dolphin/Source/Core/Core/PatchEngine.cpp
aldelaro5 c6b3c67ea1 Change the patch engine log to be debug level log
It was apparently causing heavy slowdowns on game even though it wouldn't spam much, probably caused by the amount of additional check caused by the logs levels changes.
2016-11-23 00:58:07 -05:00

267 lines
6.9 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// PatchEngine
// Supports simple memory patches, and has a partial Action Replay implementation
// in ActionReplay.cpp/h.
// TODO: Still even needed? Zelda WW now works with improved DSP code.
// Zelda item hang fixes:
// [Tue Aug 21 2007] [18:30:40] <Knuckles-> 0x802904b4 in US released
// [Tue Aug 21 2007] [18:30:53] <Knuckles-> 0x80294d54 in EUR Demo version
// [Tue Aug 21 2007] [18:31:10] <Knuckles-> we just patch a blr on it (0x4E800020)
// [OnLoad]
// 0x80020394=dword,0x4e800020
#include <algorithm>
#include <map>
#include <set>
#include <string>
#include <vector>
#include "Common/Assert.h"
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Core/ActionReplay.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/GeckoCodeConfig.h"
#include "Core/PatchEngine.h"
#include "Core/PowerPC/PowerPC.h"
using namespace Common;
namespace PatchEngine
{
const char* PatchTypeStrings[] = {
"byte", "word", "dword",
};
static std::vector<Patch> onFrame;
static std::map<u32, int> speedHacks;
void LoadPatchSection(const std::string& section, std::vector<Patch>& patches, IniFile& globalIni,
IniFile& localIni)
{
// Load the name of all enabled patches
std::string enabledSectionName = section + "_Enabled";
std::vector<std::string> enabledLines;
std::set<std::string> enabledNames;
localIni.GetLines(enabledSectionName, &enabledLines);
for (const std::string& line : enabledLines)
{
if (line.size() != 0 && line[0] == '$')
{
std::string name = line.substr(1, line.size() - 1);
enabledNames.insert(name);
}
}
const IniFile* inis[2] = {&globalIni, &localIni};
for (const IniFile* ini : inis)
{
std::vector<std::string> lines;
Patch currentPatch;
ini->GetLines(section, &lines);
for (std::string& line : lines)
{
if (line.size() == 0)
continue;
if (line[0] == '$')
{
// Take care of the previous code
if (currentPatch.name.size())
{
patches.push_back(currentPatch);
}
currentPatch.entries.clear();
// Set active and name
currentPatch.name = line.substr(1, line.size() - 1);
currentPatch.active = enabledNames.find(currentPatch.name) != enabledNames.end();
currentPatch.user_defined = (ini == &localIni);
}
else
{
std::string::size_type loc = line.find('=');
if (loc != std::string::npos)
{
line[loc] = ':';
}
std::vector<std::string> items;
SplitString(line, ':', items);
if (items.size() >= 3)
{
PatchEntry pE;
bool success = true;
success &= TryParse(items[0], &pE.address);
success &= TryParse(items[2], &pE.value);
pE.type = PatchType(std::find(PatchTypeStrings, PatchTypeStrings + 3, items[1]) -
PatchTypeStrings);
success &= (pE.type != (PatchType)3);
if (success)
{
currentPatch.entries.push_back(pE);
}
}
}
}
if (currentPatch.name.size() && currentPatch.entries.size())
{
patches.push_back(currentPatch);
}
}
}
static void LoadSpeedhacks(const std::string& section, IniFile& ini)
{
std::vector<std::string> keys;
ini.GetKeys(section, &keys);
for (const std::string& key : keys)
{
std::string value;
ini.GetOrCreateSection(section)->Get(key, &value, "BOGUS");
if (value != "BOGUS")
{
u32 address;
u32 cycles;
bool success = true;
success &= TryParse(key, &address);
success &= TryParse(value, &cycles);
if (success)
{
speedHacks[address] = (int)cycles;
}
}
}
}
int GetSpeedhackCycles(const u32 addr)
{
std::map<u32, int>::const_iterator iter = speedHacks.find(addr);
if (iter == speedHacks.end())
return 0;
else
return iter->second;
}
void LoadPatches()
{
IniFile merged = SConfig::GetInstance().LoadGameIni();
IniFile globalIni = SConfig::GetInstance().LoadDefaultGameIni();
IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
LoadPatchSection("OnFrame", onFrame, globalIni, localIni);
ActionReplay::LoadAndApplyCodes(globalIni, localIni);
// lil silly
std::vector<Gecko::GeckoCode> gcodes;
Gecko::LoadCodes(globalIni, localIni, gcodes);
Gecko::SetActiveCodes(gcodes);
LoadSpeedhacks("Speedhacks", merged);
}
static void ApplyPatches(const std::vector<Patch>& patches)
{
for (const Patch& patch : patches)
{
if (patch.active)
{
for (const PatchEntry& entry : patch.entries)
{
u32 addr = entry.address;
u32 value = entry.value;
switch (entry.type)
{
case PATCH_8BIT:
PowerPC::HostWrite_U8((u8)value, addr);
break;
case PATCH_16BIT:
PowerPC::HostWrite_U16((u16)value, addr);
break;
case PATCH_32BIT:
PowerPC::HostWrite_U32(value, addr);
break;
default:
// unknown patchtype
break;
}
}
}
}
}
// Requires MSR.DR, MSR.IR
// There's no perfect way to do this, it's just a heuristic.
// We require at least 2 stack frames, if the stack is shallower than that then it won't work.
static bool IsStackSane()
{
_dbg_assert_(ACTIONREPLAY, UReg_MSR(MSR).DR && UReg_MSR(MSR).IR);
// Check the stack pointer
u32 SP = GPR(1);
if (!PowerPC::HostIsRAMAddress(SP))
return false;
// Read the frame pointer from the stack (find 2nd frame from top), assert that it makes sense
u32 next_SP = PowerPC::HostRead_U32(SP);
if (next_SP <= SP || !PowerPC::HostIsRAMAddress(next_SP) ||
!PowerPC::HostIsRAMAddress(next_SP + 4))
return false;
// Check the link register makes sense (that it points to a valid IBAT address)
auto insn = PowerPC::TryReadInstruction(PowerPC::HostRead_U32(next_SP + 4));
if (!insn.valid || !insn.hex)
return false;
return true;
}
bool ApplyFramePatches()
{
// Because we're using the VI Interrupt to time this instead of patching the game with a
// callback hook we can end up catching the game in an exception vector.
// We deal with this by returning false so that SystemTimers will reschedule us in a few cycles
// where we can try again after the CPU hopefully returns back to the normal instruction flow.
UReg_MSR msr = MSR;
if (!msr.DR || !msr.IR || !IsStackSane())
{
DEBUG_LOG(
ACTIONREPLAY,
"Need to retry later. CPU configuration is currently incorrect. PC = 0x%08X, MSR = 0x%08X",
PC, MSR);
return false;
}
ApplyPatches(onFrame);
// Run the Gecko code handler
Gecko::RunCodeHandler();
ActionReplay::RunAllActive();
return true;
}
void Shutdown()
{
onFrame.clear();
speedHacks.clear();
ActionReplay::ApplyCodes({});
Gecko::Shutdown();
}
} // namespace