dolphin/Source/Core/Core/PatchEngine.cpp
JosJuice d77a9ad1b6 Core: Save the disabling of default enabled codes
The previous commit adjusted the code for loading
and this commit adjusts the code for saving.
2020-12-11 10:08:20 +01:00

270 lines
6.7 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.
#include "Core/PatchEngine.h"
#include <algorithm>
#include <array>
#include <iterator>
#include <map>
#include <string>
#include <vector>
#include "Common/Assert.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Core/ActionReplay.h"
#include "Core/CheatCodes.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/GeckoCodeConfig.h"
#include "Core/PowerPC/MMU.h"
#include "Core/PowerPC/PowerPC.h"
namespace PatchEngine
{
constexpr std::array<const char*, 3> s_patch_type_strings{{
"byte",
"word",
"dword",
}};
static std::vector<Patch> s_on_frame;
static std::map<u32, int> s_speed_hacks;
const char* PatchTypeAsString(PatchType type)
{
return s_patch_type_strings.at(static_cast<int>(type));
}
void LoadPatchSection(const std::string& section, std::vector<Patch>& patches, IniFile& globalIni,
IniFile& localIni)
{
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.empty())
continue;
if (line[0] == '$')
{
// Take care of the previous code
if (!currentPatch.name.empty())
{
patches.push_back(currentPatch);
}
currentPatch.entries.clear();
// Set name and whether the patch is user defined
currentPatch.name = line.substr(1, line.size() - 1);
currentPatch.user_defined = (ini == &localIni);
}
else
{
std::string::size_type loc = line.find('=');
if (loc != std::string::npos)
{
line[loc] = ':';
}
const std::vector<std::string> items = SplitString(line, ':');
if (items.size() >= 3)
{
PatchEntry pE;
bool success = true;
success &= TryParse(items[0], &pE.address);
success &= TryParse(items[2], &pE.value);
const auto iter =
std::find(s_patch_type_strings.begin(), s_patch_type_strings.end(), items[1]);
pE.type = PatchType(std::distance(s_patch_type_strings.begin(), iter));
success &= (pE.type != (PatchType)3);
if (success)
{
currentPatch.entries.push_back(pE);
}
}
}
}
if (!currentPatch.name.empty() && !currentPatch.entries.empty())
{
patches.push_back(currentPatch);
}
ReadEnabledAndDisabled(*ini, section, &patches);
if (ini == &globalIni)
{
for (Patch& patch : patches)
patch.default_enabled = patch.enabled;
}
}
}
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)
{
s_speed_hacks[address] = static_cast<int>(cycles);
}
}
}
}
int GetSpeedhackCycles(const u32 addr)
{
const auto iter = s_speed_hacks.find(addr);
if (iter == s_speed_hacks.end())
return 0;
return iter->second;
}
void LoadPatches()
{
IniFile merged = SConfig::GetInstance().LoadGameIni();
IniFile globalIni = SConfig::GetInstance().LoadDefaultGameIni();
IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
LoadPatchSection("OnFrame", s_on_frame, globalIni, localIni);
// Check if I'm syncing Codes
if (Config::Get(Config::MAIN_CODE_SYNC_OVERRIDE))
{
Gecko::SetSyncedCodesAsActive();
ActionReplay::SetSyncedCodesAsActive();
}
else
{
Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni));
ActionReplay::LoadAndApplyCodes(globalIni, localIni);
}
LoadSpeedhacks("Speedhacks", merged);
}
static void ApplyPatches(const std::vector<Patch>& patches)
{
for (const Patch& patch : patches)
{
if (patch.enabled)
{
for (const PatchEntry& entry : patch.entries)
{
u32 addr = entry.address;
u32 value = entry.value;
switch (entry.type)
{
case PatchType::Patch8Bit:
PowerPC::HostWrite_U8(static_cast<u8>(value), addr);
break;
case PatchType::Patch16Bit:
PowerPC::HostWrite_U16(static_cast<u16>(value), addr);
break;
case PatchType::Patch32Bit:
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()
{
DEBUG_ASSERT(MSR.DR && 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)
const u32 address = PowerPC::HostRead_U32(next_SP + 4);
return PowerPC::HostIsInstructionRAMAddress(address) &&
0 != PowerPC::HostRead_Instruction(address);
}
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.
if (!MSR.DR || !MSR.IR || !IsStackSane())
{
DEBUG_LOG_FMT(ACTIONREPLAY,
"Need to retry later. CPU configuration is currently incorrect. PC = {:#010x}, "
"MSR = {:#010x}",
PC, MSR.Hex);
return false;
}
ApplyPatches(s_on_frame);
// Run the Gecko code handler
Gecko::RunCodeHandler();
ActionReplay::RunAllActive();
return true;
}
void Shutdown()
{
s_on_frame.clear();
s_speed_hacks.clear();
ActionReplay::ApplyCodes({});
Gecko::Shutdown();
}
void Reload()
{
Shutdown();
LoadPatches();
}
} // namespace PatchEngine