// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // Emulator state saving support. #pragma once #include #include #include #include #include "Common/Buffer.h" #include "Common/CommonTypes.h" namespace Core { class System; } namespace State { // number of states static const u32 NUM_STATES = 10; struct StateHeaderLegacy { char game_id[6]; char reserved1[2]; u32 lzo_size = 0; // Must be zero for new states. Used to support legacy decompression algorithm. char reserved2[4]; double time; }; constexpr size_t STATE_HEADER_SIZE = sizeof(StateHeaderLegacy); static_assert(STATE_HEADER_SIZE == 24); static_assert(offsetof(StateHeaderLegacy, lzo_size) == 8); static_assert(offsetof(StateHeaderLegacy, time) == 16); static_assert(std::is_trivially_copyable_v); struct StateHeaderVersion { u32 version_cookie; u32 version_string_length; }; static_assert(std::is_trivially_copyable_v); struct StateHeader { StateHeaderLegacy legacy_header; StateHeaderVersion version_header; std::string version_string; }; enum CompressionType : u16 { Uncompressed = 0, LZ4 = 1, // Add new compression types after this, as the compression type // is numerically stored in the state file. }; struct StateExtendedBaseHeader { u16 header_version; u16 compression_type; u32 payload_offset; u64 uncompressed_size; }; constexpr size_t EXTENDED_BASE_HEADER_SIZE = sizeof(StateExtendedBaseHeader); static_assert(EXTENDED_BASE_HEADER_SIZE == 16); static_assert(offsetof(StateExtendedBaseHeader, payload_offset) == 4); static_assert(offsetof(StateExtendedBaseHeader, uncompressed_size) == 8); static_assert(std::is_trivially_copyable_v); struct StateExtendedHeader { StateExtendedBaseHeader base_header; // Feel free to add new fields here, adjusting COMPRESSED_DATA_OFFSET accordingly, as well as // CreateExtendedHeader(). Add the appropriate IOFile read/write calls within LoadFileStateData() // and WriteHeadersToFile() }; void Init(Core::System& system); void Shutdown(); void EnableCompression(bool compression); bool ReadHeader(const std::string& filename, StateHeader& header); // Returns a string containing information of the savestate in the given slot // which can be presented to the user for identification purposes std::string GetInfoStringOfSlot(int slot, bool translate = true); // Returns when the savestate in the given slot was created, or 0 if the slot is empty. u64 GetUnixTimeOfSlot(int slot); // These don't happen instantly - they get scheduled as events. // ...But only if we're not in the main CPU thread. // If we're in the main CPU thread then they run immediately instead // because some things (like Lua) need them to run immediately. // Slots from 0-99. void Save(Core::System& system, int slot, bool wait = false); void Load(Core::System& system, int slot); void SaveAs(Core::System& system, const std::string& filename, bool wait = false); void LoadAs(Core::System& system, const std::string& filename); void SaveToBuffer(Core::System& system, Common::UniqueBuffer& buffer); void LoadFromBuffer(Core::System& system, const Common::UniqueBuffer& buffer); void LoadLastSaved(Core::System& system, int i = 1); void SaveFirstSaved(Core::System& system); void UndoSaveState(Core::System& system); void UndoLoadState(Core::System& system); // for calling back into UI code without introducing a dependency on it in core using AfterLoadCallbackFunc = std::function; void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback); } // namespace State