mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-05-29 00:21:34 +08:00
999 lines
31 KiB
C++
999 lines
31 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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#include <algorithm>
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#include <vector>
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#include <thread>
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#include <mutex>
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#include <string>
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#include <set>
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#include "Common/Data/Text/I18n.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Data/Text/Parsers.h"
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#include "Common/System/System.h"
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#include "Common/File/FileUtil.h"
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#include "Common/File/DirListing.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/Serialize/SerializeFuncs.h"
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#include "Common/StringUtils.h"
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#include "Common/TimeUtil.h"
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#include "Core/SaveState.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/Screenshot.h"
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#include "Core/System.h"
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#include "Core/SaveStateRewind.h"
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#include "Core/FileSystems/MetaFileSystem.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/sceNet.h"
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#include "Core/HLE/ReplaceTables.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceUtility.h"
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#include "Core/MemMap.h"
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#include "Core/MIPS/JitCommon/JitBlockCache.h"
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#include "Core/RetroAchievements.h"
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#include "HW/MemoryStick.h"
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#ifndef MOBILE_DEVICE
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#include "Core/AVIDump.h"
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#include "Core/HLE/__sceAudio.h"
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#endif
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// Slot number is visual only, -2 will display special message
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constexpr int LOAD_UNDO_SLOT = -2;
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constexpr int SCREENSHOT_FAILURE_RETRIES = 6;
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static const char * const STATE_EXTENSION = "ppst";
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static const char * const UNDO_STATE_EXTENSION = "undo.ppst";
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static const char * const UNDO_SCREENSHOT_EXTENSION = "undo.jpg";
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static const char * const LOAD_UNDO_NAME = "load_undo.ppst";
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namespace SaveState {
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// Used for "confirm exit if you haven't saved in a while"
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double g_lastSaveTime = -1.0;
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static bool needsProcess = false;
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static bool needsRestart = false;
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static std::mutex mutex;
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static bool hasLoadedState = false;
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static const int STALE_STATE_USES = 2;
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// 4 hours of total gameplay since the virtual PSP started the game.
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static const u64 STALE_STATE_TIME = 4 * 3600 * 1000000ULL;
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static int saveStateGeneration = 0;
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static int saveDataGeneration = 0;
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static int lastSaveDataGeneration = 0;
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static std::string saveStateInitialGitVersion = "";
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static StateRingbuffer rewindStates;
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// Updated by Rescan. This is to avoid calling Exists a lot of times, which could be slow
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// on some Android devices when we allow many save states.
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static double g_lastRescan = 0.0;
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static std::map<std::string, uint64_t, std::less<>> g_files; // the value is the mod-time.
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struct SaveStart {
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void DoState(PointerWrap &p);
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};
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enum class OperationType {
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Save,
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Load,
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Verify,
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Rewind,
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};
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struct Operation {
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// The slot number is for visual purposes only. Set to -1 for operations where we don't display a message for example.
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Operation(OperationType t, const Path &f, int slot_, Callback cb)
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: type(t), path(f), callback(cb), slot(slot_) {}
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OperationType type;
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Path path;
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Callback callback;
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int slot;
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};
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static std::vector<Operation> g_pendingOperations;
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int g_screenshotFailures;
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CChunkFileReader::Error SaveToRam(std::vector<u8> &data) {
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SaveStart state;
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return CChunkFileReader::MeasureAndSavePtr(state, &data);
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}
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CChunkFileReader::Error LoadFromRam(std::vector<u8> &data, std::string *errorString) {
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SaveStart state;
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return CChunkFileReader::LoadPtr(&data[0], state, errorString);
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}
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// TODO: Should this be configurable?
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// Should only fail if the game hasn't created a framebuffer yet. Some games play video without a framebuffer,
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// we should probably just read back memory then instead (GTA for example). But this is a really unimportant edge case,
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// when in-game it's just not an issue.
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void SaveStart::DoState(PointerWrap &p) {
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auto s = p.Section("SaveStart", 1, 3);
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if (!s)
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return;
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if (s >= 2) {
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// This only increments on save, of course.
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++saveStateGeneration;
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Do(p, saveStateGeneration);
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// This saves the first git version to create this save state (or generation of save states.)
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if (saveStateInitialGitVersion.empty())
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saveStateInitialGitVersion = PPSSPP_GIT_VERSION;
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Do(p, saveStateInitialGitVersion);
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} else {
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saveStateGeneration = 1;
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}
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if (s >= 3) {
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// Keep track of savedata (not save states) too.
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Do(p, saveDataGeneration);
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} else {
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saveDataGeneration = 0;
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}
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// Gotta do CoreTiming before HLE, but from v3 we've moved it after the memory stuff.
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if (s <= 2) {
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CoreTiming::DoState(p);
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}
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// Memory is a bit tricky when jit is enabled, since there's emuhacks in it.
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// These must be saved before copying out memory and restored after.
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auto savedReplacements = SaveAndClearReplacements();
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if (MIPSComp::jit && p.mode == p.MODE_WRITE) {
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std::lock_guard<std::recursive_mutex> guard(MIPSComp::jitLock);
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if (MIPSComp::jit) {
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std::vector<u32> savedBlocks;
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savedBlocks = MIPSComp::jit->SaveAndClearEmuHackOps();
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Memory::DoState(p);
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MIPSComp::jit->RestoreSavedEmuHackOps(savedBlocks);
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} else {
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Memory::DoState(p);
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}
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} else {
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Memory::DoState(p);
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}
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if (s >= 3) {
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CoreTiming::DoState(p);
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}
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// Don't bother restoring if reading, we'll deal with that in KernelModuleDoState.
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// In theory, different functions might have been runtime loaded in the state.
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if (p.mode != p.MODE_READ) {
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RestoreSavedReplacements(savedReplacements);
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}
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MemoryStick_DoState(p);
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currentMIPS->DoState(p);
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HLEDoState(p);
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__KernelDoState(p);
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Achievements::DoState(p);
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// Kernel object destructors might close open files, so do the filesystem last.
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pspFileSystem.DoState(p);
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}
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void Enqueue(const SaveState::Operation &op) {
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if (!NetworkAllowSaveState()) {
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return;
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}
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if (Achievements::HardcoreModeActive()) {
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if (g_Config.bAchievementsSaveStateInHardcoreMode && ((op.type == SaveState::OperationType::Save))) {
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// We allow saving in hardcore mode if this setting is on.
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} else {
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// Operation not allowed
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return;
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}
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}
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std::lock_guard<std::mutex> guard(mutex);
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g_pendingOperations.push_back(op);
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// Don't actually run it until next frame.
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// It's possible there might be a duplicate but it won't hurt us.
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needsProcess = true;
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}
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void Load(const Path &filename, int slot, Callback callback) {
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if (!NetworkAllowSaveState()) {
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return;
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}
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rewindStates.NotifyState();
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if (coreState == CoreState::CORE_RUNTIME_ERROR)
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Core_Break(BreakReason::SavestateLoad, 0);
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Enqueue(Operation(OperationType::Load, filename, slot, callback));
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}
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void Save(const Path &filename, int slot, Callback callback) {
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if (!NetworkAllowSaveState()) {
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return;
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}
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rewindStates.NotifyState();
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if (coreState == CoreState::CORE_RUNTIME_ERROR)
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Core_Break(BreakReason::SavestateSave, 0);
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Enqueue(Operation(OperationType::Save, filename, slot, callback));
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}
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void Verify(Callback callback) {
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Enqueue(Operation(OperationType::Verify, Path(), -1, callback));
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}
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void Rewind(Callback callback) {
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if (coreState == CoreState::CORE_RUNTIME_ERROR)
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Core_Break(BreakReason::SavestateRewind, 0);
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Enqueue(Operation(OperationType::Rewind, Path(), -1, callback));
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}
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bool CanRewind() {
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return !rewindStates.Empty();
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}
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// Slot utilities
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std::string AppendSlotTitle(const std::string &filename, const std::string &title) {
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char slotChar = 0;
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auto detectSlot = [&slotChar, filename](const std::string &ext) {
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if (!endsWith(filename, std::string(".") + ext)) {
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return false;
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}
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// Usually these are slots, let's check the slot # after the last '_'.
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size_t slotNumPos = filename.find_last_of('_');
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if (slotNumPos == filename.npos) {
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return false;
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}
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const size_t extLength = ext.length() + 1;
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// If we take out the extension, '_', etc. we should be left with only a single digit.
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if (slotNumPos + 1 + extLength != filename.length() - 1) {
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return false;
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}
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slotChar = filename[slotNumPos + 1];
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if (slotChar < '0' || slotChar > '8') {
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return false;
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}
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// Change from zero indexed to human friendly.
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slotChar++;
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return true;
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};
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if (detectSlot(STATE_EXTENSION)) {
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return StringFromFormat("%s (%c)", title.c_str(), slotChar);
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}
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if (detectSlot(UNDO_STATE_EXTENSION)) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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// Allow the number to be positioned where it makes sense.
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std::string undo(sy->T("undo %c"));
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return title + " (" + StringFromFormat(undo.c_str(), slotChar) + ")";
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}
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// Couldn't detect, use the filename.
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return title + " (" + filename + ")";
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}
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std::string GetTitle(const Path &filename) {
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std::string title;
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if (CChunkFileReader::GetFileTitle(filename, &title) == CChunkFileReader::ERROR_NONE) {
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if (title.empty()) {
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return filename.GetFilename();
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}
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return AppendSlotTitle(filename.GetFilename(), title);
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}
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// The file can't be loaded - let's note that.
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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return filename.GetFilename() + " " + std::string(sy->T("(broken)"));
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}
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// TODO: gameFilename is ignored!
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// This means that this must always be called in-game, otherwise it will not work!
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//
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// This particular ID string generation is specific for save states.
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static std::string GenerateFullDiscId(const ParamSFOData ¶mSFO) {
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std::string discId = paramSFO.GetValueString("DISC_ID");
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std::string discVer = paramSFO.GetValueString("DISC_VERSION");
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if (discId.empty()) {
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// Should never happen.
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discId = g_paramSFO.GenerateFakeID(Path());
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discVer = "1.00";
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}
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return StringFromFormat("%s_%s", discId.c_str(), discVer.c_str());
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}
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std::string GetGamePrefix(const ParamSFOData ¶mSFO) {
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return GenerateFullDiscId(paramSFO);
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}
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// The prefix is always based on GenerateFullDiscId. So we can find these by scanning, too.
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std::string GenerateSaveSlotFilename(std::string_view gamePrefix, int slot, const char *extension) {
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return StringFromFormat("%.*s_%d.%s", STR_VIEW(gamePrefix), slot, extension);
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}
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Path GenerateSaveSlotPath(std::string_view gamePrefix, int slot, const char *extension) {
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std::string filename = GenerateSaveSlotFilename(gamePrefix, slot, extension);
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return GetSysDirectory(DIRECTORY_SAVESTATE) / filename;
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}
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int GetCurrentSlot() {
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return g_Config.iCurrentStateSlot;
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}
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void PrevSlot() {
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot - 1 + g_Config.iSaveStateSlotCount) % g_Config.iSaveStateSlotCount;
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}
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void NextSlot() {
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % g_Config.iSaveStateSlotCount;
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}
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static void DeleteIfExists(const Path &fn) {
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// Just avoiding error messages.
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File::Delete(fn, true);
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}
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static void RenameIfExists(const Path &from, const Path &to) {
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if (File::Exists(from)) {
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File::Rename(from, to);
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}
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}
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static void SwapIfExists(const Path &from, const Path &to) {
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Path temp = from.WithExtraExtension(".tmp");
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if (File::Exists(from)) {
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File::Rename(from, temp);
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File::Rename(to, from);
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File::Rename(temp, to);
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}
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}
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static void ScheduleSaveScreenshot(const Path &path) {
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std::lock_guard<std::mutex> guard(mutex);
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g_screenshotFailures = 0;
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// Savestate thumbnails don't need to be bigger.
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constexpr int maxResMultiplier = 2;
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ScheduleScreenshot(path, ScreenshotFormat::JPG, ScreenshotType::Display, maxResMultiplier, [path](ScreenshotResult result) {
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switch (result) {
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case ScreenshotResult::ScreenshotNotPossible:
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// Try again soon, for a short while.
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WARN_LOG(Log::SaveState, "Failed to take a screenshot for the savestate! (%s) The savestate will lack an icon.", path.c_str());
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if (coreState != CORE_STEPPING_CPU && g_screenshotFailures++ < SCREENSHOT_FAILURE_RETRIES) {
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// Requeue for next frame (if we were stepping, no point, will just spam errors quickly).
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ScheduleSaveScreenshot(path);
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}
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break;
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case ScreenshotResult::FailedToWriteFile:
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case ScreenshotResult::Success:
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g_screenshotFailures = 0;
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break;
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}
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});
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}
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void LoadSlot(std::string_view gamePrefix, int slot, Callback callback) {
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if (!NetworkAllowSaveState()) {
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return;
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}
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Path fn = GenerateSaveSlotPath(gamePrefix, slot, STATE_EXTENSION);
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if (!fn.empty()) {
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// This add only 1 extra state, should we just always enable it?
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if (g_Config.bEnableStateUndo) {
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Path backup = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
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std::string prefix(gamePrefix);
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auto saveCallback = [prefix, fn, backup, slot, callback](Status status, std::string_view message, std::string_view metadata) {
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if (status != Status::FAILURE) {
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DeleteIfExists(backup);
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File::Rename(backup.WithExtraExtension(".tmp"), backup);
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g_Config.sStateLoadUndoGame = prefix;
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g_Config.Save("Saving config for savestate last load undo");
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} else {
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ERROR_LOG(Log::SaveState, "Saving load undo state failed: %.*s", (int)message.size(), message.data());
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}
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Load(fn, slot, callback);
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};
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if (!backup.empty()) {
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Save(backup.WithExtraExtension(".tmp"), LOAD_UNDO_SLOT, saveCallback);
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} else {
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ERROR_LOG(Log::SaveState, "Saving load undo state failed. Error in the file system.");
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Load(fn, slot, callback);
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}
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} else {
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Load(fn, slot, callback);
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}
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} else {
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Failed to load state. Error in the file system."), "");
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}
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}
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}
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bool UndoLoad(std::string_view gamePrefix, Callback callback) {
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if (!NetworkAllowSaveState()) {
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return false;
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}
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if (g_Config.sStateLoadUndoGame != gamePrefix) {
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Error: load undo state is from a different game"), "");
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}
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return false;
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}
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Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
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if (!fn.empty()) {
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Load(fn, LOAD_UNDO_SLOT, callback);
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return true;
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} else {
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if (callback) {
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auto sy = GetI18NCategory(I18NCat::SYSTEM);
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callback(Status::FAILURE, sy->T("Failed to load state for load undo. Error in the file system."), "");
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}
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return false;
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}
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}
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void SaveSlot(std::string_view gamePrefix, int slot, Callback callback) {
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if (!NetworkAllowSaveState()) {
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return;
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}
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Path fn = GenerateSaveSlotPath(gamePrefix, slot, STATE_EXTENSION);
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Path fnUndo = GenerateSaveSlotPath(gamePrefix, slot, UNDO_STATE_EXTENSION);
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if (!fn.empty()) {
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Path shot = GenerateSaveSlotPath(gamePrefix, slot, SCREENSHOT_EXTENSION);
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std::string prefix(gamePrefix);
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auto renameCallback = [fn, fnUndo, prefix, slot, callback](Status status, std::string_view message, std::string_view metadata) {
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if (status != Status::FAILURE) {
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if (g_Config.bEnableStateUndo) {
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DeleteIfExists(fnUndo);
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RenameIfExists(fn, fnUndo);
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g_Config.sStateUndoLastSaveGame = prefix;
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g_Config.iStateUndoLastSaveSlot = slot;
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g_Config.Save("Saving config for savestate last save undo");
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} else {
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DeleteIfExists(fn);
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}
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File::Rename(fn.WithExtraExtension(".tmp"), fn);
|
|
}
|
|
if (callback) {
|
|
callback(status, message, "");
|
|
}
|
|
};
|
|
// Let's also create a screenshot.
|
|
if (g_Config.bEnableStateUndo) {
|
|
Path shotUndo = GenerateSaveSlotPath(gamePrefix, slot, UNDO_SCREENSHOT_EXTENSION);
|
|
DeleteIfExists(shotUndo);
|
|
RenameIfExists(shot, shotUndo);
|
|
}
|
|
ScheduleSaveScreenshot(shot);
|
|
Save(fn.WithExtraExtension(".tmp"), slot, renameCallback);
|
|
} else {
|
|
if (callback) {
|
|
auto sy = GetI18NCategory(I18NCat::SYSTEM);
|
|
callback(Status::FAILURE, sy->T("Failed to save state. Error in the file system."), "");
|
|
}
|
|
}
|
|
Rescan(gamePrefix);
|
|
}
|
|
|
|
bool UndoSaveSlot(std::string_view gamePrefix, int slot) {
|
|
if (!NetworkAllowSaveState()) {
|
|
return false;
|
|
}
|
|
|
|
Path fnUndo = GenerateSaveSlotPath(gamePrefix, slot, UNDO_STATE_EXTENSION);
|
|
|
|
// Do nothing if there's no undo.
|
|
if (File::Exists(fnUndo)) {
|
|
Path fn = GenerateSaveSlotPath(gamePrefix, slot, STATE_EXTENSION);
|
|
Path shot = GenerateSaveSlotPath(gamePrefix, slot, SCREENSHOT_EXTENSION);
|
|
Path shotUndo = GenerateSaveSlotPath(gamePrefix, slot, UNDO_SCREENSHOT_EXTENSION);
|
|
// Swap them so they can undo again to redo. Mistakes happen.
|
|
SwapIfExists(shotUndo, shot);
|
|
SwapIfExists(fnUndo, fn);
|
|
return true;
|
|
}
|
|
|
|
Rescan(gamePrefix);
|
|
return false;
|
|
}
|
|
|
|
void DeleteSlot(std::string_view gamePrefix, int slot) {
|
|
Path fn = GenerateSaveSlotPath(gamePrefix, slot, STATE_EXTENSION);
|
|
Path shot = GenerateSaveSlotPath(gamePrefix, slot, SCREENSHOT_EXTENSION);
|
|
|
|
if (File::Exists(fn)) {
|
|
DeleteIfExists(fn);
|
|
DeleteIfExists(shot);
|
|
}
|
|
Rescan(gamePrefix);
|
|
}
|
|
|
|
bool UndoLastSave(std::string_view gamePrefix) {
|
|
if (!NetworkAllowSaveState()) {
|
|
return false;
|
|
}
|
|
|
|
if (g_Config.sStateUndoLastSaveGame != gamePrefix)
|
|
return false;
|
|
|
|
bool retval = UndoSaveSlot(gamePrefix, g_Config.iStateUndoLastSaveSlot);
|
|
Rescan(gamePrefix);
|
|
return retval;
|
|
}
|
|
|
|
void Rescan(std::string_view gamePrefix) {
|
|
// Currently nothing to do here.
|
|
// On Android this would be important to rescan the save state directory.
|
|
std::vector<File::FileInfo> file;
|
|
|
|
std::string prefix(gamePrefix);
|
|
prefix += "_";
|
|
|
|
if (!File::GetFilesInDir(GetSysDirectory(DIRECTORY_SAVESTATE), &file, nullptr, 0, prefix)) {
|
|
ERROR_LOG(Log::System, "Failed to list savestate directory!");
|
|
return;
|
|
}
|
|
|
|
g_files.clear();
|
|
for (const auto &f : file) {
|
|
g_files[f.name] = f.mtime;
|
|
}
|
|
|
|
g_lastRescan = time_now_d();
|
|
}
|
|
|
|
static bool SaveStateFileExists(std::string_view gamePrefix, int slot, const char *extension) {
|
|
return g_files.find(GenerateSaveSlotFilename(gamePrefix, slot, extension)) != g_files.end();
|
|
}
|
|
|
|
bool HasSaveInSlot(std::string_view gamePrefix, int slot) {
|
|
return SaveStateFileExists(gamePrefix, slot, STATE_EXTENSION);
|
|
}
|
|
|
|
bool HasUndoSaveInSlot(std::string_view gamePrefix, int slot) {
|
|
return SaveStateFileExists(gamePrefix, slot, UNDO_STATE_EXTENSION);
|
|
}
|
|
|
|
bool HasUndoLastSave(std::string_view gamePrefix) {
|
|
if (g_Config.sStateUndoLastSaveGame != gamePrefix)
|
|
return false;
|
|
|
|
return HasUndoSaveInSlot(gamePrefix, g_Config.iStateUndoLastSaveSlot);
|
|
}
|
|
|
|
bool HasScreenshotInSlot(std::string_view gamePrefix, int slot) {
|
|
return SaveStateFileExists(gamePrefix, slot, SCREENSHOT_EXTENSION);
|
|
}
|
|
|
|
bool HasUndoLoad(std::string_view gamePrefix) {
|
|
Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
|
|
return File::Exists(fn) && g_Config.sStateLoadUndoGame == gamePrefix;
|
|
}
|
|
|
|
bool operator < (const tm &t1, const tm &t2) {
|
|
if (t1.tm_year < t2.tm_year) return true;
|
|
if (t1.tm_year > t2.tm_year) return false;
|
|
if (t1.tm_mon < t2.tm_mon) return true;
|
|
if (t1.tm_mon > t2.tm_mon) return false;
|
|
if (t1.tm_mday < t2.tm_mday) return true;
|
|
if (t1.tm_mday > t2.tm_mday) return false;
|
|
if (t1.tm_hour < t2.tm_hour) return true;
|
|
if (t1.tm_hour > t2.tm_hour) return false;
|
|
if (t1.tm_min < t2.tm_min) return true;
|
|
if (t1.tm_min > t2.tm_min) return false;
|
|
if (t1.tm_sec < t2.tm_sec) return true;
|
|
if (t1.tm_sec > t2.tm_sec) return false;
|
|
return false;
|
|
}
|
|
|
|
bool operator > (const tm &t1, const tm &t2) {
|
|
if (t1.tm_year > t2.tm_year) return true;
|
|
if (t1.tm_year < t2.tm_year) return false;
|
|
if (t1.tm_mon > t2.tm_mon) return true;
|
|
if (t1.tm_mon < t2.tm_mon) return false;
|
|
if (t1.tm_mday > t2.tm_mday) return true;
|
|
if (t1.tm_mday < t2.tm_mday) return false;
|
|
if (t1.tm_hour > t2.tm_hour) return true;
|
|
if (t1.tm_hour < t2.tm_hour) return false;
|
|
if (t1.tm_min > t2.tm_min) return true;
|
|
if (t1.tm_min < t2.tm_min) return false;
|
|
if (t1.tm_sec > t2.tm_sec) return true;
|
|
if (t1.tm_sec < t2.tm_sec) return false;
|
|
return false;
|
|
}
|
|
|
|
bool operator ! (const tm &t1) {
|
|
if (t1.tm_year || t1.tm_mon || t1.tm_mday || t1.tm_hour || t1.tm_min || t1.tm_sec) return false;
|
|
return true;
|
|
}
|
|
|
|
int GetNewestSlot(std::string_view gamePrefix) {
|
|
int newestSlot = -1;
|
|
int64_t newestTime = 0;
|
|
for (int i = 0; i < g_Config.iSaveStateSlotCount; i++) {
|
|
auto iter = g_files.find(GenerateSaveSlotFilename(gamePrefix, i, STATE_EXTENSION));
|
|
if (iter != g_files.end()) {
|
|
int64_t mod = iter->second;
|
|
if (mod > newestTime) {
|
|
newestTime = mod;
|
|
newestSlot = i;
|
|
}
|
|
}
|
|
}
|
|
return newestSlot;
|
|
}
|
|
|
|
int GetOldestSlot(std::string_view gamePrefix) {
|
|
int oldestSlot = -1;
|
|
int64_t oldestTime = INT64_MAX;
|
|
for (int i = 0; i < g_Config.iSaveStateSlotCount; i++) {
|
|
auto iter = g_files.find(GenerateSaveSlotFilename(gamePrefix, i, STATE_EXTENSION));
|
|
if (iter != g_files.end()) {
|
|
int64_t mod = iter->second;
|
|
if (mod < oldestTime) {
|
|
oldestTime = mod;
|
|
oldestSlot = i;
|
|
}
|
|
}
|
|
}
|
|
return oldestSlot;
|
|
}
|
|
|
|
static std::string GetSaveFileDateAsString(const std::string &fn) {
|
|
auto iter = g_files.find(fn);
|
|
if (iter == g_files.end()) {
|
|
return "";
|
|
}
|
|
time_t t = iter->second;
|
|
tm time;
|
|
localtime_r((time_t*)&t, &time);
|
|
char buf[256];
|
|
// TODO: Use local time format instead of the configured PSP format?
|
|
// Americans and some others might not like ISO standard :)
|
|
switch (g_Config.iDateFormat) {
|
|
case PSP_SYSTEMPARAM_DATE_FORMAT_YYYYMMDD:
|
|
strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
|
|
break;
|
|
case PSP_SYSTEMPARAM_DATE_FORMAT_MMDDYYYY:
|
|
strftime(buf, sizeof(buf), "%m-%d-%Y %H:%M:%S", &time);
|
|
break;
|
|
case PSP_SYSTEMPARAM_DATE_FORMAT_DDMMYYYY:
|
|
strftime(buf, sizeof(buf), "%d-%m-%Y %H:%M:%S", &time);
|
|
break;
|
|
default: // Should never happen
|
|
return "";
|
|
}
|
|
return buf;
|
|
}
|
|
|
|
std::string GetSlotDateAsString(std::string_view gamePrefix, int slot) {
|
|
std::string fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
|
|
return GetSaveFileDateAsString(fn);
|
|
}
|
|
|
|
std::vector<Operation> Flush() {
|
|
std::lock_guard<std::mutex> guard(mutex);
|
|
std::vector<Operation> copy = g_pendingOperations;
|
|
g_pendingOperations.clear();
|
|
|
|
return copy;
|
|
}
|
|
|
|
static bool HandleLoadFailure(bool wasRewinding, std::string *metadata) {
|
|
if (wasRewinding) {
|
|
WARN_LOG(Log::SaveState, "HandleLoadFailure - trying a rewind state.");
|
|
// Okay, first, let's give the next rewind state a shot - maybe we can at least not reset entirely.
|
|
// Actually, this seems like a bad thing - some systems can end up in bad states, like sceFont :(
|
|
CChunkFileReader::Error result;
|
|
do {
|
|
std::string errorString;
|
|
result = rewindStates.Restore(&errorString, metadata);
|
|
} while (result == CChunkFileReader::ERROR_BROKEN_STATE);
|
|
|
|
if (result == CChunkFileReader::ERROR_NONE) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// We tried, our only remaining option is to reset the game.
|
|
needsRestart = true;
|
|
// Make sure we don't proceed to run anything yet.
|
|
coreState = CORE_NEXTFRAME;
|
|
return false;
|
|
}
|
|
|
|
bool HasLoadedState() {
|
|
return hasLoadedState;
|
|
}
|
|
|
|
bool IsStale() {
|
|
if (saveStateGeneration >= STALE_STATE_USES) {
|
|
return CoreTiming::GetGlobalTimeUs() > STALE_STATE_TIME;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool IsOldVersion() {
|
|
if (saveStateInitialGitVersion.empty())
|
|
return false;
|
|
|
|
Version state(saveStateInitialGitVersion);
|
|
Version gitVer(PPSSPP_GIT_VERSION);
|
|
if (!state.IsValid() || !gitVer.IsValid())
|
|
return false;
|
|
|
|
return state < gitVer;
|
|
}
|
|
|
|
static Status TriggerLoadWarnings(std::string &callbackMessage) {
|
|
auto sc = GetI18NCategory(I18NCat::SCREEN);
|
|
|
|
if (g_Config.bHideStateWarnings)
|
|
return Status::SUCCESS;
|
|
|
|
if (IsStale()) {
|
|
// For anyone wondering why (too long to put on the screen in an osm):
|
|
// Using save states instead of saves simulates many hour play sessions.
|
|
// Sometimes this exposes game bugs that were rarely seen on real devices,
|
|
// because few people played on a real PSP for 10 hours straight.
|
|
callbackMessage = sc->T("Loaded. Save in game, restart, and load for less bugs.");
|
|
return Status::SUCCESS;
|
|
}
|
|
if (IsOldVersion()) {
|
|
// Save states also preserve bugs from old PPSSPP versions, so warn.
|
|
callbackMessage = sc->T("Loaded. Save in game, restart, and load for less bugs.");
|
|
return Status::SUCCESS;
|
|
}
|
|
// If the loaded state (saveDataGeneration) is older, the game may prevent saving again.
|
|
// This can happen with newer too, but ignore to/from 0 as a common likely safe case.
|
|
if (saveDataGeneration != lastSaveDataGeneration && saveDataGeneration != 0 && lastSaveDataGeneration != 0) {
|
|
if (saveDataGeneration < lastSaveDataGeneration)
|
|
callbackMessage = sc->T("Loaded. Game may refuse to save over newer savedata.");
|
|
else
|
|
callbackMessage = sc->T("Loaded. Game may refuse to save over different savedata.");
|
|
return Status::WARNING;
|
|
}
|
|
return Status::SUCCESS;
|
|
}
|
|
|
|
// NOTE: This can cause ending of the current renderpass, due to the readback needed for the screenshot.
|
|
// TODO: This should run the actual operations on a thread. While this returns true (for example), emulation
|
|
// *must* not run further, in order not to disturb the current state operation.
|
|
void Process() {
|
|
rewindStates.Process();
|
|
|
|
if (!needsProcess)
|
|
return;
|
|
needsProcess = false;
|
|
|
|
if (!__KernelIsRunning()) {
|
|
ERROR_LOG(Log::SaveState, "Savestate failure: Unable to load without kernel, this should never happen.");
|
|
return;
|
|
}
|
|
|
|
std::vector<Operation> operations = Flush();
|
|
SaveStart state;
|
|
|
|
for (const auto &op : operations) {
|
|
CChunkFileReader::Error result;
|
|
Status callbackResult;
|
|
std::string callbackMessage;
|
|
std::string callbackMetadata;
|
|
std::string title;
|
|
|
|
auto sc = GetI18NCategory(I18NCat::SCREEN);
|
|
const char *i18nLoadFailure = sc->T_cstr("Failed to load state");
|
|
const char *i18nSaveFailure = sc->T_cstr("Failed to save state");
|
|
|
|
std::string slot_prefix = op.slot >= 0 ? StringFromFormat("(%d) ", op.slot + 1) : "";
|
|
std::string errorString;
|
|
|
|
switch (op.type) {
|
|
case OperationType::Load:
|
|
INFO_LOG(Log::SaveState, "Loading state from '%s'", op.path.c_str());
|
|
// Use the state's latest version as a guess for saveStateInitialGitVersion.
|
|
result = CChunkFileReader::Load(op.path, &saveStateInitialGitVersion, state, &errorString);
|
|
if (result == CChunkFileReader::ERROR_NONE) {
|
|
callbackMessage = op.slot != LOAD_UNDO_SLOT ? sc->T("Loaded State") : sc->T("State load undone");
|
|
callbackResult = TriggerLoadWarnings(callbackMessage);
|
|
callbackMetadata = SaveState::GetSaveFileDateAsString(op.path.GetFilename());
|
|
|
|
hasLoadedState = true;
|
|
Core_ResetException();
|
|
|
|
if (!slot_prefix.empty())
|
|
callbackMessage = slot_prefix + callbackMessage;
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
if (g_Config.bSaveLoadResetsAVdumping) {
|
|
if (g_Config.bDumpFrames) {
|
|
AVIDump::Stop();
|
|
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
|
|
}
|
|
if (g_Config.bDumpAudio) {
|
|
WAVDump::Reset();
|
|
}
|
|
}
|
|
#endif
|
|
g_lastSaveTime = time_now_d();
|
|
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
|
|
HandleLoadFailure(false, &callbackMetadata);
|
|
callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
|
|
ERROR_LOG(Log::SaveState, "Load state failure: %s", errorString.c_str());
|
|
callbackResult = Status::FAILURE;
|
|
} else {
|
|
callbackMessage = sc->T(errorString, i18nLoadFailure);
|
|
callbackResult = Status::FAILURE;
|
|
}
|
|
break;
|
|
|
|
case OperationType::Save:
|
|
INFO_LOG(Log::SaveState, "Saving state to '%s'", op.path.c_str());
|
|
title = g_paramSFO.GetValueString("TITLE");
|
|
if (title.empty()) {
|
|
// Homebrew title
|
|
title = PSP_CoreParameter().fileToStart.ToVisualString();
|
|
std::size_t lslash = title.find_last_of('/');
|
|
title = title.substr(lslash + 1);
|
|
}
|
|
result = CChunkFileReader::Save(op.path, title, PPSSPP_GIT_VERSION, state);
|
|
if (result == CChunkFileReader::ERROR_NONE) {
|
|
callbackMessage = slot_prefix + std::string(sc->T("Saved State"));
|
|
callbackResult = Status::SUCCESS;
|
|
#ifndef MOBILE_DEVICE
|
|
if (g_Config.bSaveLoadResetsAVdumping) {
|
|
if (g_Config.bDumpFrames) {
|
|
AVIDump::Stop();
|
|
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
|
|
}
|
|
if (g_Config.bDumpAudio) {
|
|
WAVDump::Reset();
|
|
}
|
|
}
|
|
#endif
|
|
g_lastSaveTime = time_now_d();
|
|
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
|
|
// TODO: What else might we want to do here? This should be very unusual.
|
|
callbackMessage = i18nSaveFailure;
|
|
ERROR_LOG(Log::SaveState, "Save state failure");
|
|
callbackResult = Status::FAILURE;
|
|
} else {
|
|
callbackMessage = i18nSaveFailure;
|
|
callbackResult = Status::FAILURE;
|
|
}
|
|
break;
|
|
|
|
case OperationType::Verify:
|
|
{
|
|
int tempResult = CChunkFileReader::Verify(state) == CChunkFileReader::ERROR_NONE;
|
|
callbackResult = tempResult ? Status::SUCCESS : Status::FAILURE;
|
|
if (tempResult) {
|
|
INFO_LOG(Log::SaveState, "Verified save state system");
|
|
} else {
|
|
ERROR_LOG(Log::SaveState, "Save state system verification failed");
|
|
}
|
|
break;
|
|
}
|
|
|
|
case OperationType::Rewind:
|
|
INFO_LOG(Log::SaveState, "Rewinding to recent savestate snapshot");
|
|
result = rewindStates.Restore(&errorString, &callbackMetadata);
|
|
if (result == CChunkFileReader::ERROR_NONE) {
|
|
callbackMessage = sc->T("Loaded State");
|
|
callbackResult = Status::SUCCESS;
|
|
hasLoadedState = true;
|
|
Core_ResetException();
|
|
} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
|
|
// Cripes. Good news is, we might have more. Let's try those too, better than a reset.
|
|
if (HandleLoadFailure(true, &callbackMetadata)) {
|
|
// Well, we did rewind, even if too much...
|
|
callbackMessage = sc->T("Loaded State");
|
|
callbackResult = Status::SUCCESS;
|
|
hasLoadedState = true;
|
|
Core_ResetException();
|
|
} else {
|
|
callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
|
|
callbackResult = Status::FAILURE;
|
|
}
|
|
} else {
|
|
callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
|
|
callbackResult = Status::FAILURE;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(Log::SaveState, "Savestate failure: unknown operation type %d", (int)op.type);
|
|
callbackResult = Status::FAILURE;
|
|
break;
|
|
}
|
|
|
|
if (op.callback) {
|
|
op.callback(callbackResult, callbackMessage, callbackMetadata);
|
|
}
|
|
}
|
|
if (operations.size()) {
|
|
// Avoid triggering frame skipping due to slowdown
|
|
__DisplaySetWasPaused();
|
|
}
|
|
}
|
|
|
|
void NotifySaveData() {
|
|
saveDataGeneration++;
|
|
lastSaveDataGeneration = saveDataGeneration;
|
|
}
|
|
|
|
bool PollRestartNeeded() {
|
|
if (needsRestart) {
|
|
needsRestart = false;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Init() {
|
|
// Make sure there's a directory for save slots
|
|
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
|
|
|
|
std::lock_guard<std::mutex> guard(mutex);
|
|
rewindStates.Clear();
|
|
|
|
hasLoadedState = false;
|
|
saveStateGeneration = 0;
|
|
saveDataGeneration = 0;
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lastSaveDataGeneration = 0;
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saveStateInitialGitVersion.clear();
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g_lastSaveTime = time_now_d();
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}
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void Shutdown() {
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std::lock_guard<std::mutex> guard(mutex);
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rewindStates.Clear();
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}
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double SecondsSinceLastSavestate() {
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if (g_lastSaveTime < 0) {
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return -1.0;
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} else {
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return time_now_d() - g_lastSaveTime;
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}
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}
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} // namespace SaveState
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