BizHawk/BizHawk.Client.Common/movie/MovieSession.cs

500 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using BizHawk.Client.Common.MovieConversionExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores;
using BizHawk.Emulation.Cores.Nintendo.Gameboy;
namespace BizHawk.Client.Common
{
public enum MovieEndAction { Stop, Pause, Record, Finish }
public class MovieSession : IMovieSession
{
private readonly Action _pauseCallback;
private readonly Action _modeChangedCallback;
private readonly Action<string> _messageCallback;
private readonly Action<string> _popupCallback;
private IMovie _queuedMovie;
private IEmulator _emulator = new NullEmulator();
// Previous saved core preferences. Stored here so that when a movie
// overrides the values, they can be restored to user preferences
private readonly IDictionary<string, string> _preferredCores = new Dictionary<string, string>();
public MovieSession(
Action<string> messageCallback,
Action<string> popupCallback,
Action pauseCallback,
Action modeChangedCallback)
{
_messageCallback = messageCallback;
_popupCallback = popupCallback;
_pauseCallback = pauseCallback
?? throw new ArgumentNullException($"{nameof(pauseCallback)} cannot be null.");
_modeChangedCallback = modeChangedCallback
?? throw new ArgumentNullException($"{nameof(modeChangedCallback)} CannotUnloadAppDomainException be null.");
Movie = MovieService.Create();
}
public IMovie Movie { get; private set; }
public bool ReadOnly { get; set; } = true;
public bool NewMovieQueued => _queuedMovie != null;
public string QueuedSyncSettings => _queuedMovie.SyncSettingsJson;
public IMovieController MovieController { get; set; } = new Bk2Controller("", NullController.Instance.Definition);
public MultitrackRecorder MultiTrack { get; } = new MultitrackRecorder();
public IController CurrentInput
{
get
{
if (Movie.IsPlayingOrRecording() && _emulator.Frame > 0)
{
return Movie.GetInputState(_emulator.Frame - 1);
}
return null;
}
}
public IController PreviousFrame
{
get
{
if (Movie.IsPlayingOrRecording() && _emulator.Frame > 1)
{
return Movie.GetInputState(_emulator.Frame - 2);
}
return null;
}
}
public void RecreateMovieController(ControllerDefinition definition)
{
MovieController = new Bk2Controller(definition);
}
public IMovieController GenerateMovieController(ControllerDefinition definition = null)
{
// TODO: expose Movie.LogKey and pass in here
return new Bk2Controller("", definition ?? MovieController.Definition);
}
public void HandleFrameBefore()
{
if (!Movie.IsActive())
{
LatchInputToUser();
}
else if (Movie.IsFinished())
{
if (_emulator.Frame < Movie.FrameCount) // This scenario can happen from rewinding (suddenly we are back in the movie, so hook back up to the movie
{
Movie.SwitchToPlay();
LatchInputToLog();
}
else
{
LatchInputToUser();
}
}
else if (Movie.IsPlaying())
{
LatchInputToLog();
if (Movie.IsRecording()) // The movie end situation can cause the switch to record mode, in that case we need to capture some input for this frame
{
HandleFrameLoopForRecordMode();
}
else
{
// Movie may go into finished mode as a result from latching
if (!Movie.IsFinished())
{
if (Global.InputManager.ClientControls.IsPressed("Scrub Input"))
{
LatchInputToUser();
ClearFrame();
}
else if (Global.Config.MoviePlaybackPokeMode)
{
LatchInputToUser();
var lg = Movie.LogGeneratorInstance(Global.InputManager.MovieOutputHardpoint);
if (!lg.IsEmpty)
{
LatchInputToUser();
Movie.PokeFrame(_emulator.Frame, Global.InputManager.MovieOutputHardpoint);
}
else
{
// Why, this was already done?
LatchInputToLog();
}
}
}
}
}
else if (Movie.IsRecording())
{
HandleFrameLoopForRecordMode();
}
}
public void HandleFrameAfter()
{
if (Movie is ITasMovie tasMovie)
{
tasMovie.GreenzoneCurrentFrame();
if (tasMovie.IsPlaying() && _emulator.Frame >= tasMovie.InputLogLength)
{
HandleFrameLoopForRecordMode();
}
}
else if (Movie.Mode == MovieMode.Play && _emulator.Frame >= Movie.InputLogLength)
{
HandlePlaybackEnd();
}
}
public void HandleSaveState(TextWriter writer)
{
if (Movie.IsActive())
{
Movie.WriteInputLog(writer);
}
}
public bool CheckSavestateTimeline(TextReader reader)
{
if (Movie.IsActive() && ReadOnly)
{
var result = Movie.CheckTimeLines(reader, out var errorMsg);
if (!result)
{
Output(errorMsg);
return false;
}
}
return true;
}
public bool HandleLoadState(TextReader reader)
{
if (Movie.NotActive())
{
return true;
}
if (ReadOnly)
{
if (Movie.IsRecording())
{
Movie.SwitchToPlay();
}
else if (Movie.IsPlaying())
{
LatchInputToLog();
}
else if (Movie.IsFinished())
{
LatchInputToUser();
}
}
else
{
if (Movie.IsFinished())
{
Movie.StartNewRecording();
}
else if (Movie.IsPlaying())
{
Movie.SwitchToRecord();
}
var result = Movie.ExtractInputLog(reader, out var errorMsg);
if (!result)
{
Output(errorMsg);
return false;
}
}
return true;
}
/// <exception cref="MoviePlatformMismatchException"><paramref name="record"/> is <see langword="false"/> and <paramref name="movie"/>.<see cref="IMovie.SystemID"/> does not match <paramref name="emulator"/>.<see cref="IEmulator.SystemId"/></exception>
public void QueueNewMovie(IMovie movie, bool record, string systemId)
{
if (movie.IsActive() && movie.Changes)
{
movie.Save();
}
if (!record) // The semantics of record is that we are starting a new movie, and even wiping a pre-existing movie with the same path, but non-record means we are loading an existing movie into playback mode
{
movie.Load(false);
if (movie.SystemID != systemId)
{
throw new MoviePlatformMismatchException(
$"Movie system Id ({movie.SystemID}) does not match the currently loaded platform ({systemId}), unable to load");
}
}
// Note: this populates MovieControllerAdapter's Type with the appropriate controller
// Don't set it to a movie instance of the adapter or you will lose the definition!
Global.InputManager.RewireInputChain();
if (!record)
{
var preference = systemId;
if (preference == "GBC")
{
// We want to treat GBC the same as GB
preference = "GB";
}
if (Global.Config.PreferredCores.ContainsKey(preference))
{
_preferredCores[preference] = Global.Config.PreferredCores[preference];
Global.Config.PreferredCores[preference] = movie.Core;
}
}
if (record) // This is a hack really, we need to set the movie to its proper state so that it will be considered active later
{
movie.SwitchToRecord();
}
else
{
movie.SwitchToPlay();
}
_queuedMovie = movie;
}
public void RunQueuedMovie(bool recordMode, IEmulator emulator)
{
_emulator = emulator;
foreach (var previousPref in _preferredCores)
{
Global.Config.PreferredCores[previousPref.Key] = previousPref.Value;
}
Movie = _queuedMovie;
_queuedMovie = null;
MultiTrack.Restart(_emulator.ControllerDefinition.PlayerCount);
Movie.ProcessSavestate(_emulator);
Movie.ProcessSram(_emulator);
if (recordMode)
{
Movie.StartNewRecording();
ReadOnly = false;
}
else
{
Movie.StartNewPlayback();
}
}
public void ToggleMultitrack()
{
if (Movie.IsActive())
{
if (Global.Config.VBAStyleMovieLoadState)
{
Output("Multi-track can not be used in Full Movie Loadstates mode");
}
else
{
MultiTrack.IsActive ^= true;
MultiTrack.SelectNone();
Output(MultiTrack.IsActive ? "MultiTrack Enabled" : "MultiTrack Disabled");
}
}
else
{
Output("MultiTrack cannot be enabled while not recording.");
}
}
public void StopMovie(bool saveChanges = true)
{
if (Movie.IsActive())
{
var message = "Movie ";
if (Movie.IsRecording())
{
message += "recording ";
}
else if (Movie.IsPlaying())
{
message += "playback ";
}
message += "stopped.";
var result = Movie.Stop(saveChanges);
if (result)
{
Output($"{Path.GetFileName(Movie.Filename)} written to disk.");
}
Output(message);
ReadOnly = true;
}
MultiTrack.Restart(_emulator.ControllerDefinition.PlayerCount);
_modeChangedCallback();
// TODO: we aren't ready for this line, keeping the old movie hanging around masks a lot of Tastudio problems
// Uncommenting this can cause drawing crashes in tastudio since it depends on a ITasMovie and doesn't have one between closing and opening a rom
//Movie = MovieService.Create();
}
public void ConvertToTasProj()
{
Movie.Save();
Movie = Movie.ToTasMovie();
Movie.Save();
Movie.SwitchToPlay();
}
private void ClearFrame()
{
if (Movie.IsPlaying())
{
Movie.ClearFrame(_emulator.Frame);
Output($"Scrubbed input at frame {_emulator.Frame}");
}
}
private void PopupMessage(string message)
{
_popupCallback?.Invoke(message);
}
private void Output(string message)
{
_messageCallback?.Invoke(message);
}
private void LatchInputToMultitrackUser()
{
var rewiredSource = Global.InputManager.MultitrackRewiringAdapter;
if (MultiTrack.IsActive)
{
rewiredSource.PlayerSource = 1;
rewiredSource.PlayerTargetMask = 1 << MultiTrack.CurrentPlayer;
if (MultiTrack.RecordAll)
{
rewiredSource.PlayerTargetMask = unchecked((int)0xFFFFFFFF);
}
if (Movie.InputLogLength > _emulator.Frame)
{
var input = Movie.GetInputState(_emulator.Frame);
MovieController.SetFrom(input);
}
MovieController.SetPlayerFrom(rewiredSource, MultiTrack.CurrentPlayer);
}
}
private void LatchInputToUser()
{
MovieController.SetFrom(Global.InputManager.MovieInputSourceAdapter);
}
// Latch input from the input log, if available
private void LatchInputToLog()
{
var input = Movie.GetInputState(_emulator.Frame);
// adelikat: TODO: this is likely the source of frame 0 TAStudio bugs, I think the intent is to check if the movie is 0 length?
if (_emulator.Frame == 0) // Hacky
{
HandleFrameAfter(); // Frame 0 needs to be handled.
}
if (input == null)
{
HandleFrameAfter();
return;
}
MovieController.SetFrom(input);
if (MultiTrack.IsActive)
{
Global.InputManager.MultitrackRewiringAdapter.Source = MovieController;
}
}
private void HandlePlaybackEnd()
{
if (Movie.Core == CoreNames.Gambatte)
{
var movieCycles = Convert.ToUInt64(Movie.HeaderEntries[HeaderKeys.CycleCount]);
var coreCycles = ((Gameboy)_emulator).CycleCount;
if (movieCycles != (ulong)coreCycles)
{
PopupMessage($"Cycle count in the movie ({movieCycles}) doesn't match the emulated value ({coreCycles}).");
}
}
// TODO: mainform callback to update on mode change
switch (Global.Config.MovieEndAction)
{
case MovieEndAction.Stop:
Movie.Stop();
break;
case MovieEndAction.Record:
Movie.SwitchToRecord();
break;
case MovieEndAction.Pause:
Movie.FinishedMode();
_pauseCallback();
break;
default:
case MovieEndAction.Finish:
Movie.FinishedMode();
break;
}
_modeChangedCallback();
}
private void HandleFrameLoopForRecordMode()
{
// we don't want TasMovie to latch user input outside its internal recording mode, so limit it to autohold
if (Movie is ITasMovie && Movie.IsPlaying())
{
MovieController.SetFromSticky(Global.InputManager.AutofireStickyXorAdapter);
}
else
{
if (MultiTrack.IsActive)
{
LatchInputToMultitrackUser();
}
else
{
LatchInputToUser();
}
}
// the movie session makes sure that the correct input has been read and merged to its MovieControllerAdapter;
// this has been wired to Global.MovieOutputHardpoint in RewireInputChain
Movie.RecordFrame(_emulator.Frame, Global.InputManager.MovieOutputHardpoint);
}
}
}