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

529 lines
15 KiB
C#

using System;
using System.IO;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores.Consoles.Nintendo.QuickNES;
using BizHawk.Emulation.Cores.Nintendo.NES;
using BizHawk.Emulation.Cores.Nintendo.SNES9X;
using BizHawk.Emulation.Cores.Nintendo.SNES;
using BizHawk.Emulation.Cores.Nintendo.GBA;
namespace BizHawk.Client.Common
{
public enum MovieEndAction { Stop, Pause, Record, Finish }
public class MovieSession : IMovieSession
{
/// <summary>
/// Gets the queued movie
/// When initializing a movie, it will be stored here until Rom processes have been completed, then it will be moved to the Movie property
/// If an existing movie is still active, it will remain in the Movie property while the new movie is queued
/// </summary>
public IMovie QueuedMovie { get; private set; }
// This wrapper but the logic could change, don't make the client code understand these details
public bool MovieIsQueued => QueuedMovie != null;
public MultitrackRecorder MultiTrack { get; } = new MultitrackRecorder();
public IMovieController MovieControllerAdapter { get; set; } = MovieService.DefaultInstance.LogGeneratorInstance().MovieControllerAdapter;
public IMovie Movie { get; set; }
public bool ReadOnly { get; set; } = true;
public Action<string> MessageCallback { get; set; }
public Func<string, string, bool> AskYesNoCallback { get; set; }
/// <summary>
/// Gets or sets a callback that allows the movie session to pause the emulator
/// This is Required!
/// </summary>
public Action PauseCallback { get; set; }
/// <summary>
/// Gets or sets a callback that is invoked when the movie mode has changed
/// This is Required!
/// </summary>
public Action ModeChangedCallback { get; set; }
/// <summary>
/// Simply shortens the verbosity necessary otherwise
/// </summary>
public ILogEntryGenerator LogGeneratorInstance()
{
return Movie.LogGeneratorInstance();
}
public IMovieController MovieControllerInstance()
{
var adapter = Movie.LogGeneratorInstance().MovieControllerAdapter;
adapter.Definition = MovieControllerAdapter.Definition;
return adapter;
}
// Convenience property that gets the controller state from the movie for the most recent frame
public IController CurrentInput
{
get
{
if (Movie.IsPlayingOrRecording() && Global.Emulator.Frame > 0)
{
return Movie.GetInputState(Global.Emulator.Frame - 1);
}
return null;
}
}
public IController PreviousFrame
{
get
{
if (Movie.IsPlayingOrRecording() && Global.Emulator.Frame > 1)
{
return Movie.GetInputState(Global.Emulator.Frame - 2);
}
return null;
}
}
private void Output(string message)
{
MessageCallback?.Invoke(message);
}
private void LatchMultitrackPlayerInput(MultitrackRewiringControllerAdapter rewiredSource)
{
if (MultiTrack.IsActive)
{
rewiredSource.PlayerSource = 1;
rewiredSource.PlayerTargetMask = 1 << MultiTrack.CurrentPlayer;
if (MultiTrack.RecordAll)
{
rewiredSource.PlayerTargetMask = unchecked((int)0xFFFFFFFF);
}
if (Movie.InputLogLength > Global.Emulator.Frame)
{
var input = Movie.GetInputState(Global.Emulator.Frame);
MovieControllerAdapter.LatchFromSource(input);
}
MovieControllerAdapter.LatchPlayerFromSource(rewiredSource, MultiTrack.CurrentPlayer);
}
}
public void LatchInputFromPlayer(IController source)
{
MovieControllerAdapter.LatchFromSource(source);
}
/// <summary>
/// Latch input from the input log, if available
/// </summary>
public void LatchInputFromLog()
{
var input = Movie.GetInputState(Global.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 (Global.Emulator.Frame == 0) // Hacky
{
HandleMovieAfterFrameLoop(); // Frame 0 needs to be handled.
}
if (input == null)
{
HandleMovieAfterFrameLoop();
return;
}
MovieControllerAdapter.LatchFromSource(input);
if (MultiTrack.IsActive)
{
Global.MultitrackRewiringAdapter.Source = MovieControllerAdapter;
}
}
private void HandlePlaybackEnd()
{
// 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();
}
public void StopMovie(bool saveChanges = true)
{
var message = "Movie ";
if (Movie.IsRecording())
{
message += "recording ";
}
else if (Movie.IsPlaying())
{
message += "playback ";
}
message += "stopped.";
if (Movie.IsActive())
{
var result = Movie.Stop(saveChanges);
if (result)
{
Output($"{Path.GetFileName(Movie.Filename)} written to disk.");
}
Output(message);
ReadOnly = true;
}
MultiTrack.Restart();
ModeChangedCallback();
}
public void HandleMovieSaveState(TextWriter writer)
{
if (Movie.IsActive())
{
Movie.WriteInputLog(writer);
}
}
public void ClearFrame()
{
if (Movie.IsPlaying())
{
Movie.ClearFrame(Global.Emulator.Frame);
Output($"Scrubbed input at frame {Global.Emulator.Frame}");
}
}
public void HandleMovieOnFrameLoop()
{
if (!Movie.IsActive())
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
}
else if (Movie.IsFinished())
{
if (Global.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();
LatchInputFromLog();
}
else
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
}
}
else if (Movie.IsPlaying())
{
LatchInputFromLog();
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.ClientControls.IsPressed("Scrub Input"))
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
ClearFrame();
}
else if (Global.Config.MoviePlaybackPokeMode)
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
var lg = Movie.LogGeneratorInstance();
lg.SetSource(Global.MovieOutputHardpoint);
if (!lg.IsEmpty)
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
Movie.PokeFrame(Global.Emulator.Frame, Global.MovieOutputHardpoint);
}
else
{
// Why, this was already done?
LatchInputFromLog();
}
}
}
}
}
else if (Movie.IsRecording())
{
HandleFrameLoopForRecordMode();
}
}
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 TasMovie && Movie.IsPlaying())
{
MovieControllerAdapter.LatchSticky();
}
else
{
if (MultiTrack.IsActive)
{
LatchMultitrackPlayerInput(Global.MultitrackRewiringAdapter);
}
else
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
}
}
// 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(Global.Emulator.Frame, Global.MovieOutputHardpoint);
}
public void HandleMovieAfterFrameLoop()
{
if (Movie is TasMovie tasMovie)
{
tasMovie.GreenzoneCurrentFrame();
if (tasMovie.IsPlaying() && Global.Emulator.Frame >= tasMovie.InputLogLength)
{
HandleFrameLoopForRecordMode();
}
}
else if (Movie.Mode == MovieMode.Play && Global.Emulator.Frame >= Movie.InputLogLength)
{
HandlePlaybackEnd();
}
}
public bool HandleMovieLoadState(string path)
{
using var sr = new StreamReader(path);
return HandleMovieLoadState(sr);
}
// TODO: maybe someone who understands more about what's going on here could rename these step1 and step2 into something more descriptive
public bool HandleMovieLoadState_HackyStep2(TextReader reader)
{
if (Movie.NotActive())
{
return true;
}
if (ReadOnly)
{
}
else
{
//// fixme: this is evil (it causes crashes in binary states because InflaterInputStream can't have its position set, even to zero.
////((StreamReader)reader).BaseStream.Position = 0;
////((StreamReader)reader).DiscardBufferedData();
// edit: zero 18-apr-2014 - this was solved by HackyStep1 and HackyStep2, so that the zip stream can be re-acquired instead of needing its position reset
var result = Movie.ExtractInputLog(reader, out var errorMsg);
if (!result)
{
Output(errorMsg);
return false;
}
}
return true;
}
public bool HandleMovieLoadState(TextReader reader)
{
if (!HandleMovieLoadState_HackyStep1(reader))
{
return false;
}
return HandleMovieLoadState_HackyStep2(reader);
}
public bool HandleMovieLoadState_HackyStep1(TextReader reader)
{
if (!Movie.IsActive())
{
return true;
}
if (ReadOnly)
{
var result = Movie.CheckTimeLines(reader, out var errorMsg);
if (!result)
{
Output(errorMsg);
return false;
}
if (Movie.IsRecording())
{
Movie.SwitchToPlay();
}
else if (Movie.IsFinished())
{
LatchInputFromPlayer(Global.MovieInputSourceAdapter);
}
}
else
{
if (Movie.IsFinished())
{
Movie.StartNewRecording();
}
else if (Movie.IsPlaying())
{
Movie.SwitchToRecord();
}
}
return true;
}
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.");
}
}
/// <summary>
/// Sets the Movie property with the QueuedMovie, clears the queued movie, and starts the new movie
/// </summary>
public void RunQueuedMovie(bool recordMode)
{
Movie = QueuedMovie;
QueuedMovie = null;
MultiTrack.Restart();
if (recordMode)
{
Movie.StartNewRecording();
ReadOnly = false;
}
else
{
Movie.StartNewPlayback();
}
}
// The behavior here is to only temporarily override these settings when playing a movie and then restore the user's preferred settings
// A more elegant approach would be appreciated
public bool? PreviousNES_InQuickNES { get; set; }
public bool? PreviousSNES_InSnes9x { get; set; }
public bool? PreviousGBA_UsemGBA { get; set; }
/// <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, IEmulator emulator)
{
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 != emulator.SystemId)
{
throw new MoviePlatformMismatchException(
$"Movie system Id ({movie.SystemID}) does not match the currently loaded platform ({emulator.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!
InputManager.RewireInputChain();
if (!record && emulator.SystemId == "NES") // For NES we need special logic since the movie will drive which core to load
{
var quicknesName = ((CoreAttribute)Attribute.GetCustomAttribute(typeof(QuickNES), typeof(CoreAttribute))).CoreName;
var neshawkName = ((CoreAttribute)Attribute.GetCustomAttribute(typeof(NES), typeof(CoreAttribute))).CoreName;
// If either is specified use that, else use whatever is currently set
if (movie.Core == quicknesName)
{
PreviousNES_InQuickNES = Global.Config.NES_InQuickNES;
Global.Config.NES_InQuickNES = true;
}
else if (movie.Core == neshawkName)
{
PreviousNES_InQuickNES = Global.Config.NES_InQuickNES;
Global.Config.NES_InQuickNES = false;
}
}
else if (!record && emulator.SystemId == "SNES") // ditto with snes9x vs bsnes
{
var snes9xName = ((CoreAttribute)Attribute.GetCustomAttribute(typeof(Snes9x), typeof(CoreAttribute))).CoreName;
var bsnesName = ((CoreAttribute)Attribute.GetCustomAttribute(typeof(LibsnesCore), typeof(CoreAttribute))).CoreName;
if (movie.Core == snes9xName)
{
PreviousSNES_InSnes9x = Global.Config.SNES_InSnes9x;
Global.Config.SNES_InSnes9x = true;
}
else if (movie.Core == bsnesName)
{
PreviousSNES_InSnes9x = Global.Config.SNES_InSnes9x;
Global.Config.SNES_InSnes9x = false;
}
}
else if (!record && emulator.SystemId == "GBA") // ditto with GBA, we should probably architect this at some point, this isn't sustainable
{
var mGBAName = ((CoreAttribute)Attribute.GetCustomAttribute(typeof(MGBAHawk), typeof(CoreAttribute))).CoreName;
var vbaNextName = ((CoreAttribute)Attribute.GetCustomAttribute(typeof(VBANext), typeof(CoreAttribute))).CoreName;
if (movie.Core == mGBAName)
{
PreviousGBA_UsemGBA = Global.Config.GBA_UsemGBA;
Global.Config.GBA_UsemGBA = true;
}
else if (movie.Core == vbaNextName)
{
PreviousGBA_UsemGBA = Global.Config.GBA_UsemGBA;
Global.Config.GBA_UsemGBA = false;
}
}
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;
}
}
}