Files
dolphin/Source/Core/Core/Src/State.cpp
nitsuja a81631b58e made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00

551 lines
13 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include "State.h"
#include "Core.h"
#include "ConfigManager.h"
#include "StringUtil.h"
#include "Thread.h"
#include "CoreTiming.h"
#include "Movie.h"
#include "HW/Wiimote.h"
#include "HW/DSP.h"
#include "HW/HW.h"
#include "HW/CPU.h"
#include "PowerPC/JitCommon/JitBase.h"
#include "VideoBackendBase.h"
#include <lzo/lzo1x.h>
#include "HW/Memmap.h"
#include "HW/VideoInterface.h"
#include "HW/SystemTimers.h"
namespace State
{
#if defined(__LZO_STRICT_16BIT)
static const u32 IN_LEN = 8 * 1024u;
#elif defined(LZO_ARCH_I086) && !defined(LZO_HAVE_MM_HUGE_ARRAY)
static const u32 IN_LEN = 60 * 1024u;
#else
static const u32 IN_LEN = 128 * 1024u;
#endif
static const u32 OUT_LEN = IN_LEN + (IN_LEN / 16) + 64 + 3;
static unsigned char __LZO_MMODEL out[OUT_LEN];
#define HEAP_ALLOC(var, size) \
lzo_align_t __LZO_MMODEL var[((size) + (sizeof(lzo_align_t) - 1)) / sizeof(lzo_align_t)]
static HEAP_ALLOC(wrkmem, LZO1X_1_MEM_COMPRESS);
static std::string g_last_filename;
static CallbackFunc g_onAfterLoadCb = NULL;
// Temporary undo state buffer
static std::vector<u8> g_undo_load_buffer;
static std::vector<u8> g_current_buffer;
static int g_loadDepth = 0;
static std::mutex g_cs_undo_load_buffer;
static std::mutex g_cs_current_buffer;
static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system
static const int STATE_VERSION = 8;
struct StateHeader
{
u8 gameID[6];
size_t size;
};
enum
{
STATE_NONE = 0,
STATE_SAVE = 1,
STATE_LOAD = 2,
};
static bool g_use_compression = true;
void EnableCompression(bool compression)
{
g_use_compression = compression;
}
void DoState(PointerWrap &p)
{
u32 version = STATE_VERSION;
{
static const u32 COOKIE_BASE = 0xBAADBABE;
u32 cookie = version + COOKIE_BASE;
p.Do(cookie);
version = cookie - COOKIE_BASE;
}
if (version != STATE_VERSION)
{
// if the version doesn't match, fail.
// this will trigger a message like "Can't load state from other revisions"
// we could use the version numbers to maintain some level of backward compatibility, but currently don't.
p.SetMode(PointerWrap::MODE_MEASURE);
return;
}
p.DoMarker("Version");
// Begin with video backend, so that it gets a chance to clear it's caches and writeback modified things to RAM
g_video_backend->DoState(p);
p.DoMarker("video_backend");
if (Core::g_CoreStartupParameter.bWii)
Wiimote::DoState(p.GetPPtr(), p.GetMode());
p.DoMarker("Wiimote");
PowerPC::DoState(p);
p.DoMarker("PowerPC");
HW::DoState(p);
p.DoMarker("HW");
CoreTiming::DoState(p);
p.DoMarker("CoreTiming");
Movie::DoState(p);
p.DoMarker("Movie");
}
void LoadFromBuffer(std::vector<u8>& buffer)
{
bool wasUnpaused = Core::PauseAndLock(true);
u8* ptr = &buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_READ);
DoState(p);
Core::PauseAndLock(false, wasUnpaused);
}
void SaveToBuffer(std::vector<u8>& buffer)
{
bool wasUnpaused = Core::PauseAndLock(true);
u8* ptr = NULL;
PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
DoState(p);
const size_t buffer_size = reinterpret_cast<size_t>(ptr);
buffer.resize(buffer_size);
ptr = &buffer[0];
p.SetMode(PointerWrap::MODE_WRITE);
DoState(p);
Core::PauseAndLock(false, wasUnpaused);
}
void VerifyBuffer(std::vector<u8>& buffer)
{
bool wasUnpaused = Core::PauseAndLock(true);
u8* ptr = &buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_VERIFY);
DoState(p);
Core::PauseAndLock(false, wasUnpaused);
}
struct CompressAndDumpState_args
{
std::vector<u8>* buffer_vector;
std::mutex* buffer_mutex;
std::string filename;
};
void CompressAndDumpState(CompressAndDumpState_args save_args)
{
std::lock_guard<std::mutex> lk(*save_args.buffer_mutex);
g_compressAndDumpStateSyncEvent.Set();
const u8* const buffer_data = &(*(save_args.buffer_vector))[0];
const size_t buffer_size = (save_args.buffer_vector)->size();
std::string& filename = save_args.filename;
// For easy debugging
Common::SetCurrentThreadName("SaveState thread");
// Moving to last overwritten save-state
if (File::Exists(filename))
{
if (File::Exists(File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"))
File::Delete((File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"));
if (!File::Rename(filename, File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"))
Core::DisplayMessage("Failed to move previous state to state undo backup", 1000);
}
File::IOFile f(filename, "wb");
if (!f)
{
Core::DisplayMessage("Could not save state", 2000);
return;
}
// Setting up the header
StateHeader header;
memcpy(header.gameID, SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID().c_str(), 6);
header.size = g_use_compression ? buffer_size : 0;
f.WriteArray(&header, 1);
if (0 != header.size) // non-zero header size means the state is compressed
{
lzo_uint i = 0;
while (true)
{
lzo_uint cur_len = 0;
lzo_uint out_len = 0;
if ((i + IN_LEN) >= buffer_size)
cur_len = buffer_size - i;
else
cur_len = IN_LEN;
if (lzo1x_1_compress(buffer_data + i, cur_len, out, &out_len, wrkmem) != LZO_E_OK)
PanicAlertT("Internal LZO Error - compression failed");
// The size of the data to write is 'out_len'
f.WriteArray(&out_len, 1);
f.WriteBytes(out, out_len);
if (cur_len != IN_LEN)
break;
i += cur_len;
}
}
else // uncompressed
{
f.WriteBytes(buffer_data, buffer_size);
}
Core::DisplayMessage(StringFromFormat("Saved State to %s",
filename.c_str()).c_str(), 2000);
}
void SaveAs(const std::string& filename)
{
// Pause the core while we save the state
bool wasUnpaused = Core::PauseAndLock(true);
// Measure the size of the buffer.
u8 *ptr = NULL;
PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
DoState(p);
const size_t buffer_size = reinterpret_cast<size_t>(ptr);
// Then actually do the write.
{
std::lock_guard<std::mutex> lk(g_cs_current_buffer);
g_current_buffer.resize(buffer_size);
ptr = &g_current_buffer[0];
p.SetMode(PointerWrap::MODE_WRITE);
DoState(p);
}
if (p.GetMode() == PointerWrap::MODE_WRITE)
{
Core::DisplayMessage("Saving State...", 1000);
if ((Movie::IsRecordingInput() || Movie::IsPlayingInput()) && !Movie::IsJustStartingRecordingInputFromSaveState())
Movie::SaveRecording((filename + ".dtm").c_str());
else if (!Movie::IsRecordingInput() && !Movie::IsPlayingInput())
File::Delete(filename + ".dtm");
CompressAndDumpState_args save_args;
save_args.buffer_vector = &g_current_buffer;
save_args.buffer_mutex = &g_cs_current_buffer;
save_args.filename = filename;
Flush();
g_save_thread = std::thread(CompressAndDumpState, save_args);
g_compressAndDumpStateSyncEvent.Wait();
g_last_filename = filename;
}
else
{
// someone aborted the save by changing the mode?
Core::DisplayMessage("Unable to Save : Internal DoState Error", 4000);
}
// Resume the core and disable stepping
Core::PauseAndLock(false, wasUnpaused);
}
void LoadFileStateData(const std::string& filename, std::vector<u8>& ret_data)
{
Flush();
File::IOFile f(filename, "rb");
if (!f)
{
Core::DisplayMessage("State not found", 2000);
return;
}
StateHeader header;
f.ReadArray(&header, 1);
if (memcmp(SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID().c_str(), header.gameID, 6))
{
Core::DisplayMessage(StringFromFormat("State belongs to a different game (ID %.*s)",
6, header.gameID), 2000);
return;
}
std::vector<u8> buffer;
if (0 != header.size) // non-zero size means the state is compressed
{
Core::DisplayMessage("Decompressing State...", 500);
buffer.resize(header.size);
lzo_uint i = 0;
while (true)
{
lzo_uint cur_len = 0; // number of bytes to read
lzo_uint new_len = 0; // number of bytes to write
if (!f.ReadArray(&cur_len, 1))
break;
f.ReadBytes(out, cur_len);
const int res = lzo1x_decompress(out, cur_len, &buffer[i], &new_len, NULL);
if (res != LZO_E_OK)
{
// This doesn't seem to happen anymore.
PanicAlertT("Internal LZO Error - decompression failed (%d) (%li, %li) \n"
"Try loading the state again", res, i, new_len);
return;
}
i += new_len;
}
}
else // uncompressed
{
const size_t size = (size_t)(f.GetSize() - sizeof(StateHeader));
buffer.resize(size);
if (!f.ReadBytes(&buffer[0], size))
{
PanicAlert("wtf? reading bytes: %i", (int)size);
return;
}
}
// all good
ret_data.swap(buffer);
}
void LoadAs(const std::string& filename)
{
// Stop the core while we load the state
bool wasUnpaused = Core::PauseAndLock(true);
#if defined _DEBUG && defined _WIN32
// we use _CRTDBG_DELAY_FREE_MEM_DF (as a speed hack?),
// but it was causing us to leak gigantic amounts of memory here,
// enough that only a few savestates could be loaded before crashing,
// so let's disable it temporarily.
int tmpflag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
if (g_loadDepth == 0)
_CrtSetDbgFlag(tmpflag & ~_CRTDBG_DELAY_FREE_MEM_DF);
#endif
g_loadDepth++;
// Save temp buffer for undo load state
{
std::lock_guard<std::mutex> lk(g_cs_undo_load_buffer);
SaveToBuffer(g_undo_load_buffer);
}
bool loaded = false;
bool loadedSuccessfully = false;
// brackets here are so buffer gets freed ASAP
{
std::vector<u8> buffer;
LoadFileStateData(filename, buffer);
if (!buffer.empty())
{
u8 *ptr = &buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_READ);
DoState(p);
loaded = true;
loadedSuccessfully = (p.GetMode() == PointerWrap::MODE_READ);
}
}
if (loaded)
{
if (loadedSuccessfully)
{
Core::DisplayMessage(StringFromFormat("Loaded state from %s", filename.c_str()).c_str(), 2000);
if (File::Exists(filename + ".dtm"))
Movie::LoadInput((filename + ".dtm").c_str());
else if (!Movie::IsJustStartingRecordingInputFromSaveState())
Movie::EndPlayInput(false);
}
else
{
// failed to load
Core::DisplayMessage("Unable to Load : Can't load state from other revisions !", 4000);
// since we could be in an inconsistent state now (and might crash or whatever), undo.
if (g_loadDepth < 2)
UndoLoadState();
}
}
HW::OnAfterLoad();
if (g_onAfterLoadCb)
g_onAfterLoadCb();
g_loadDepth--;
#if defined _DEBUG && defined _WIN32
// restore _CRTDBG_DELAY_FREE_MEM_DF
if (g_loadDepth == 0)
_CrtSetDbgFlag(tmpflag);
#endif
// resume dat core
Core::PauseAndLock(false, wasUnpaused);
}
void SetOnAfterLoadCallback(CallbackFunc callback)
{
g_onAfterLoadCb = callback;
}
void VerifyAt(const std::string& filename)
{
bool wasUnpaused = Core::PauseAndLock(true);
std::vector<u8> buffer;
LoadFileStateData(filename, buffer);
if (!buffer.empty())
{
u8 *ptr = &buffer[0];
PointerWrap p(&ptr, PointerWrap::MODE_VERIFY);
DoState(p);
if (p.GetMode() == PointerWrap::MODE_VERIFY)
Core::DisplayMessage(StringFromFormat("Verified state at %s", filename.c_str()).c_str(), 2000);
else
Core::DisplayMessage("Unable to Verify : Can't verify state from other revisions !", 4000);
}
Core::PauseAndLock(false, wasUnpaused);
}
void Init()
{
if (lzo_init() != LZO_E_OK)
PanicAlertT("Internal LZO Error - lzo_init() failed");
}
void Shutdown()
{
Flush();
// swapping with an empty vector, rather than clear()ing
// this gives a better guarantee to free the allocated memory right NOW (as opposed to, actually, never)
{
std::lock_guard<std::mutex> lk(g_cs_current_buffer);
std::vector<u8>().swap(g_current_buffer);
}
{
std::lock_guard<std::mutex> lk(g_cs_undo_load_buffer);
std::vector<u8>().swap(g_undo_load_buffer);
}
}
static std::string MakeStateFilename(int number)
{
return StringFromFormat("%s%s.s%02i", File::GetUserPath(D_STATESAVES_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID().c_str(), number);
}
void Save(int slot)
{
SaveAs(MakeStateFilename(slot));
}
void Load(int slot)
{
LoadAs(MakeStateFilename(slot));
}
void Verify(int slot)
{
VerifyAt(MakeStateFilename(slot));
}
void LoadLastSaved()
{
if (g_last_filename.empty())
Core::DisplayMessage("There is no last saved state", 2000);
else
LoadAs(g_last_filename);
}
void Flush()
{
// If already saving state, wait for it to finish
if (g_save_thread.joinable())
g_save_thread.join();
}
// Load the last state before loading the state
void UndoLoadState()
{
std::lock_guard<std::mutex> lk(g_cs_undo_load_buffer);
if (!g_undo_load_buffer.empty())
LoadFromBuffer(g_undo_load_buffer);
else
PanicAlert("There is nothing to undo!");
}
// Load the state that the last save state overwritten on
void UndoSaveState()
{
LoadAs((File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav").c_str());
}
} // namespace State