BizHawk/BizHawk.Emulation.Cores/Consoles/Nintendo/N64/N64.cs

269 lines
7.0 KiB
C#

using System;
using System.Threading;
using System.Collections.Generic;
using System.IO;
using BizHawk.Common.BufferExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.IEmulatorExtensions;
using BizHawk.Emulation.Cores.Nintendo.N64.NativeApi;
namespace BizHawk.Emulation.Cores.Nintendo.N64
{
[CoreAttributes(
"Mupen64Plus",
"",
isPorted: true,
isReleased: true,
portedVersion: "2.0",
portedUrl: "https://code.google.com/p/mupen64plus/"
)]
[ServiceNotApplicable(typeof(IDriveLight))]
public partial class N64 : IEmulator, IMemoryDomains, ISaveRam, IDebuggable, IStatable, IInputPollable,
ISettable<N64Settings, N64SyncSettings>
{
private readonly N64Input _inputProvider;
private readonly N64VideoProvider _videoProvider;
private readonly N64Audio _audioProvider;
private readonly EventWaitHandle _pendingThreadEvent = new EventWaitHandle(false, EventResetMode.AutoReset);
private readonly EventWaitHandle _completeThreadEvent = new EventWaitHandle(false, EventResetMode.AutoReset);
private mupen64plusApi api; // mupen64plus DLL Api
private N64SyncSettings _syncSettings;
private N64Settings _settings;
private bool _pendingThreadTerminate;
private DisplayType _display_type = DisplayType.NTSC;
private Action _pendingThreadAction;
private bool _disableExpansionSlot = true;
/// <summary>
/// Create mupen64plus Emulator
/// </summary>
/// <param name="comm">Core communication object</param>
/// <param name="game">Game information of game to load</param>
/// <param name="rom">Rom that should be loaded</param>
/// <param name="syncSettings">N64SyncSettings object</param>
[CoreConstructor("N64")]
public N64(CoreComm comm, GameInfo game, byte[] file, object settings, object syncSettings)
{
ServiceProvider = new BasicServiceProvider(this);
InputCallbacks = new InputCallbackSystem();
MemoryCallbacks = new MemoryCallbackSystem();
int SaveType = 0;
if (game.OptionValue("SaveType") == "EEPROM_16K")
{
SaveType = 1;
}
CoreComm = comm;
_syncSettings = (N64SyncSettings)syncSettings ?? new N64SyncSettings();
_settings = (N64Settings)settings ?? new N64Settings();
_disableExpansionSlot = _syncSettings.DisableExpansionSlot;
// Override the user's expansion slot setting if it is mentioned in the gamedb (it is mentioned but the game MUST have this setting or else not work
if (game.OptionValue("expansionpak") != null && game.OptionValue("expansionpak") == "1")
{
_disableExpansionSlot = false;
IsOverridingUserExpansionSlotSetting = true;
}
byte country_code = file[0x3E];
switch (country_code)
{
// PAL codes
case 0x44:
case 0x46:
case 0x49:
case 0x50:
case 0x53:
case 0x55:
case 0x58:
case 0x59:
_display_type = DisplayType.PAL;
break;
// NTSC codes
case 0x37:
case 0x41:
case 0x45:
case 0x4a:
default: // Fallback for unknown codes
_display_type = DisplayType.NTSC;
break;
}
switch (DisplayType)
{
case DisplayType.NTSC:
comm.VsyncNum = 60000;
comm.VsyncDen = 1001;
break;
default:
comm.VsyncNum = 50;
comm.VsyncDen = 1;
break;
}
StartThreadLoop();
var videosettings = _syncSettings.GetVPS(game, _settings.VideoSizeX, _settings.VideoSizeY);
var coreType = _syncSettings.Core;
//zero 19-apr-2014 - added this to solve problem with SDL initialization corrupting the main thread (I think) and breaking subsequent emulators (for example, NES)
//not sure why this works... if we put the plugin initializations in here, we get deadlocks in some SDL initialization. doesnt make sense to me...
RunThreadAction(() =>
{
api = new mupen64plusApi(this, file, videosettings, SaveType, (int)coreType, _disableExpansionSlot);
});
// Order is important because the register with the mupen core
_videoProvider = new N64VideoProvider(api, videosettings);
_audioProvider = new N64Audio(api);
_inputProvider = new N64Input(this.AsInputPollable(), api, comm, this._syncSettings.Controllers);
string rsp = _syncSettings.Rsp == N64SyncSettings.RspType.Rsp_Hle ?
"mupen64plus-rsp-hle.dll" :
"mupen64plus-rsp-z64-hlevideo.dll";
api.AttachPlugin(mupen64plusApi.m64p_plugin_type.M64PLUGIN_RSP, rsp);
InitMemoryDomains();
RefreshMemoryCallbacks();
api.AsyncExecuteEmulator();
SetControllerButtons();
}
public IEmulatorServiceProvider ServiceProvider { get; private set; }
public bool UsingExpansionSlot
{
get { return !_disableExpansionSlot; }
}
public bool IsOverridingUserExpansionSlotSetting { get; set; }
public void Dispose()
{
RunThreadAction(() =>
{
_videoProvider.Dispose();
_audioProvider.Dispose();
api.Dispose();
});
EndThreadLoop();
}
private void ThreadLoop()
{
for (; ; )
{
_pendingThreadEvent.WaitOne();
_pendingThreadAction();
if (_pendingThreadTerminate)
{
break;
}
_completeThreadEvent.Set();
}
_pendingThreadTerminate = false;
_completeThreadEvent.Set();
}
private void RunThreadAction(Action action)
{
_pendingThreadAction = action;
_pendingThreadEvent.Set();
_completeThreadEvent.WaitOne();
}
private void StartThreadLoop()
{
var thread = new Thread(ThreadLoop) { IsBackground = true };
thread.Start(); // will this solve the hanging process problem?
}
private void EndThreadLoop()
{
RunThreadAction(() => { _pendingThreadTerminate = true; });
}
public void FrameAdvance(bool render, bool rendersound)
{
IsVIFrame = false;
_audioProvider.RenderSound = rendersound;
if (Controller["Reset"])
{
api.soft_reset();
}
if (Controller["Power"])
{
api.hard_reset();
}
api.frame_advance();
if (IsLagFrame)
{
LagCount++;
}
Frame++;
}
public string SystemId { get { return "N64"; } }
public string BoardName { get { return null; } }
public CoreComm CoreComm { get; private set; }
public IVideoProvider VideoProvider { get { return _videoProvider; } }
public DisplayType DisplayType { get { return _display_type; } }
public ISoundProvider SoundProvider { get { return null; } }
public ISyncSoundProvider SyncSoundProvider { get { return _audioProvider.Resampler; } }
public bool StartAsyncSound() { return false; }
public void EndAsyncSound() { }
public ControllerDefinition ControllerDefinition
{
get { return _inputProvider.ControllerDefinition; }
}
public IController Controller
{
get { return _inputProvider.Controller; }
set { _inputProvider.Controller = value; }
}
public void ResetCounters()
{
Frame = 0;
LagCount = 0;
IsLagFrame = false;
}
public bool DeterministicEmulation { get { return false; } }
}
}