{
char Text[g_MaxPath];
gzLoadingState joe( file ); // this'll throw an StateLoadError_Recoverable.
// Make sure the cpu and plugins are ready to be state-ified!
cpuReset();
OpenPlugins( NULL );
joe.FreezeAll();
if( num != -1 )
sprintf (Text, _("*PCSX2*: Loaded State %d"), num);
else
sprintf (Text, _("*PCSX2*: Loaded State %s"), file.c_str());
//StatusBar_Notice( Text );
Console::Notice(Text);
if( GSsetGameCRC != NULL ) GSsetGameCRC(ElfCRC, g_ZeroGSOptions);
}
catch( Exception::StateLoadError_Recoverable& ex)
{
if( num != -1 )
Console::Notice( "Could not load savestate from slot %d.\n\n%s", params num, ex.cMessage() );
else
Console::Notice( "Could not load savestate file: %s.\n\n%s", params file.c_str(), ex.cMessage() );
// At this point the cpu hasn't been reset, so we can return
// control to the user safely... (that's why we use a console notice instead of a popup)
return;
}
catch( Exception::BaseException& ex )
{
// The emulation state is ruined. Might as well give them a popup and start the gui.
string message;
if( num != -1 )
ssprintf( message,
"Encountered an error while loading savestate from slot %d.\n", num );
else
ssprintf( message,
"Encountered an error while loading savestate from file: %s.\n", file.c_str() );
if( g_EmulationInProgress )
message += "Since the savestate load was incomplete, the emulator has been reset.\n";
message += "\nError: " + ex.Message();
Msgbox::Alert( message.c_str() );
SysClose();
return;
}
// Start emulating!
ExecuteCpu();
}
void States_Load(int num)
{
States_Load( SaveState::GetFilename( num ), num );
}
void States_Save( const string& file, int num = -1 )
{
try
{
string text;
RecoveryZipSavingState( file ).FreezeAll();
if( num != -1 )
ssprintf( text, _( "State saved to slot %d" ), num );
else
ssprintf( text, _( "State saved to file: %s" ), file.c_str() );
Console::Notice(text.c_str());
}
catch( Exception::BaseException& ex )
{
string message;
if( num != -1 )
ssprintf( message, "An error occurred while trying to save to slot %d\n", num );
else
ssprintf( message, "An error occurred while trying to save to file: %s\n", file.c_str() );
message += "Your emulation state has not been saved!\n\nError: " + ex.Message();
Console::Error( message.c_str() );
}
CheckSlots();
}
void States_Save(int num)
{
if( g_RecoveryState != NULL )
{
// State is already saved into memory, and the emulator (and in-progress flag)
// have likely been cleared out. So save from the Recovery buffer instead of
// doing a "standard" save:
string text;
SaveState::GetFilename( text, num );
gzFile fileptr = gzopen( text.c_str(), "wb" );
if( fileptr == NULL )
{
Msgbox::Alert( _("File permissions error while trying to save to slot %d"), params num );
return;
}
gzwrite( fileptr, &g_SaveVersion, sizeof( u32 ) );
gzwrite( fileptr, g_RecoveryState->GetPtr(), g_RecoveryState->GetSizeInBytes() );
gzclose( fileptr );
return;
}
if( !g_EmulationInProgress )
{
Msgbox::Alert( "You need to start a game first before you can save it's state." );
return;
}
States_Save( SaveState::GetFilename( num ), num );
}
class JustGsSavingState : public memSavingState, Sealed
{
public:
virtual ~JustGsSavingState() { }
JustGsSavingState() : memSavingState( *g_gsRecoveryState )
{
}
// This special override saves the gs info to m_idx+4, and then goes back and
// writes in the length of data saved.
void gsFreeze()
{
int oldmidx = m_idx;
m_idx += 4;
memSavingState::gsFreeze();
if( IsSaving() )
{
s32& len = *((s32*)m_memory.GetPtr( oldmidx ));
len = (m_idx - oldmidx)-4;
}
}
};
void OnStates_Load(GtkMenuItem *menuitem, gpointer user_data)
{
char *name;
int i;
if (GTK_BIN (menuitem)->child)
{
GtkWidget *child = GTK_BIN (menuitem)->child;
if (GTK_IS_LABEL (child))
gtk_label_get (GTK_LABEL (child), &name);
else
return;
}
sscanf(name, "Slot %d", &i);
States_Load(i);
}
void OnLoadOther_Ok(GtkButton* button, gpointer user_data)
{
gchar *File;
char str[g_MaxPath];
File = (gchar*)gtk_file_selection_get_filename(GTK_FILE_SELECTION(FileSel));
strcpy(str, File);
gtk_widget_destroy(FileSel);
States_Load(str);
}
void OnLoadOther_Cancel(GtkButton* button, gpointer user_data)
{
gtk_widget_destroy(FileSel);
}
void OnStates_LoadOther(GtkMenuItem *menuitem, gpointer user_data)
{
GtkWidget *Ok, *Cancel;
FileSel = gtk_file_selection_new(_("Select State File"));
gtk_file_selection_set_filename(GTK_FILE_SELECTION(FileSel), SSTATES_DIR "/");
Ok = GTK_FILE_SELECTION(FileSel)->ok_button;
gtk_signal_connect(GTK_OBJECT(Ok), "clicked", GTK_SIGNAL_FUNC(OnLoadOther_Ok), NULL);
gtk_widget_show(Ok);
Cancel = GTK_FILE_SELECTION(FileSel)->cancel_button;
gtk_signal_connect(GTK_OBJECT(Cancel), "clicked", GTK_SIGNAL_FUNC(OnLoadOther_Cancel), NULL);
gtk_widget_show(Cancel);
gtk_widget_show(FileSel);
gdk_window_raise(FileSel->window);
}
void OnStates_Save(GtkMenuItem *menuitem, gpointer user_data)
{
char *name;
int i;
if (GTK_BIN (menuitem)->child)
{
GtkWidget *child = GTK_BIN (menuitem)->child;
if (GTK_IS_LABEL (child))
gtk_label_get (GTK_LABEL (child), &name);
else
return;
}
sscanf(name, "Slot %d", &i);
States_Save(i);
}
void OnSaveOther_Ok(GtkButton* button, gpointer user_data)
{
gchar *File;
char str[g_MaxPath];
File = (gchar*)gtk_file_selection_get_filename(GTK_FILE_SELECTION(FileSel));
strcpy(str, File);
gtk_widget_destroy(FileSel);
States_Save(str);
}
void OnSaveOther_Cancel(GtkButton* button, gpointer user_data)
{
gtk_widget_destroy(FileSel);
}
void OnStates_SaveOther(GtkMenuItem *menuitem, gpointer user_data)
{
GtkWidget *Ok, *Cancel;
FileSel = gtk_file_selection_new(_("Select State File"));
gtk_file_selection_set_filename(GTK_FILE_SELECTION(FileSel), SSTATES_DIR "/");
Ok = GTK_FILE_SELECTION(FileSel)->ok_button;
gtk_signal_connect(GTK_OBJECT(Ok), "clicked", GTK_SIGNAL_FUNC(OnSaveOther_Ok), NULL);
gtk_widget_show(Ok);
Cancel = GTK_FILE_SELECTION(FileSel)->cancel_button;
gtk_signal_connect(GTK_OBJECT(Cancel), "clicked", GTK_SIGNAL_FUNC(OnSaveOther_Cancel), NULL);
gtk_widget_show(Cancel);
gtk_widget_show(FileSel);
gdk_window_raise(FileSel->window);
}
/* Quick macros for checking shift, control, alt, and caps lock. */
#define SHIFT_EVT(evt) ((evt == XK_Shift_L) || (evt == XK_Shift_R))
#define CTRL_EVT(evt) ((evt == XK_Control_L) || (evt == XK_Control_L))
#define ALT_EVT(evt) ((evt == XK_Alt_L) || (evt == XK_Alt_R))
#define CAPS_LOCK_EVT(evt) (evt == XK_Caps_Lock)
void KeyEvent(keyEvent* ev)
{
static int shift = 0;
if (ev == NULL) return;
if (GSkeyEvent != NULL) GSkeyEvent(ev);
if (ev->evt == KEYPRESS)
{
if (SHIFT_EVT(ev->key))
shift = 1;
if (CAPS_LOCK_EVT(ev->key))
{
//Set up anything we want to happen while caps lock is down.
}
switch (ev->key)
{
case XK_F1:
case XK_F2:
case XK_F3:
case XK_F4:
case XK_F5:
case XK_F6:
case XK_F7:
case XK_F8:
case XK_F9:
case XK_F10:
case XK_F11:
case XK_F12:
try
{
ProcessFKeys(ev->key - XK_F1 + 1, shift);
}
catch (Exception::CpuStateShutdown&)
{
// Woops! Something was unrecoverable. Bummer.
// Let's give the user a RunGui!
g_EmulationInProgress = false;
g_ReturnToGui = true;
}
break;
case XK_Tab:
CycleFrameLimit(0);
break;
case XK_Escape:
signal(SIGINT, SIG_DFL);
signal(SIGPIPE, SIG_DFL);
#ifdef PCSX2_DEVBUILD
if (g_SaveGSStream >= 3)
{
g_SaveGSStream = 4;// gs state
break;
}
#endif
if( Config.closeGSonEsc )
{
safe_delete( g_gsRecoveryState );
safe_delete( g_RecoveryState );
g_gsRecoveryState = new SafeArray<u8>();
JustGsSavingState eddie;
eddie.FreezePlugin( "GS", gsSafeFreeze ) ;
eddie.gsFreeze();
PluginsResetGS();
}
ClosePlugins( Config.closeGSonEsc );
if (!UseGui) exit(0);
// fixme: The GUI is now capable of receiving control back from the
// emulator. Which means that when I set g_ReturnToGui here, the emulation
// loop in ExecuteCpu() will exit. You should be able to set it up so
// that it returns control to the existing GTK event loop, instead of
// always starting a new one via RunGui(). (but could take some trial and
// error) -- (air)
// Easier said then done; running gtk in two threads at the same time can't be
// done, and working around that is pretty fiddly.
g_ReturnToGui = true;
RunGui();
break;
default:
GSkeyEvent(ev);
break;
}
}
else if (ev->evt == KEYRELEASE)
{
if (SHIFT_EVT(ev->key))
shift = 0;
if (CAPS_LOCK_EVT(ev->key))
{
//Release caps lock
}
}
return;
}
void SysRestorableReset()
{
// already reset? and saved?
if( !g_EmulationInProgress ) return;
if( g_RecoveryState != NULL ) return;
try
{
g_RecoveryState = new SafeArray<u8>( "Memory Savestate Recovery" );
RecoveryMemSavingState().FreezeAll();
safe_delete( g_gsRecoveryState );
g_EmulationInProgress = false;
}
catch( Exception::RuntimeError& ex )
{
Msgbox::Alert(
"Pcsx2 gamestate recovery failed. Some options may have been reverted to protect your game's state.\n"
"Error: %s", params ex.cMessage() );
safe_delete( g_RecoveryState );
}
}
void SysReset()
{
if (!sinit) return;
g_EmulationInProgress = false;
safe_delete( g_RecoveryState );
safe_delete( g_gsRecoveryState );
ResetPlugins();
ElfCRC = 0;
// Note : No need to call cpuReset() here. It gets called automatically before the
// emulator resumes execution.
}
bool SysInit()
{
if (sinit) return true;
sinit = true;
mkdir(SSTATES_DIR, 0755);
mkdir(MEMCARDS_DIR, 0755);
mkdir(LOGS_DIR, 0755);
#ifdef PCSX2_DEVBUILD
if (g_TestRun.plogname != NULL)
emuLog = fopen(g_TestRun.plogname, "w");
if (emuLog == NULL)
emuLog = fopen(LOGS_DIR "/emuLog.txt", "wb");
#endif
if (emuLog != NULL)
setvbuf(emuLog, NULL, _IONBF, 0);
PCSX2_MEM_PROTECT_BEGIN();
SysDetect();
if (!SysAllocateMem()) return false; // critical memory allocation failure;
SysAllocateDynarecs();
PCSX2_MEM_PROTECT_END();
while (LoadPlugins() == -1)
{
if (Pcsx2Configure() == FALSE)
{
Msgbox::Alert("Configuration failed. Exiting.");
exit(1);
}
}
return true;
}
void SysClose()
{
if (sinit == 0) return;
cpuShutdown();
ClosePlugins( true );
ReleasePlugins();
if (emuLog != NULL)
{
fclose(emuLog);
emuLog = NULL;
}
sinit = 0;
}
void *SysLoadLibrary(const char *lib)
{
return dlopen(lib, RTLD_NOW);
}
void *SysLoadSym(void *lib, const char *sym)
{
return dlsym(lib, sym);
}
const char *SysLibError()
{
return dlerror();
}
void SysCloseLibrary(void *lib)
{
dlclose(lib);
}
void SysRunGui()
{
RunGui();
}
void *SysMmap(uptr base, u32 size)
{
u8 *Mem;
Mem = (u8*)mmap((uptr*)base, size, PROT_EXEC | PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, 0, 0);
if (Mem == MAP_FAILED) Console::Notice("Mmap Failed!");
return Mem;
}
void SysMunmap(uptr base, u32 size)
{
munmap((uptr*)base, size);
}
void SysMemProtect( void* baseaddr, size_t size, PageProtectionMode mode, bool allowExecution )
{
int lnxmode = 0;
switch( mode )
{
case Protect_NoAccess: break;
case Protect_ReadOnly: lnxmode = PROT_READ; break;
case Protect_ReadWrite: lnxmode = PROT_READ | PROT_WRITE; break;
}
if( allowExecution ) lnxmode |= PROT_EXECUTE;
mprotect( baseaddr, size, lnxmode );
}