Lua - make the MemorySavestate library dependent on IStatable
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@ -3,8 +3,9 @@ using System.Collections.Generic;
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using System.IO;
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using LuaInterface;
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using BizHawk.Emulation.Common.IEmulatorExtensions;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.IEmulatorExtensions;
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namespace BizHawk.Client.Common
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{
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@ -20,26 +21,21 @@ namespace BizHawk.Client.Common
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private readonly Dictionary<Guid, byte[]> MemorySavestates = new Dictionary<Guid, byte[]>();
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[RequiredService]
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private IStatable _statableCore { get; set; }
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[LuaMethodAttributes(
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"savecorestate",
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"creates a core savestate and stores it in memory. Note: a core savestate is only the raw data from the core, and not extras such as movie input logs, or framebuffers. Returns a unique identifer for the savestate"
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)]
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public string SaveCoreStateToMemory()
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{
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if (Global.Emulator.HasSavestates())
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{
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var guid = Guid.NewGuid();
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var bytes = (byte[])Global.Emulator.AsStatable().SaveStateBinary().Clone();
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var guid = Guid.NewGuid();
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var bytes = (byte[])_statableCore.SaveStateBinary().Clone();
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MemorySavestates.Add(guid, bytes);
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MemorySavestates.Add(guid, bytes);
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return guid.ToString();
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}
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else
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{
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Log("Savestates not supported on this core");
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return Guid.Empty.ToString();
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}
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return guid.ToString();
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}
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[LuaMethodAttributes(
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@ -50,27 +46,19 @@ namespace BizHawk.Client.Common
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{
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var guid = new Guid(identifier);
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if (Global.Emulator.HasSavestates())
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try
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{
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try
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{
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var statableCore = Global.Emulator.AsStatable();
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var state = MemorySavestates[guid];
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var state = MemorySavestates[guid];
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using (MemoryStream ms = new MemoryStream(state))
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using (BinaryReader br = new BinaryReader(ms))
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{
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statableCore.LoadStateBinary(br);
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}
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}
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catch
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using (MemoryStream ms = new MemoryStream(state))
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using (BinaryReader br = new BinaryReader(ms))
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{
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Log("Unable to find the given savestate in memory");
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_statableCore.LoadStateBinary(br);
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}
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}
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else
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catch
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{
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Log("Savestates not supported on this core");
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Log("Unable to find the given savestate in memory");
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}
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}
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