dolphin/Source/Core/Core/PatchEngine.cpp

255 lines
6.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// PatchEngine
// Supports simple memory patches, and has a partial Action Replay implementation
// in ActionReplay.cpp/h.
#include "Core/PatchEngine.h"
#include <algorithm>
#include <map>
#include <set>
#include <string>
#include <vector>
#include "Common/Assert.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Core/ActionReplay.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/GeckoCodeConfig.h"
#include "Core/PowerPC/PowerPC.h"
namespace PatchEngine
{
const char* PatchTypeStrings[] = {
"byte", "word", "dword",
};
static std::vector<Patch> onFrame;
static std::map<u32, int> speedHacks;
void LoadPatchSection(const std::string& section, std::vector<Patch>& patches, IniFile& globalIni,
IniFile& localIni)
{
// Load the name of all enabled patches
std::string enabledSectionName = section + "_Enabled";
std::vector<std::string> enabledLines;
std::set<std::string> enabledNames;
localIni.GetLines(enabledSectionName, &enabledLines);
for (const std::string& line : enabledLines)
{
if (line.size() != 0 && line[0] == '$')
{
std::string name = line.substr(1, line.size() - 1);
enabledNames.insert(name);
}
}
const IniFile* inis[2] = {&globalIni, &localIni};
for (const IniFile* ini : inis)
{
std::vector<std::string> lines;
Patch currentPatch;
ini->GetLines(section, &lines);
for (std::string& line : lines)
{
if (line.size() == 0)
continue;
if (line[0] == '$')
{
// Take care of the previous code
if (currentPatch.name.size())
{
patches.push_back(currentPatch);
}
currentPatch.entries.clear();
// Set active and name
currentPatch.name = line.substr(1, line.size() - 1);
currentPatch.active = enabledNames.find(currentPatch.name) != enabledNames.end();
currentPatch.user_defined = (ini == &localIni);
}
else
{
std::string::size_type loc = line.find('=');
if (loc != std::string::npos)
{
line[loc] = ':';
}
const std::vector<std::string> items = SplitString(line, ':');
if (items.size() >= 3)
{
PatchEntry pE;
bool success = true;
success &= TryParse(items[0], &pE.address);
success &= TryParse(items[2], &pE.value);
pE.type = PatchType(std::find(PatchTypeStrings, PatchTypeStrings + 3, items[1]) -
PatchTypeStrings);
success &= (pE.type != (PatchType)3);
if (success)
{
currentPatch.entries.push_back(pE);
}
}
}
}
if (currentPatch.name.size() && currentPatch.entries.size())
{
patches.push_back(currentPatch);
}
}
}
static void LoadSpeedhacks(const std::string& section, IniFile& ini)
{
std::vector<std::string> keys;
ini.GetKeys(section, &keys);
for (const std::string& key : keys)
{
std::string value;
ini.GetOrCreateSection(section)->Get(key, &value, "BOGUS");
if (value != "BOGUS")
{
u32 address;
u32 cycles;
bool success = true;
success &= TryParse(key, &address);
success &= TryParse(value, &cycles);
if (success)
{
speedHacks[address] = (int)cycles;
}
}
}
}
int GetSpeedhackCycles(const u32 addr)
{
std::map<u32, int>::const_iterator iter = speedHacks.find(addr);
if (iter == speedHacks.end())
return 0;
else
return iter->second;
}
void LoadPatches()
{
IniFile merged = SConfig::GetInstance().LoadGameIni();
IniFile globalIni = SConfig::GetInstance().LoadDefaultGameIni();
IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
LoadPatchSection("OnFrame", onFrame, globalIni, localIni);
ActionReplay::LoadAndApplyCodes(globalIni, localIni);
Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni));
LoadSpeedhacks("Speedhacks", merged);
}
static void ApplyPatches(const std::vector<Patch>& patches)
{
for (const Patch& patch : patches)
{
if (patch.active)
{
for (const PatchEntry& entry : patch.entries)
{
u32 addr = entry.address;
u32 value = entry.value;
switch (entry.type)
{
case PATCH_8BIT:
PowerPC::HostWrite_U8((u8)value, addr);
break;
case PATCH_16BIT:
PowerPC::HostWrite_U16((u16)value, addr);
break;
case PATCH_32BIT:
PowerPC::HostWrite_U32(value, addr);
break;
default:
// unknown patchtype
break;
}
}
}
}
}
// Requires MSR.DR, MSR.IR
// There's no perfect way to do this, it's just a heuristic.
// We require at least 2 stack frames, if the stack is shallower than that then it won't work.
static bool IsStackSane()
{
_dbg_assert_(ACTIONREPLAY, UReg_MSR(MSR).DR && UReg_MSR(MSR).IR);
// Check the stack pointer
u32 SP = GPR(1);
if (!PowerPC::HostIsRAMAddress(SP))
return false;
// Read the frame pointer from the stack (find 2nd frame from top), assert that it makes sense
u32 next_SP = PowerPC::HostRead_U32(SP);
if (next_SP <= SP || !PowerPC::HostIsRAMAddress(next_SP) ||
!PowerPC::HostIsRAMAddress(next_SP + 4))
return false;
// Check the link register makes sense (that it points to a valid IBAT address)
const u32 address = PowerPC::HostRead_U32(next_SP + 4);
return PowerPC::HostIsInstructionRAMAddress(address) && 0 != PowerPC::HostRead_U32(address);
}
bool ApplyFramePatches()
{
// Because we're using the VI Interrupt to time this instead of patching the game with a
// callback hook we can end up catching the game in an exception vector.
// We deal with this by returning false so that SystemTimers will reschedule us in a few cycles
// where we can try again after the CPU hopefully returns back to the normal instruction flow.
UReg_MSR msr = MSR;
if (!msr.DR || !msr.IR || !IsStackSane())
{
DEBUG_LOG(
ACTIONREPLAY,
"Need to retry later. CPU configuration is currently incorrect. PC = 0x%08X, MSR = 0x%08X",
PC, MSR);
return false;
}
ApplyPatches(onFrame);
// Run the Gecko code handler
Gecko::RunCodeHandler();
ActionReplay::RunAllActive();
return true;
}
void Shutdown()
{
onFrame.clear();
speedHacks.clear();
ActionReplay::ApplyCodes({});
Gecko::Shutdown();
}
void Reload()
{
Shutdown();
LoadPatches();
}
} // namespace