mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-30 20:01:00 +00:00
674 lines
17 KiB
C++
674 lines
17 KiB
C++
// Copyright (C) 2012 PPSSPP Project
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#ifdef _WIN32
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#pragma warning(disable:4091)
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#include "Common/CommonWindows.h"
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#include <ShlObj.h>
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#include <string>
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#include <codecvt>
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#endif
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#include "math/math_util.h"
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#include "thread/thread.h"
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#include "thread/threadutil.h"
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#include "base/mutex.h"
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#include "util/text/utf8.h"
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#include "Core/MemMap.h"
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#include "Core/HDRemaster.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/MIPS/MIPSAnalyst.h"
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#include "Debugger/SymbolMap.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/ReplaceTables.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceAudio.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/FileLoaders/RamCachingFileLoader.h"
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#include "Core/FileSystems/MetaFileSystem.h"
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#include "Core/Loaders.h"
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#include "Core/PSPLoaders.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/SaveState.h"
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#include "Common/LogManager.h"
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#include "Core/HLE/sceAudiocodec.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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enum CPUThreadState {
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CPU_THREAD_NOT_RUNNING,
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CPU_THREAD_PENDING,
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CPU_THREAD_STARTING,
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CPU_THREAD_RUNNING,
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CPU_THREAD_SHUTDOWN,
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CPU_THREAD_QUIT,
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CPU_THREAD_EXECUTE,
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CPU_THREAD_RESUME,
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};
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MetaFileSystem pspFileSystem;
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ParamSFOData g_paramSFO;
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static GlobalUIState globalUIState;
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static CoreParameter coreParameter;
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static FileLoader *loadedFile;
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static std::thread *cpuThread = nullptr;
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static std::thread::id cpuThreadID;
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static recursive_mutex cpuThreadLock;
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static condition_variable cpuThreadCond;
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static condition_variable cpuThreadReplyCond;
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static u64 cpuThreadUntil;
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bool audioInitialized;
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// This can be read and written from ANYWHERE.
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volatile CoreState coreState = CORE_STEPPING;
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// Note: intentionally not used for CORE_NEXTFRAME.
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volatile bool coreStatePending = false;
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static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
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static GPUBackend gpuBackend;
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void UpdateUIState(GlobalUIState newState) {
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// Never leave the EXIT state.
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if (globalUIState != newState && globalUIState != UISTATE_EXIT) {
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globalUIState = newState;
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host->UpdateDisassembly();
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}
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}
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GlobalUIState GetUIState() {
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return globalUIState;
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}
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void SetGPUBackend(GPUBackend type) {
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gpuBackend = type;
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}
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GPUBackend GetGPUBackend() {
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return gpuBackend;
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}
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bool IsAudioInitialised() {
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return audioInitialized;
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}
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void Audio_Init() {
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if (!audioInitialized) {
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audioInitialized = true;
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host->InitSound();
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}
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}
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bool IsOnSeparateCPUThread() {
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if (cpuThread != nullptr) {
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return cpuThreadID == std::this_thread::get_id();
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} else {
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return false;
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}
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}
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void CPU_SetState(CPUThreadState to) {
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lock_guard guard(cpuThreadLock);
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cpuThreadState = to;
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cpuThreadCond.notify_one();
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cpuThreadReplyCond.notify_one();
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}
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bool CPU_NextState(CPUThreadState from, CPUThreadState to) {
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lock_guard guard(cpuThreadLock);
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if (cpuThreadState == from) {
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CPU_SetState(to);
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return true;
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} else {
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return false;
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}
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}
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bool CPU_NextStateNot(CPUThreadState from, CPUThreadState to) {
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lock_guard guard(cpuThreadLock);
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if (cpuThreadState != from) {
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CPU_SetState(to);
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return true;
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} else {
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return false;
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}
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}
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bool CPU_IsReady() {
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return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_IsShutdown() {
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return cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_HasPendingAction() {
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return cpuThreadState != CPU_THREAD_RUNNING;
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}
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void CPU_WaitStatus(condition_variable &cond, bool (*pred)()) {
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lock_guard guard(cpuThreadLock);
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while (!pred()) {
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cond.wait(cpuThreadLock);
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}
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}
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void CPU_Shutdown();
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void CPU_Init() {
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coreState = CORE_POWERUP;
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currentMIPS = &mipsr4k;
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g_symbolMap = new SymbolMap();
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// Default memory settings
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// Seems to be the safest place currently..
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Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
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g_RemasterMode = false;
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g_DoubleTextureCoordinates = false;
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Memory::g_PSPModel = g_Config.iPSPModel;
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std::string filename = coreParameter.fileToStart;
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loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename));
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#ifdef _M_X64
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if (g_Config.bCacheFullIsoInRam) {
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loadedFile = new RamCachingFileLoader(loadedFile);
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}
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#endif
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IdentifiedFileType type = Identify_File(loadedFile);
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// TODO: Put this somewhere better?
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if (coreParameter.mountIso != "") {
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coreParameter.mountIsoLoader = ConstructFileLoader(coreParameter.mountIso);
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}
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MIPSAnalyst::Reset();
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Replacement_Init();
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switch (type) {
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case FILETYPE_PSP_ISO:
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case FILETYPE_PSP_ISO_NP:
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case FILETYPE_PSP_DISC_DIRECTORY:
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InitMemoryForGameISO(loadedFile);
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break;
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case FILETYPE_PSP_PBP:
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InitMemoryForGamePBP(loadedFile);
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break;
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case FILETYPE_PSP_PBP_DIRECTORY:
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// This is normal for homebrew.
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// ERROR_LOG(LOADER, "PBP directory resolution failed.");
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break;
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default:
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break;
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}
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// Here we have read the PARAM.SFO, let's see if we need any compatibility overrides.
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// Homebrew usually has an empty discID, and even if they do have a disc id, it's not
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// likely to collide with any commercial ones.
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std::string discID = g_paramSFO.GetValueString("DISC_ID");
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if (!discID.empty()) {
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coreParameter.compat.Load(discID);
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}
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Memory::Init();
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mipsr4k.Reset();
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host->AttemptLoadSymbolMap();
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if (coreParameter.enableSound) {
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Audio_Init();
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}
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CoreTiming::Init();
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// Init all the HLE modules
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HLEInit();
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// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
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// Why did we check for CORE_POWERDOWN here?
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if (!LoadFile(&loadedFile, &coreParameter.errorString)) {
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CPU_Shutdown();
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coreParameter.fileToStart = "";
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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return;
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}
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if (coreParameter.updateRecent) {
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g_Config.AddRecent(filename);
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}
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coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
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}
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void CPU_Shutdown() {
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if (g_Config.bAutoSaveSymbolMap) {
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host->SaveSymbolMap();
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}
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Replacement_Shutdown();
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CoreTiming::Shutdown();
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__KernelShutdown();
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HLEShutdown();
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if (coreParameter.enableSound) {
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host->ShutdownSound();
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audioInitialized = false; // deleted in ShutdownSound
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}
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pspFileSystem.Shutdown();
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mipsr4k.Shutdown();
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Memory::Shutdown();
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delete loadedFile;
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loadedFile = nullptr;
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delete coreParameter.mountIsoLoader;
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delete g_symbolMap;
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g_symbolMap = nullptr;
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coreParameter.mountIsoLoader = nullptr;
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}
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// TODO: Maybe loadedFile doesn't even belong here...
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void UpdateLoadedFile(FileLoader *fileLoader) {
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delete loadedFile;
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loadedFile = fileLoader;
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}
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void CPU_RunLoop() {
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setCurrentThreadName("CPU");
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if (CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
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CPU_Init();
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CPU_NextState(CPU_THREAD_STARTING, CPU_THREAD_RUNNING);
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} else if (!CPU_NextState(CPU_THREAD_RESUME, CPU_THREAD_RUNNING)) {
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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return;
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}
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while (cpuThreadState != CPU_THREAD_SHUTDOWN)
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{
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CPU_WaitStatus(cpuThreadCond, &CPU_HasPendingAction);
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switch (cpuThreadState) {
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case CPU_THREAD_EXECUTE:
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mipsr4k.RunLoopUntil(cpuThreadUntil);
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gpu->FinishEventLoop();
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CPU_NextState(CPU_THREAD_EXECUTE, CPU_THREAD_RUNNING);
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break;
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// These are fine, just keep looping.
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case CPU_THREAD_RUNNING:
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case CPU_THREAD_SHUTDOWN:
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break;
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case CPU_THREAD_QUIT:
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// Just leave the thread, CPU is switching off thread.
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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return;
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default:
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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// Begin shutdown, otherwise we'd just spin on this bad state.
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CPU_SetState(CPU_THREAD_SHUTDOWN);
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break;
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}
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}
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if (coreState != CORE_ERROR) {
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coreState = CORE_POWERDOWN;
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}
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// Let's make sure the gpu has already cleaned up before we start freeing memory.
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if (gpu) {
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gpu->FinishEventLoop();
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gpu->SyncThread(true);
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}
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CPU_Shutdown();
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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}
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void Core_UpdateState(CoreState newState) {
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if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
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coreStatePending = true;
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coreState = newState;
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Core_UpdateSingleStep();
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}
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void System_Wake() {
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// Ping the threads so they check coreState.
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CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN);
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if (gpu) {
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gpu->FinishEventLoop();
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}
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}
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static bool pspIsInited = false;
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static bool pspIsIniting = false;
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static bool pspIsQuiting = false;
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// Ugly!
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bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
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if (pspIsIniting || pspIsQuiting) {
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return false;
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}
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#if defined(_WIN32) && defined(_M_X64)
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INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
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#elif defined(_WIN32) && !defined(_M_X64)
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INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
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#else
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INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
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#endif
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GraphicsContext *temp = coreParameter.graphicsContext;
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coreParameter = coreParam;
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if (coreParameter.graphicsContext == nullptr) {
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coreParameter.graphicsContext = temp;
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}
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coreParameter.errorString = "";
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pspIsIniting = true;
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if (g_Config.bSeparateCPUThread) {
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Core_ListenShutdown(System_Wake);
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CPU_SetState(CPU_THREAD_PENDING);
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cpuThread = new std::thread(&CPU_RunLoop);
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cpuThreadID = cpuThread->get_id();
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cpuThread->detach();
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} else {
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CPU_Init();
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}
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*error_string = coreParameter.errorString;
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bool success = coreParameter.fileToStart != "";
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if (!success) {
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pspIsIniting = false;
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}
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return success;
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}
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bool PSP_InitUpdate(std::string *error_string) {
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if (pspIsInited || !pspIsIniting) {
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return true;
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}
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if (g_Config.bSeparateCPUThread && !CPU_IsReady()) {
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return false;
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}
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bool success = coreParameter.fileToStart != "";
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*error_string = coreParameter.errorString;
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if (success) {
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success = GPU_Init(coreParameter.graphicsContext, coreParameter.thin3d);
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if (!success) {
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PSP_Shutdown();
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*error_string = "Unable to initialize rendering engine.";
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}
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}
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pspIsInited = success;
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pspIsIniting = false;
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return true;
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}
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bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
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PSP_InitStart(coreParam, error_string);
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if (g_Config.bSeparateCPUThread) {
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CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
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}
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PSP_InitUpdate(error_string);
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return pspIsInited;
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}
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bool PSP_IsIniting() {
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return pspIsIniting;
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}
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bool PSP_IsInited() {
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return pspIsInited && !pspIsQuiting;
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}
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void PSP_Shutdown() {
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// Do nothing if we never inited.
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if (!pspIsInited && !pspIsIniting && !pspIsQuiting) {
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return;
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}
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#ifndef MOBILE_DEVICE
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if (g_Config.bFuncHashMap) {
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MIPSAnalyst::StoreHashMap();
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}
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#endif
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// Make sure things know right away that PSP memory, etc. is going away.
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pspIsQuiting = true;
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if (coreState == CORE_RUNNING)
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Core_UpdateState(CORE_ERROR);
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Core_NotifyShutdown();
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if (cpuThread != nullptr) {
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CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN);
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CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown);
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delete cpuThread;
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cpuThread = 0;
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cpuThreadID = std::thread::id();
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} else {
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CPU_Shutdown();
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}
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GPU_Shutdown();
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g_paramSFO.Clear();
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host->SetWindowTitle(0);
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currentMIPS = 0;
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pspIsInited = false;
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pspIsIniting = false;
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pspIsQuiting = false;
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g_Config.unloadGameConfig();
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}
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void PSP_BeginHostFrame() {
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// Reapply the graphics state of the PSP
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if (gpu) {
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gpu->BeginHostFrame();
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}
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}
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void PSP_EndHostFrame() {
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if (gpu) {
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gpu->EndHostFrame();
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}
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}
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void PSP_RunLoopUntil(u64 globalticks) {
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SaveState::Process();
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if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) {
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return;
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}
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// Switch the CPU thread on or off, as the case may be.
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bool useCPUThread = g_Config.bSeparateCPUThread;
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if (useCPUThread && cpuThread == nullptr) {
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// Need to start the cpu thread.
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Core_ListenShutdown(System_Wake);
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CPU_SetState(CPU_THREAD_RESUME);
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cpuThread = new std::thread(&CPU_RunLoop);
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cpuThreadID = cpuThread->get_id();
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cpuThread->detach();
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if (gpu) {
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gpu->SetThreadEnabled(true);
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}
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CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
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} else if (!useCPUThread && cpuThread != nullptr) {
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CPU_SetState(CPU_THREAD_QUIT);
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CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown);
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delete cpuThread;
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cpuThread = nullptr;
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cpuThreadID = std::thread::id();
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if (gpu) {
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gpu->SetThreadEnabled(false);
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}
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}
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if (cpuThread != nullptr) {
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// Tell the gpu a new frame is about to begin, before we start the CPU.
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gpu->SyncBeginFrame();
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cpuThreadUntil = globalticks;
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if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
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// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
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// TODO: Something smarter? Or force CPU to bail periodically?
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while (!CPU_IsReady()) {
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gpu->RunEventsUntil(CoreTiming::GetTicks() + msToCycles(1000));
|
|
if (coreState != CORE_RUNNING) {
|
|
CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
|
|
}
|
|
}
|
|
} else {
|
|
ERROR_LOG(CPU, "Unable to execute CPU run loop, unexpected state: %d", cpuThreadState);
|
|
}
|
|
} else {
|
|
mipsr4k.RunLoopUntil(globalticks);
|
|
}
|
|
|
|
gpu->CleanupBeforeUI();
|
|
}
|
|
|
|
void PSP_RunLoopFor(int cycles) {
|
|
PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
|
|
}
|
|
|
|
CoreParameter &PSP_CoreParameter() {
|
|
return coreParameter;
|
|
}
|
|
|
|
std::string GetSysDirectory(PSPDirectories directoryType) {
|
|
switch (directoryType) {
|
|
case DIRECTORY_CHEATS:
|
|
return g_Config.memStickDirectory + "PSP/Cheats/";
|
|
case DIRECTORY_GAME:
|
|
return g_Config.memStickDirectory + "PSP/GAME/";
|
|
case DIRECTORY_SAVEDATA:
|
|
return g_Config.memStickDirectory + "PSP/SAVEDATA/";
|
|
case DIRECTORY_SCREENSHOT:
|
|
return g_Config.memStickDirectory + "PSP/SCREENSHOT/";
|
|
case DIRECTORY_SYSTEM:
|
|
return g_Config.memStickDirectory + "PSP/SYSTEM/";
|
|
case DIRECTORY_PAUTH:
|
|
return g_Config.memStickDirectory + "PAUTH/";
|
|
case DIRECTORY_DUMP:
|
|
return g_Config.memStickDirectory + "PSP/SYSTEM/DUMP/";
|
|
case DIRECTORY_SAVESTATE:
|
|
return g_Config.memStickDirectory + "PSP/PPSSPP_STATE/";
|
|
case DIRECTORY_CACHE:
|
|
return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/";
|
|
case DIRECTORY_TEXTURES:
|
|
return g_Config.memStickDirectory + "PSP/TEXTURES/";
|
|
case DIRECTORY_APP_CACHE:
|
|
if (!g_Config.appCacheDirectory.empty()) {
|
|
return g_Config.appCacheDirectory;
|
|
}
|
|
return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/";
|
|
// Just return the memory stick root if we run into some sort of problem.
|
|
default:
|
|
ERROR_LOG(FILESYS, "Unknown directory type.");
|
|
return g_Config.memStickDirectory;
|
|
}
|
|
}
|
|
|
|
#if defined(_WIN32)
|
|
// Run this at startup time. Please use GetSysDirectory if you need to query where folders are.
|
|
void InitSysDirectories() {
|
|
if (!g_Config.memStickDirectory.empty() && !g_Config.flash0Directory.empty())
|
|
return;
|
|
|
|
const std::string path = File::GetExeDirectory();
|
|
|
|
// Mount a filesystem
|
|
g_Config.flash0Directory = path + "flash0/";
|
|
|
|
// Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder.
|
|
wchar_t myDocumentsPath[MAX_PATH];
|
|
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
|
|
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
|
|
|
|
const std::string installedFile = path + "installed.txt";
|
|
const bool installed = File::Exists(installedFile);
|
|
|
|
// If installed.txt exists(and we can determine the Documents directory)
|
|
if (installed && (result == S_OK)) {
|
|
std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
|
|
|
|
if (!inputFile.fail() && inputFile.is_open()) {
|
|
std::string tempString;
|
|
|
|
std::getline(inputFile, tempString);
|
|
|
|
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
|
|
if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
|
|
tempString = tempString.substr(3);
|
|
|
|
g_Config.memStickDirectory = tempString;
|
|
}
|
|
inputFile.close();
|
|
|
|
// Check if the file is empty first, before appending the slash.
|
|
if (g_Config.memStickDirectory.empty())
|
|
g_Config.memStickDirectory = myDocsPath;
|
|
|
|
size_t lastSlash = g_Config.memStickDirectory.find_last_of("/");
|
|
if (lastSlash != (g_Config.memStickDirectory.length() - 1))
|
|
g_Config.memStickDirectory.append("/");
|
|
} else {
|
|
g_Config.memStickDirectory = path + "memstick/";
|
|
}
|
|
|
|
// Create the memstickpath before trying to write to it, and fall back on Documents yet again
|
|
// if we can't make it.
|
|
if (!File::Exists(g_Config.memStickDirectory)) {
|
|
if (!File::CreateDir(g_Config.memStickDirectory))
|
|
g_Config.memStickDirectory = myDocsPath;
|
|
INFO_LOG(COMMON, "Memstick directory not present, creating at '%s'", g_Config.memStickDirectory.c_str());
|
|
}
|
|
|
|
const std::string testFile = g_Config.memStickDirectory + "/_writable_test.$$$";
|
|
|
|
// If any directory is read-only, fall back to the Documents directory.
|
|
// We're screwed anyway if we can't write to Documents, or can't detect it.
|
|
if (!File::CreateEmptyFile(testFile))
|
|
g_Config.memStickDirectory = myDocsPath;
|
|
|
|
// Clean up our mess.
|
|
if (File::Exists(testFile))
|
|
File::Delete(testFile);
|
|
|
|
if (g_Config.currentDirectory.empty()) {
|
|
g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME);
|
|
}
|
|
}
|
|
#endif
|