Revert "Core: Remove MemoryWatcher"

This reverts commit 0c02e77eee.
This commit is contained in:
Vlad Firoiu 2019-05-03 20:46:37 +01:00
parent d531fe6a1d
commit f4d950f4e2
8 changed files with 209 additions and 0 deletions

View File

@ -481,6 +481,8 @@ endif()
if(UNIX)
message(STATUS "Using named pipes as controller inputs")
add_definitions(-DUSE_PIPES=1)
message(STATUS "Watching game memory for changes")
add_definitions(-DUSE_MEMORYWATCHER=1)
endif()
if(ENABLE_ANALYTICS)

View File

@ -63,6 +63,7 @@
#define STYLES_DIR "Styles"
#define ANAGLYPH_DIR "Anaglyph"
#define PIPES_DIR "Pipes"
#define MEMORYWATCHER_DIR "MemoryWatcher"
#define WFSROOT_DIR "WFS"
#define BACKUP_DIR "Backup"
#define RESOURCEPACK_DIR "ResourcePacks"
@ -95,6 +96,10 @@
#define ARAM_DUMP "aram.raw"
#define FAKEVMEM_DUMP "fakevmem.raw"
// Files in the directory returned by GetUserPath(D_MEMORYWATCHER_IDX)
#define MEMORYWATCHER_LOCATIONS "Locations.txt"
#define MEMORYWATCHER_SOCKET "MemoryWatcher"
// Sys files
#define TOTALDB "totaldb.dsy"

View File

@ -801,6 +801,12 @@ static void RebuildUserDirectories(unsigned int dir_index)
s_user_paths[F_GCSRAM_IDX] = s_user_paths[D_GCUSER_IDX] + GC_SRAM;
s_user_paths[F_WIISDCARD_IDX] = s_user_paths[D_WIIROOT_IDX] + DIR_SEP WII_SDCARD;
s_user_paths[D_MEMORYWATCHER_IDX] = s_user_paths[D_USER_IDX] + MEMORYWATCHER_DIR DIR_SEP;
s_user_paths[F_MEMORYWATCHERLOCATIONS_IDX] =
s_user_paths[D_MEMORYWATCHER_IDX] + MEMORYWATCHER_LOCATIONS;
s_user_paths[F_MEMORYWATCHERSOCKET_IDX] =
s_user_paths[D_MEMORYWATCHER_IDX] + MEMORYWATCHER_SOCKET;
// The shader cache has moved to the cache directory, so remove the old one.
// TODO: remove that someday.
File::DeleteDirRecursively(s_user_paths[D_USER_IDX] + SHADERCACHE_LEGACY_DIR DIR_SEP);

View File

@ -48,6 +48,7 @@ enum
D_THEMES_IDX,
D_STYLES_IDX,
D_PIPES_IDX,
D_MEMORYWATCHER_IDX,
D_WFSROOT_IDX,
D_BACKUP_IDX,
D_RESOURCEPACK_IDX,
@ -64,6 +65,8 @@ enum
F_ARAMDUMP_IDX,
F_FAKEVMEMDUMP_IDX,
F_GCSRAM_IDX,
F_MEMORYWATCHERLOCATIONS_IDX,
F_MEMORYWATCHERSOCKET_IDX,
F_WIISDCARD_IDX,
NUM_PATH_INDICES
};

View File

@ -382,3 +382,7 @@ endif()
if(GDBSTUB)
target_sources(core PRIVATE PowerPC/GDBStub.cpp)
endif()
if(UNIX)
target_sources(core PRIVATE MemoryWatcher.cpp)
endif()

View File

@ -64,6 +64,10 @@
#include "Core/PowerPC/GDBStub.h"
#endif
#ifdef USE_MEMORYWATCHER
#include "Core/MemoryWatcher.h"
#endif
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/GCAdapter.h"
@ -266,6 +270,10 @@ void Stop() // - Hammertime!
}
ResetRumble();
#ifdef USE_MEMORYWATCHER
MemoryWatcher::Shutdown();
#endif
}
void DeclareAsCPUThread()
@ -308,6 +316,10 @@ static void CpuThread(const std::optional<std::string>& savestate_path, bool del
if (_CoreParameter.bFastmem)
EMM::InstallExceptionHandler(); // Let's run under memory watch
#ifdef USE_MEMORYWATCHER
MemoryWatcher::Init();
#endif
if (savestate_path)
{
::State::LoadAs(*savestate_path);

View File

@ -0,0 +1,130 @@
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <fstream>
#include <iostream>
#include <memory>
#include <sstream>
#include <unistd.h>
#include "Common/FileUtil.h"
#include "Core/CoreTiming.h"
#include "Core/HW/Memmap.h"
#include "Core/HW/SystemTimers.h"
#include "Core/MemoryWatcher.h"
static std::unique_ptr<MemoryWatcher> s_memory_watcher;
static CoreTiming::EventType* s_event;
static const int MW_RATE = 600; // Steps per second
static void MWCallback(u64 userdata, s64 cyclesLate)
{
s_memory_watcher->Step();
CoreTiming::ScheduleEvent(SystemTimers::GetTicksPerSecond() / MW_RATE - cyclesLate, s_event);
}
void MemoryWatcher::Init()
{
s_memory_watcher = std::make_unique<MemoryWatcher>();
s_event = CoreTiming::RegisterEvent("MemoryWatcher", MWCallback);
CoreTiming::ScheduleEvent(0, s_event);
}
void MemoryWatcher::Shutdown()
{
CoreTiming::RemoveEvent(s_event);
s_memory_watcher.reset();
}
MemoryWatcher::MemoryWatcher()
{
m_running = false;
if (!LoadAddresses(File::GetUserPath(F_MEMORYWATCHERLOCATIONS_IDX)))
return;
if (!OpenSocket(File::GetUserPath(F_MEMORYWATCHERSOCKET_IDX)))
return;
m_running = true;
}
MemoryWatcher::~MemoryWatcher()
{
if (!m_running)
return;
m_running = false;
close(m_fd);
}
bool MemoryWatcher::LoadAddresses(const std::string& path)
{
std::ifstream locations;
File::OpenFStream(locations, path, std::ios_base::in);
if (!locations)
return false;
std::string line;
while (std::getline(locations, line))
ParseLine(line);
return !m_values.empty();
}
void MemoryWatcher::ParseLine(const std::string& line)
{
m_values[line] = 0;
m_addresses[line] = std::vector<u32>();
std::stringstream offsets(line);
offsets >> std::hex;
u32 offset;
while (offsets >> offset)
m_addresses[line].push_back(offset);
}
bool MemoryWatcher::OpenSocket(const std::string& path)
{
memset(&m_addr, 0, sizeof(m_addr));
m_addr.sun_family = AF_UNIX;
strncpy(m_addr.sun_path, path.c_str(), sizeof(m_addr.sun_path) - 1);
m_fd = socket(AF_UNIX, SOCK_DGRAM, 0);
return m_fd >= 0;
}
u32 MemoryWatcher::ChasePointer(const std::string& line)
{
u32 value = 0;
for (u32 offset : m_addresses[line])
value = Memory::Read_U32(value + offset);
return value;
}
std::string MemoryWatcher::ComposeMessage(const std::string& line, u32 value)
{
std::stringstream message_stream;
message_stream << line << '\n' << std::hex << value;
return message_stream.str();
}
void MemoryWatcher::Step()
{
if (!m_running)
return;
for (auto& entry : m_values)
{
std::string address = entry.first;
u32& current_value = entry.second;
u32 new_value = ChasePointer(address);
if (new_value != current_value)
{
// Update the value
current_value = new_value;
std::string message = ComposeMessage(address, new_value);
sendto(m_fd, message.c_str(), message.size() + 1, 0, reinterpret_cast<sockaddr*>(&m_addr),
sizeof(m_addr));
}
}
}

View File

@ -0,0 +1,47 @@
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <sys/socket.h>
#include <sys/un.h>
#include <vector>
// MemoryWatcher reads a file containing in-game memory addresses and outputs
// changes to those memory addresses to a unix domain socket as the game runs.
//
// The input file is a newline-separated list of hex memory addresses, without
// the "0x". To follow pointers, separate addresses with a space. For example,
// "ABCD EF" will watch the address at (*0xABCD) + 0xEF.
// The output to the socket is two lines. The first is the address from the
// input file, and the second is the new value in hex.
class MemoryWatcher final
{
public:
MemoryWatcher();
~MemoryWatcher();
void Step();
static void Init();
static void Shutdown();
private:
bool LoadAddresses(const std::string& path);
bool OpenSocket(const std::string& path);
void ParseLine(const std::string& line);
u32 ChasePointer(const std::string& line);
std::string ComposeMessage(const std::string& line, u32 value);
bool m_running;
int m_fd;
sockaddr_un m_addr;
// Address as stored in the file -> list of offsets to follow
std::map<std::string, std::vector<u32>> m_addresses;
// Address as stored in the file -> current value
std::map<std::string, u32> m_values;
};