EXI: Improve behavior of savestates made while game is assuming the state of the inserted memory card.
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@ -205,14 +205,25 @@ void ExpansionInterfaceManager::ChangeDevice(Slot slot, EXIDeviceType device_typ
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void ExpansionInterfaceManager::ChangeDevice(u8 channel, u8 device_num, EXIDeviceType device_type,
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CoreTiming::FromThread from_thread)
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{
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// Let the hardware see no device for 1 second
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ChangeDevice(channel, device_num, device_type, 0, m_system.GetSystemTimers().GetTicksPerSecond(),
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from_thread);
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}
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void ExpansionInterfaceManager::ChangeDevice(u8 channel, u8 device_num, EXIDeviceType device_type,
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s64 cycles_delay_change, s64 cycles_no_device_visible,
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CoreTiming::FromThread from_thread)
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{
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// Let the hardware see no device for cycles_no_device_visible cycles after waiting for
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// cycles_delay_change cycles
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auto& core_timing = m_system.GetCoreTiming();
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core_timing.ScheduleEvent(0, m_event_type_change_device,
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((u64)channel << 32) | ((u64)EXIDeviceType::None << 16) | device_num,
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core_timing.ScheduleEvent(cycles_delay_change, m_event_type_change_device,
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(static_cast<u64>(channel) << 32) |
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(static_cast<u64>(EXIDeviceType::None) << 16) | device_num,
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from_thread);
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core_timing.ScheduleEvent(
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m_system.GetSystemTimers().GetTicksPerSecond(), m_event_type_change_device,
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((u64)channel << 32) | ((u64)device_type << 16) | device_num, from_thread);
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cycles_delay_change + cycles_no_device_visible, m_event_type_change_device,
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(static_cast<u64>(channel) << 32) | (static_cast<u64>(device_type) << 16) | device_num,
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from_thread);
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}
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CEXIChannel* ExpansionInterfaceManager::GetChannel(u32 index)
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@ -10,6 +10,7 @@
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#include "Common/CommonTypes.h"
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#include "Common/EnumFormatter.h"
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#include "Core/CoreTiming.h"
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#include "Core/HW/SystemTimers.h"
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class PointerWrap;
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struct Sram;
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@ -82,6 +83,9 @@ public:
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CoreTiming::FromThread from_thread = CoreTiming::FromThread::NON_CPU);
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void ChangeDevice(u8 channel, u8 device_num, EXIDeviceType device_type,
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CoreTiming::FromThread from_thread = CoreTiming::FromThread::NON_CPU);
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void ChangeDevice(u8 channel, u8 device_num, EXIDeviceType device_type, s64 cycles_delay_change,
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s64 cycles_no_device_visible,
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CoreTiming::FromThread from_thread = CoreTiming::FromThread::NON_CPU);
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CEXIChannel* GetChannel(u32 index);
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IEXIDevice* GetDevice(Slot slot);
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@ -13,7 +13,9 @@
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#include "Core/CoreTiming.h"
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#include "Core/HW/EXI/EXI.h"
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#include "Core/HW/EXI/EXI_Device.h"
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#include "Core/HW/EXI/EXI_DeviceMemoryCard.h"
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#include "Core/HW/MMIO.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/Movie.h"
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#include "Core/System.h"
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@ -241,48 +243,94 @@ void CEXIChannel::DoState(PointerWrap& p)
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p.Do(m_dma_length);
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p.Do(m_control);
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p.Do(m_imm_data);
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Memcard::HeaderData old_header_data = m_memcard_header_data;
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p.Do(m_memcard_header_data);
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for (int device_index = 0; device_index < NUM_DEVICES; ++device_index)
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{
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std::unique_ptr<IEXIDevice>& device = m_devices[device_index];
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EXIDeviceType type = device->m_device_type;
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EXIDeviceType type = m_devices[device_index]->m_device_type;
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p.Do(type);
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if (type == device->m_device_type)
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if (type != m_devices[device_index]->m_device_type)
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{
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device->DoState(p);
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}
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else
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{
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std::unique_ptr<IEXIDevice> save_device =
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EXIDevice_Create(m_system, type, m_channel_id, m_memcard_header_data);
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save_device->DoState(p);
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AddDevice(std::move(save_device), device_index, false);
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AddDevice(EXIDevice_Create(m_system, type, m_channel_id, m_memcard_header_data), device_index,
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false);
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}
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if (type == EXIDeviceType::MemoryCardFolder && old_header_data != m_memcard_header_data &&
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!m_system.GetMovie().IsMovieActive())
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m_devices[device_index]->DoState(p);
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const bool is_memcard =
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(type == EXIDeviceType::MemoryCard || type == EXIDeviceType::MemoryCardFolder);
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if (is_memcard && !m_system.GetMovie().IsMovieActive())
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{
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// We have loaded a savestate that has a GCI folder memcard that is different to the virtual
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// card that is currently active. In order to prevent the game from recognizing this card as a
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// 'different' memory card and preventing saving on it, we need to reinitialize the GCI folder
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// card here with the loaded header data.
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// We're intentionally calling ExpansionInterface::ChangeDevice() here instead of changing it
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// directly so we don't switch immediately but after a delay, as if changed in the GUI. This
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// should prevent games from assuming any stale data about the memory card, such as location
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// of the individual save blocks, which may be different on the reinitialized card.
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// Additionally, we immediately force the memory card to None so that any 'in-flight' writes
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// (if someone managed to savestate while saving...) don't happen to hit the card.
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// TODO: It might actually be enough to just switch to the card with the
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// notify_presence_changed flag set to true? Not sure how software behaves if the previous and
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// the new device type are identical in this case. I assume there is a reason we have this
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// grace period when switching in the GUI.
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AddDevice(EXIDeviceType::None, device_index);
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m_system.GetExpansionInterface().ChangeDevice(
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m_channel_id, device_index, EXIDeviceType::MemoryCardFolder, CoreTiming::FromThread::CPU);
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// We are processing a savestate that has a memory card plugged into the system, but don't
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// want to actually store the memory card in the savestate, so loading older savestates
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// doesn't confusingly revert in-game saves done since then.
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// Handling this properly is somewhat complex. When loading a state, the game still needs to
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// see the memory card device as it was (or at least close enough) when the state was made,
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// but at the same time we need to tell the game that the data on the card may have been
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// changed and it should not assume that the data (especially the file system blocks) it may
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// or may not have read before is still valid.
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// To accomplish this we do the following:
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CEXIMemoryCard* card_device = static_cast<CEXIMemoryCard*>(m_devices[device_index].get());
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constexpr s32 file_system_data_size = 0xa000;
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if (p.IsReadMode())
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{
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// When loading a state, we compare the previously written file system block data with the
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// data currently in the card. If it mismatches in any way, we make sure to notify the game.
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bool should_notify_game = false;
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bool has_card_file_system_data;
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p.Do(has_card_file_system_data);
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if (has_card_file_system_data)
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{
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std::array<u8, file_system_data_size> state_file_system_data;
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p.Do(state_file_system_data);
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std::array<u8, file_system_data_size> card_file_system_data;
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const s32 bytes_read =
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card_device->ReadFromMemcard(0, file_system_data_size, card_file_system_data.data());
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bool read_success = bytes_read == file_system_data_size;
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should_notify_game = !(read_success && state_file_system_data == card_file_system_data);
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}
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else
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{
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should_notify_game = true;
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}
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if (should_notify_game)
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{
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// We want to tell the game that the card is different, but don't want to immediately
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// destroy the memory card device, as there may be pending operations running on the CPU
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// side (at the very least, I've seen memory accesses to 0 when switching the device
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// immediately in F-Zero GX). In order to ensure data on the card isn't corrupted by
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// these, we disable writes to the memory card device.
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card_device->DisableWrites();
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// And then we force a re-load of the memory card by switching to a null device a frame
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// from now, then back to the memory card a few frames later. This also makes sure that
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// the GCI folder header matches what the game expects, so the game never recognizes it as
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// a 'different' memory card and prevents saving on it.
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const u32 cycles_per_second = m_system.GetSystemTimers().GetTicksPerSecond();
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m_system.GetExpansionInterface().ChangeDevice(
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m_channel_id, device_index, type, cycles_per_second / 60, cycles_per_second / 3,
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CoreTiming::FromThread::CPU);
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}
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}
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else
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{
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// When saving a state (or when we're measuring or verifiying the state data) we read the
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// file system blocks from the currently active memory card and push them into p, so we have
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// a reference of how the card file system looked at the time of savestate creation.
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std::array<u8, file_system_data_size> card_file_system_data;
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const s32 bytes_read =
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card_device->ReadFromMemcard(0, file_system_data_size, card_file_system_data.data());
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bool read_success = bytes_read == file_system_data_size;
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p.Do(read_success);
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if (read_success)
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p.Do(card_file_system_data);
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}
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}
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}
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}
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@ -98,7 +98,7 @@ static size_t s_state_writes_in_queue;
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static std::condition_variable s_state_write_queue_is_empty;
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// Don't forget to increase this after doing changes on the savestate system
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constexpr u32 STATE_VERSION = 169; // Last changed in PR 13074
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constexpr u32 STATE_VERSION = 170; // Last changed in PR 9027
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// Increase this if the StateExtendedHeader definition changes
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constexpr u32 EXTENDED_HEADER_VERSION = 1; // Last changed in PR 12217
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