Mesen/Core/Console.cpp

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#include "stdafx.h"
#include <thread>
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#include "Console.h"
#include "BaseMapper.h"
#include "MapperFactory.h"
#include "Debugger.h"
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#include "MessageManager.h"
#include "EmulationSettings.h"
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#include "../Utilities/Timer.h"
#include "../Utilities/FolderUtilities.h"
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shared_ptr<Console> Console::Instance(new Console());
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Console::Console()
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{
}
Console::~Console()
{
Movie::Stop();
}
shared_ptr<Console> Console::GetInstance()
{
return Console::Instance;
}
void Console::Release()
{
Console::Instance.reset(new Console());
}
void Console::Initialize(string filename)
{
MessageManager::SendNotification(ConsoleNotificationType::GameStopped);
shared_ptr<BaseMapper> mapper = MapperFactory::InitializeFromFile(filename);
if(mapper) {
_romFilepath = filename;
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_mapper = mapper;
_memoryManager.reset(new MemoryManager(_mapper));
_cpu.reset(new CPU(_memoryManager.get()));
_ppu.reset(new PPU(_memoryManager.get()));
_apu.reset(new APU(_memoryManager.get()));
_controlManager.reset(new ControlManager());
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_memoryManager->RegisterIODevice(_mapper.get());
_memoryManager->RegisterIODevice(_ppu.get());
_memoryManager->RegisterIODevice(_apu.get());
_memoryManager->RegisterIODevice(_controlManager.get());
ResetComponents(false);
_initialized = true;
FolderUtilities::AddKnowGameFolder(FolderUtilities::GetFolderName(filename));
MessageManager::DisplayMessage("Game loaded", FolderUtilities::GetFilename(filename, false));
} else {
MessageManager::DisplayMessage("Error", string("Could not load file: ") + FolderUtilities::GetFilename(filename, true));
}
}
void Console::LoadROM(string filepath)
{
Console::Pause();
Instance->Initialize(filepath);
Console::Resume();
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}
bool Console::LoadROM(string filename, uint32_t crc32Hash)
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{
string currentRomFilepath = Console::GetROMPath();
string currentFolder = FolderUtilities::GetFolderName(currentRomFilepath);
if(!currentRomFilepath.empty()) {
if(ROMLoader::GetCRC32(Console::GetROMPath()) == crc32Hash) {
//Current game matches, no need to do anything
return true;
}
//Try to find the game in the same folder as the current game's folder
string match = ROMLoader::FindMatchingRomInFolder(currentFolder, filename, crc32Hash);
if(!match.empty()) {
Console::LoadROM(match);
return true;
}
}
for(string folder : FolderUtilities::GetKnowGameFolders()) {
if(folder != currentFolder) {
string match = ROMLoader::FindMatchingRomInFolder(folder, filename, crc32Hash);
if(!match.empty()) {
Console::LoadROM(match);
return true;
}
}
}
return false;
}
string Console::GetROMPath()
{
return Instance->_romFilepath;
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}
void Console::Reset(bool softReset)
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{
Movie::Stop();
if(Instance->_initialized) {
Console::Pause();
Instance->ResetComponents(softReset);
Console::Resume();
}
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}
void Console::ResetComponents(bool softReset)
{
Movie::Stop();
_ppu->Reset();
_apu->Reset(softReset);
_cpu->Reset(softReset);
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_memoryManager->Reset(softReset);
if(softReset) {
MessageManager::SendNotification(ConsoleNotificationType::GameReset);
} else {
MessageManager::SendNotification(ConsoleNotificationType::GameLoaded);
}
}
void Console::Stop()
{
_stop = true;
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EmulationSettings::ClearFlags(EmulationFlags::Paused);
_stopLock.Acquire();
_stopLock.Release();
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}
void Console::Pause()
{
Console::Instance->_pauseLock.Acquire();
//Spin wait until emu pauses
Console::Instance->_runLock.Acquire();
}
void Console::Resume()
{
Console::Instance->_runLock.Release();
Console::Instance->_pauseLock.Release();
}
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void Console::Run()
{
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Timer clockTimer;
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double elapsedTime = 0;
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double targetTime = 16.63926405550947; //~60.0988fps
_runLock.Acquire();
_stopLock.Acquire();
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uint32_t lastFrameNumber = -1;
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while(true) {
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_cpu->Exec();
uint32_t currentFrameNumber = PPU::GetFrameCount();
if(currentFrameNumber != lastFrameNumber) {
lastFrameNumber = currentFrameNumber;
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if(EmulationSettings::CheckFlag(EmulationFlags::LimitFPS)) {
elapsedTime = clockTimer.GetElapsedMS();
while(targetTime > elapsedTime) {
if(targetTime - elapsedTime > 2) {
std::this_thread::sleep_for(std::chrono::duration<int, std::milli>((int)(targetTime - elapsedTime - 1)));
}
elapsedTime = clockTimer.GetElapsedMS();
}
}
if(!_pauseLock.IsFree()) {
//Need to temporarely pause the emu (to save/load a state, etc.)
_runLock.Release();
//Spin wait until we are allowed to start again
_pauseLock.WaitForRelease();
_runLock.Acquire();
}
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if(EmulationSettings::CheckFlag(EmulationFlags::Paused) && !_stop) {
MessageManager::SendNotification(ConsoleNotificationType::GamePaused);
_runLock.Release();
//Prevent audio from looping endlessly while game is paused
_apu->StopAudio();
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while(EmulationSettings::CheckFlag(EmulationFlags::Paused)) {
//Sleep until emulation is resumed
std::this_thread::sleep_for(std::chrono::duration<int, std::milli>(100));
}
_runLock.Acquire();
MessageManager::SendNotification(ConsoleNotificationType::GameResumed);
}
clockTimer.Reset();
if(_stop) {
_stop = false;
break;
}
}
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}
_apu->StopAudio();
_stopLock.Release();
_runLock.Release();
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}
void Console::SaveState(ostream &saveStream)
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{
if(Instance->_initialized) {
Instance->_cpu->SaveSnapshot(&saveStream);
Instance->_ppu->SaveSnapshot(&saveStream);
Instance->_memoryManager->SaveSnapshot(&saveStream);
Instance->_mapper->SaveSnapshot(&saveStream);
Instance->_apu->SaveSnapshot(&saveStream);
Instance->_controlManager->SaveSnapshot(&saveStream);
}
}
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void Console::LoadState(istream &loadStream)
{
if(Instance->_initialized) {
Instance->_cpu->LoadSnapshot(&loadStream);
Instance->_ppu->LoadSnapshot(&loadStream);
Instance->_memoryManager->LoadSnapshot(&loadStream);
Instance->_mapper->LoadSnapshot(&loadStream);
Instance->_apu->LoadSnapshot(&loadStream);
Instance->_controlManager->LoadSnapshot(&loadStream);
MessageManager::SendNotification(ConsoleNotificationType::StateLoaded);
}
}
void Console::LoadState(uint8_t *buffer, uint32_t bufferSize)
{
stringstream stream;
stream.write((char*)buffer, bufferSize);
stream.seekg(0, ios::beg);
LoadState(stream);
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}
shared_ptr<Debugger> Console::GetDebugger()
{
return shared_ptr<Debugger>(new Debugger(Console::Instance, _cpu, _ppu, _memoryManager, _mapper));
}