HostInterface: Add helpers for resume save state
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5f3be68028
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@ -432,7 +432,7 @@ bool HostInterface::LoadState(const char* filename)
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return true;
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}
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bool HostInterface::LoadState(bool global, u32 slot)
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bool HostInterface::LoadState(bool global, s32 slot)
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{
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if (!global && (!m_system || m_system->GetRunningCode().empty()))
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{
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@ -468,7 +468,7 @@ bool HostInterface::SaveState(const char* filename)
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return result;
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}
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bool HostInterface::SaveState(bool global, u32 slot)
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bool HostInterface::SaveState(bool global, s32 slot)
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{
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const std::string& code = m_system->GetRunningCode();
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if (!global && code.empty())
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@ -481,6 +481,48 @@ bool HostInterface::SaveState(bool global, u32 slot)
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return SaveState(save_path.c_str());
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}
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bool HostInterface::ResumeSystemFromState(const char* filename, bool boot_on_failure)
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{
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if (!BootSystemFromFile(filename))
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return false;
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const bool global = m_system->GetRunningCode().empty();
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const std::string path =
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global ? GetGlobalSaveStateFileName(-1) : GetGameSaveStateFileName(m_system->GetRunningCode().c_str(), -1);
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if (FileSystem::FileExists(path.c_str()))
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{
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if (!LoadState(path.c_str()) && !boot_on_failure)
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{
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DestroySystem();
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return false;
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}
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}
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else
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{
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ReportFormattedError("Resume save state not found for '%s' ('%s').", m_system->GetRunningCode().c_str(),
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m_system->GetRunningTitle().c_str());
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if (!boot_on_failure)
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{
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DestroySystem();
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return false;
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}
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}
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return true;
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}
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bool HostInterface::ResumeSystemFromMostRecentState()
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{
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const std::string path = GetMostRecentResumeSaveStatePath();
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if (path.empty())
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{
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ReportError("No resume save state found.");
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return false;
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}
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return LoadState(path.c_str());
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}
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void HostInterface::UpdateSpeedLimiterState()
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{
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m_speed_limiter_enabled = m_settings.speed_limiter_enabled && !m_speed_limiter_temp_disabled;
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@ -660,7 +702,7 @@ std::vector<HostInterface::SaveStateInfo> HostInterface::GetAvailableSaveStates(
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std::vector<SaveStateInfo> si;
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std::string path;
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auto add_path = [&si](std::string path, s32 slot, bool global) {
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auto add_path = [&si](const std::string& path, s32 slot, bool global) {
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FILESYSTEM_STAT_DATA sd;
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if (!FileSystem::StatFile(path.c_str(), &sd))
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return;
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@ -670,6 +712,7 @@ std::vector<HostInterface::SaveStateInfo> HostInterface::GetAvailableSaveStates(
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if (game_code && std::strlen(game_code) > 0)
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{
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add_path(GetGameSaveStateFileName(game_code, -1), -1, false);
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for (s32 i = 1; i <= PER_GAME_SAVE_STATE_SLOTS; i++)
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add_path(GetGameSaveStateFileName(game_code, i), i, false);
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}
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@ -680,6 +723,26 @@ std::vector<HostInterface::SaveStateInfo> HostInterface::GetAvailableSaveStates(
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return si;
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}
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std::string HostInterface::GetMostRecentResumeSaveStatePath() const
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{
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std::vector<FILESYSTEM_FIND_DATA> files;
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if (!FileSystem::FindFiles(GetUserDirectoryRelativePath("savestates").c_str(), "*resume.sav", FILESYSTEM_FIND_FILES,
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&files) ||
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files.empty())
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{
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return {};
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}
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FILESYSTEM_FIND_DATA* most_recent = &files[0];
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for (FILESYSTEM_FIND_DATA& file : files)
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{
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if (file.ModificationTime > most_recent->ModificationTime)
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most_recent = &file;
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}
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return std::move(most_recent->FileName);
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}
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void HostInterface::SetDefaultSettings()
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{
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m_settings.region = ConsoleRegion::Auto;
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@ -856,3 +919,12 @@ void HostInterface::SetTimerResolutionIncreased(bool enabled)
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timeEndPeriod(1);
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#endif
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}
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bool HostInterface::SaveResumeSaveState()
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{
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if (!m_system)
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return false;
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const bool global = m_system->GetRunningCode().empty();
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return SaveState(global, -1);
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}
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@ -46,13 +46,23 @@ public:
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void DestroySystem();
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/// Loads the current emulation state from file. Specifying a slot of -1 loads the "resume" game state.
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bool LoadState(bool global, u32 slot);
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bool LoadState(bool global, s32 slot);
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bool LoadState(const char* filename);
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/// Saves the current emulation state to a file. Specifying a slot of -1 saves the "resume" save state.
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bool SaveState(bool global, u32 slot);
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bool SaveState(bool global, s32 slot);
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bool SaveState(const char* filename);
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/// Loads the resume save state for the given game. Optionally boots the game anyway if loading fails.
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bool ResumeSystemFromState(const char* filename, bool boot_on_failure);
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/// Loads the most recent resume save state. This may be global or per-game.
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bool ResumeSystemFromMostRecentState();
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/// Saves the resume save state, call when shutting down. Not called automatically on DestroySystem() since that can
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/// be called as a result of an error.
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bool SaveResumeSaveState();
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virtual void ReportError(const char* message);
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virtual void ReportMessage(const char* message);
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@ -135,6 +145,9 @@ protected:
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/// Returns a list of save states for the specified game code.
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std::vector<SaveStateInfo> GetAvailableSaveStates(const char* game_code) const;
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/// Returns the most recent resume save state.
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std::string GetMostRecentResumeSaveStatePath() const;
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/// Loads the BIOS image for the specified region.
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std::optional<std::vector<u8>> GetBIOSImage(ConsoleRegion region);
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