Mesen/Core/Console.cpp

333 lines
8.1 KiB
C++

#include "stdafx.h"
#include <thread>
#include "Console.h"
#include "BaseMapper.h"
#include "MapperFactory.h"
#include "Debugger.h"
#include "MessageManager.h"
#include "EmulationSettings.h"
#include "../Utilities/Timer.h"
#include "../Utilities/FolderUtilities.h"
#include "HdPpu.h"
#include "SoundMixer.h"
shared_ptr<Console> Console::Instance(new Console());
Console::Console()
{
}
Console::~Console()
{
Movie::Stop();
}
shared_ptr<Console> Console::GetInstance()
{
return Console::Instance;
}
void Console::Release()
{
Console::Instance.reset(new Console());
}
void Console::Initialize(string romFilename, stringstream *filestream, string ipsFilename)
{
MessageManager::SendNotification(ConsoleNotificationType::GameStopped);
shared_ptr<BaseMapper> mapper = MapperFactory::InitializeFromFile(romFilename, filestream, ipsFilename);
if(mapper) {
_romFilepath = romFilename;
VideoDecoder::GetInstance()->StopThread();
_mapper = mapper;
_memoryManager.reset(new MemoryManager(_mapper));
_cpu.reset(new CPU(_memoryManager.get()));
if(HdNesPack::HasHdPack(_romFilepath)) {
_ppu.reset(new HdPpu(_memoryManager.get()));
} else {
_ppu.reset(new PPU(_memoryManager.get()));
}
_apu.reset(new APU(_memoryManager.get()));
_controlManager.reset(new ControlManager());
_memoryManager->RegisterIODevice(_mapper.get());
_memoryManager->RegisterIODevice(_ppu.get());
_memoryManager->RegisterIODevice(_apu.get());
_memoryManager->RegisterIODevice(_controlManager.get());
UpdateNesModel();
ResetComponents(false);
_initialized = true;
VideoDecoder::GetInstance()->StartThread();
FolderUtilities::AddKnowGameFolder(FolderUtilities::GetFolderName(romFilename));
MessageManager::DisplayMessage("Game loaded", FolderUtilities::GetFilename(romFilename, false));
} else {
MessageManager::DisplayMessage("Error", string("Could not load file: ") + FolderUtilities::GetFilename(romFilename, true));
}
}
void Console::ApplyIpsPatch(string ipsFilename)
{
Console::Pause();
Instance->Initialize(GetROMPath(), nullptr, ipsFilename);
Console::Resume();
}
void Console::LoadROM(string filepath, stringstream *filestream)
{
Console::Pause();
Instance->Initialize(filepath, filestream);
Console::Resume();
}
bool Console::LoadROM(string filename, uint32_t crc32Hash)
{
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;
}
void Console::Reset(bool softReset)
{
Movie::Stop();
if(Instance->_initialized) {
Console::Pause();
if(softReset) {
Instance->ResetComponents(softReset);
} else {
//Full reset of all objects to ensure the emulator always starts in the exact same state
Instance->Initialize(Instance->_romFilepath);
}
Console::Resume();
}
}
void Console::ResetComponents(bool softReset)
{
Movie::Stop();
if(_debugger) {
//Reset debugger and break on first instruction
StopDebugger();
GetDebugger();
_debugger->Step(1);
}
_memoryManager->Reset(softReset);
_ppu->Reset();
_apu->Reset(softReset);
_cpu->Reset(softReset);
SoundMixer::StopAudio(true);
if(softReset) {
MessageManager::SendNotification(ConsoleNotificationType::GameReset);
} else {
MessageManager::SendNotification(ConsoleNotificationType::GameLoaded);
}
}
void Console::Stop()
{
_stop = true;
EmulationSettings::ClearFlags(EmulationFlags::Paused);
if(_debugger) {
_debugger->Run();
}
_stopLock.Acquire();
_stopLock.Release();
}
void Console::Pause()
{
if(Console::Instance->_debugger) {
//Make sure debugger resumes if we try to pause the emu, otherwise we will get deadlocked.
Console::Instance->_debugger->Run();
}
Console::Instance->_pauseLock.Acquire();
//Spin wait until emu pauses
Console::Instance->_runLock.Acquire();
}
void Console::Resume()
{
Console::Instance->_runLock.Release();
Console::Instance->_pauseLock.Release();
}
void Console::Run()
{
Timer clockTimer;
double targetTime;
double elapsedTime = 0;
uint32_t lastFrameNumber = -1;
_runLock.Acquire();
_stopLock.Acquire();
targetTime = UpdateNesModel();
VideoDecoder::GetInstance()->StartThread();
while(true) {
_cpu->Exec();
uint32_t currentFrameNumber = PPU::GetFrameCount();
if(currentFrameNumber != lastFrameNumber) {
lastFrameNumber = currentFrameNumber;
//Sleep until we're ready to start the next frame
clockTimer.WaitUntil(targetTime);
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();
}
if(EmulationSettings::CheckFlag(EmulationFlags::Paused) && !_stop) {
MessageManager::SendNotification(ConsoleNotificationType::GamePaused);
_runLock.Release();
//Prevent audio from looping endlessly while game is paused
SoundMixer::StopAudio();
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);
}
//Get next target time, and adjust based on whether we are ahead or behind
double timeLag = EmulationSettings::GetEmulationSpeed() == 0 ? 0 : clockTimer.GetElapsedMS() - targetTime;
targetTime = UpdateNesModel();
clockTimer.Reset();
targetTime -= timeLag;
if(targetTime < 0) {
targetTime = 0;
}
if(_stop) {
_stop = false;
break;
}
}
}
SoundMixer::StopAudio();
Movie::Stop();
VideoDecoder::GetInstance()->StopThread();
_stopLock.Release();
_runLock.Release();
}
double Console::UpdateNesModel()
{
NesModel model = EmulationSettings::GetNesModel();
uint32_t emulationSpeed = EmulationSettings::GetEmulationSpeed();
if(model == NesModel::Auto) {
model = _mapper->IsPalRom() ? NesModel::PAL : NesModel::NTSC;
}
double frameDelay;
if(emulationSpeed == 0) {
frameDelay = 0;
} else {
frameDelay = (model == NesModel::NTSC ? 16.63926405550947 : 19.99720920217466); //60.1fps (NTSC), 50.01fps (PAL)
frameDelay /= (double)emulationSpeed / 100.0;
}
_ppu->SetNesModel(model);
_apu->SetNesModel(model);
return frameDelay;
}
void Console::SaveState(ostream &saveStream)
{
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);
}
}
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);
}
std::weak_ptr<Debugger> Console::GetDebugger()
{
if(!_debugger) {
_debugger.reset(new Debugger(Console::Instance, _cpu, _ppu, _memoryManager, _mapper));
}
return _debugger;
}
void Console::StopDebugger()
{
_debugger.reset();
}