Oops, add EmuLuaLibrary.MemorySavestate.cs
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using System;
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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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namespace BizHawk.Client.Common
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{
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public sealed class MemorySavestateEmuLuaLibrary : LuaLibraryBase
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{
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public MemorySavestateEmuLuaLibrary(Lua lua)
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: base(lua) { }
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public MemorySavestateEmuLuaLibrary(Lua lua, Action<string> logOutputCallback)
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: base(lua, logOutputCallback) { }
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public override string Name { get { return "memorysavestate"; } }
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private readonly Dictionary<Guid, byte[]> MemorySavestates = new Dictionary<Guid, byte[]>();
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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 Guid 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 = Global.Emulator.AsStatable().SaveStateBinary();
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MemorySavestates.Add(guid, bytes);
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return guid;
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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;
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}
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}
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[LuaMethodAttributes(
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"loadcorestate",
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"loads an in memory state with the given identifier"
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)]
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public void LoadCoreStateFromMemory(string identifier)
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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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{
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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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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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{
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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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else
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{
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Log("Savestates not supported on this core");
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}
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}
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[LuaMethodAttributes(
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"removestate",
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"removes the savestate with the given identifier from memory"
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)]
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public void DeleteState(string identifier)
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{
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var guid = new Guid(identifier);
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MemorySavestates.Remove(guid);
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}
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[LuaMethodAttributes(
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"clearstatesfrommemory",
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"clears all savestates stored in memory"
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)]
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public void ClearInMemoryStates()
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{
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MemorySavestates.Clear();
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}
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}
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}
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