mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-02 15:46:36 +00:00
parent
d531fe6a1d
commit
f4d950f4e2
@ -481,6 +481,8 @@ endif()
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if(UNIX)
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message(STATUS "Using named pipes as controller inputs")
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add_definitions(-DUSE_PIPES=1)
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message(STATUS "Watching game memory for changes")
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add_definitions(-DUSE_MEMORYWATCHER=1)
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endif()
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if(ENABLE_ANALYTICS)
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@ -63,6 +63,7 @@
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#define STYLES_DIR "Styles"
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#define ANAGLYPH_DIR "Anaglyph"
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#define PIPES_DIR "Pipes"
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#define MEMORYWATCHER_DIR "MemoryWatcher"
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#define WFSROOT_DIR "WFS"
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#define BACKUP_DIR "Backup"
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#define RESOURCEPACK_DIR "ResourcePacks"
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@ -95,6 +96,10 @@
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#define ARAM_DUMP "aram.raw"
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#define FAKEVMEM_DUMP "fakevmem.raw"
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// Files in the directory returned by GetUserPath(D_MEMORYWATCHER_IDX)
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#define MEMORYWATCHER_LOCATIONS "Locations.txt"
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#define MEMORYWATCHER_SOCKET "MemoryWatcher"
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// Sys files
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#define TOTALDB "totaldb.dsy"
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@ -801,6 +801,12 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[F_GCSRAM_IDX] = s_user_paths[D_GCUSER_IDX] + GC_SRAM;
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s_user_paths[F_WIISDCARD_IDX] = s_user_paths[D_WIIROOT_IDX] + DIR_SEP WII_SDCARD;
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s_user_paths[D_MEMORYWATCHER_IDX] = s_user_paths[D_USER_IDX] + MEMORYWATCHER_DIR DIR_SEP;
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s_user_paths[F_MEMORYWATCHERLOCATIONS_IDX] =
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s_user_paths[D_MEMORYWATCHER_IDX] + MEMORYWATCHER_LOCATIONS;
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s_user_paths[F_MEMORYWATCHERSOCKET_IDX] =
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s_user_paths[D_MEMORYWATCHER_IDX] + MEMORYWATCHER_SOCKET;
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// The shader cache has moved to the cache directory, so remove the old one.
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// TODO: remove that someday.
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File::DeleteDirRecursively(s_user_paths[D_USER_IDX] + SHADERCACHE_LEGACY_DIR DIR_SEP);
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@ -48,6 +48,7 @@ enum
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D_THEMES_IDX,
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D_STYLES_IDX,
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D_PIPES_IDX,
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D_MEMORYWATCHER_IDX,
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D_WFSROOT_IDX,
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D_BACKUP_IDX,
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D_RESOURCEPACK_IDX,
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@ -64,6 +65,8 @@ enum
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F_ARAMDUMP_IDX,
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F_FAKEVMEMDUMP_IDX,
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F_GCSRAM_IDX,
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F_MEMORYWATCHERLOCATIONS_IDX,
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F_MEMORYWATCHERSOCKET_IDX,
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F_WIISDCARD_IDX,
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NUM_PATH_INDICES
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};
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@ -382,3 +382,7 @@ endif()
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if(GDBSTUB)
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target_sources(core PRIVATE PowerPC/GDBStub.cpp)
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endif()
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if(UNIX)
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target_sources(core PRIVATE MemoryWatcher.cpp)
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endif()
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@ -64,6 +64,10 @@
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#include "Core/PowerPC/GDBStub.h"
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#endif
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#ifdef USE_MEMORYWATCHER
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#include "Core/MemoryWatcher.h"
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#endif
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/GCAdapter.h"
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@ -266,6 +270,10 @@ void Stop() // - Hammertime!
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}
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ResetRumble();
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#ifdef USE_MEMORYWATCHER
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MemoryWatcher::Shutdown();
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#endif
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}
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void DeclareAsCPUThread()
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@ -308,6 +316,10 @@ static void CpuThread(const std::optional<std::string>& savestate_path, bool del
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if (_CoreParameter.bFastmem)
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EMM::InstallExceptionHandler(); // Let's run under memory watch
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#ifdef USE_MEMORYWATCHER
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MemoryWatcher::Init();
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#endif
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if (savestate_path)
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{
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::State::LoadAs(*savestate_path);
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130
Source/Core/Core/MemoryWatcher.cpp
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130
Source/Core/Core/MemoryWatcher.cpp
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@ -0,0 +1,130 @@
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <fstream>
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#include <iostream>
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#include <memory>
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#include <sstream>
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#include <unistd.h>
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#include "Common/FileUtil.h"
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#include "Core/CoreTiming.h"
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#include "Core/HW/Memmap.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/MemoryWatcher.h"
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static std::unique_ptr<MemoryWatcher> s_memory_watcher;
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static CoreTiming::EventType* s_event;
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static const int MW_RATE = 600; // Steps per second
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static void MWCallback(u64 userdata, s64 cyclesLate)
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{
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s_memory_watcher->Step();
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CoreTiming::ScheduleEvent(SystemTimers::GetTicksPerSecond() / MW_RATE - cyclesLate, s_event);
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}
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void MemoryWatcher::Init()
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{
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s_memory_watcher = std::make_unique<MemoryWatcher>();
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s_event = CoreTiming::RegisterEvent("MemoryWatcher", MWCallback);
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CoreTiming::ScheduleEvent(0, s_event);
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}
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void MemoryWatcher::Shutdown()
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{
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CoreTiming::RemoveEvent(s_event);
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s_memory_watcher.reset();
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}
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MemoryWatcher::MemoryWatcher()
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{
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m_running = false;
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if (!LoadAddresses(File::GetUserPath(F_MEMORYWATCHERLOCATIONS_IDX)))
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return;
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if (!OpenSocket(File::GetUserPath(F_MEMORYWATCHERSOCKET_IDX)))
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return;
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m_running = true;
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}
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MemoryWatcher::~MemoryWatcher()
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{
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if (!m_running)
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return;
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m_running = false;
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close(m_fd);
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}
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bool MemoryWatcher::LoadAddresses(const std::string& path)
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{
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std::ifstream locations;
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File::OpenFStream(locations, path, std::ios_base::in);
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if (!locations)
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return false;
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std::string line;
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while (std::getline(locations, line))
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ParseLine(line);
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return !m_values.empty();
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}
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void MemoryWatcher::ParseLine(const std::string& line)
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{
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m_values[line] = 0;
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m_addresses[line] = std::vector<u32>();
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std::stringstream offsets(line);
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offsets >> std::hex;
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u32 offset;
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while (offsets >> offset)
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m_addresses[line].push_back(offset);
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}
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bool MemoryWatcher::OpenSocket(const std::string& path)
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{
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memset(&m_addr, 0, sizeof(m_addr));
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m_addr.sun_family = AF_UNIX;
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strncpy(m_addr.sun_path, path.c_str(), sizeof(m_addr.sun_path) - 1);
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m_fd = socket(AF_UNIX, SOCK_DGRAM, 0);
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return m_fd >= 0;
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}
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u32 MemoryWatcher::ChasePointer(const std::string& line)
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{
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u32 value = 0;
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for (u32 offset : m_addresses[line])
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value = Memory::Read_U32(value + offset);
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return value;
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}
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std::string MemoryWatcher::ComposeMessage(const std::string& line, u32 value)
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{
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std::stringstream message_stream;
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message_stream << line << '\n' << std::hex << value;
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return message_stream.str();
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}
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void MemoryWatcher::Step()
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{
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if (!m_running)
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return;
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for (auto& entry : m_values)
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{
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std::string address = entry.first;
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u32& current_value = entry.second;
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u32 new_value = ChasePointer(address);
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if (new_value != current_value)
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{
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// Update the value
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current_value = new_value;
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std::string message = ComposeMessage(address, new_value);
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sendto(m_fd, message.c_str(), message.size() + 1, 0, reinterpret_cast<sockaddr*>(&m_addr),
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sizeof(m_addr));
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}
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}
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}
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47
Source/Core/Core/MemoryWatcher.h
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47
Source/Core/Core/MemoryWatcher.h
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@ -0,0 +1,47 @@
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include <sys/socket.h>
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#include <sys/un.h>
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#include <vector>
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// MemoryWatcher reads a file containing in-game memory addresses and outputs
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// changes to those memory addresses to a unix domain socket as the game runs.
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//
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// The input file is a newline-separated list of hex memory addresses, without
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// the "0x". To follow pointers, separate addresses with a space. For example,
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// "ABCD EF" will watch the address at (*0xABCD) + 0xEF.
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// The output to the socket is two lines. The first is the address from the
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// input file, and the second is the new value in hex.
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class MemoryWatcher final
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{
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public:
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MemoryWatcher();
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~MemoryWatcher();
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void Step();
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static void Init();
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static void Shutdown();
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private:
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bool LoadAddresses(const std::string& path);
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bool OpenSocket(const std::string& path);
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void ParseLine(const std::string& line);
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u32 ChasePointer(const std::string& line);
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std::string ComposeMessage(const std::string& line, u32 value);
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bool m_running;
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int m_fd;
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sockaddr_un m_addr;
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// Address as stored in the file -> list of offsets to follow
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std::map<std::string, std::vector<u32>> m_addresses;
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// Address as stored in the file -> current value
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std::map<std::string, u32> m_values;
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};
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