mirror of https://github.com/PCSX2/pcsx2.git
GameDB: Add new GameDB implementation
vendor new yaml file, this one is OUT OF DATE! Resolve a slew of compiler errors Down to just the weird _Target_ usage in 5900.cpp
This commit is contained in:
parent
03445d0b55
commit
675a60b3d4
File diff suppressed because it is too large
Load Diff
|
@ -1,5 +1,5 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2020 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
|
@ -14,63 +14,128 @@
|
|||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
|
||||
#include "GameDatabase.h"
|
||||
|
||||
BaseGameDatabaseImpl::BaseGameDatabaseImpl()
|
||||
: gHash( 9900 )
|
||||
, m_baseKey( L"Serial" )
|
||||
#include "yaml-cpp/yaml.h"
|
||||
|
||||
std::string GameDatabaseSchema::GameEntry::memcardFiltersAsString()
|
||||
{
|
||||
if (memcardFilters.empty())
|
||||
return "";
|
||||
|
||||
std::string filters;
|
||||
for (int i = 0; i < memcardFilters.size(); i++)
|
||||
{
|
||||
std::string f = memcardFilters.at(i);
|
||||
filters.append(f);
|
||||
if (i != memcardFilters.size() - 1)
|
||||
filters.append(",");
|
||||
}
|
||||
return filters;
|
||||
}
|
||||
|
||||
// Sets the current game to the one matching the serial id given
|
||||
// Returns true if game found, false if not found...
|
||||
bool BaseGameDatabaseImpl::findGame(Game_Data& dest, const wxString& id) {
|
||||
/// TODO - the following helper functions can realistically be put in some sort of general yaml utility library
|
||||
// TODO - might be a way to condense this with templates? get it working first
|
||||
std::string YamlGameDatabaseImpl::safeGetString(const YAML::Node& n, std::string key, std::string def)
|
||||
{
|
||||
if (!n[key])
|
||||
return def;
|
||||
// TODO - test this safety consideration (parse a value that isn't actually a string
|
||||
return n[key].as<std::string>();
|
||||
}
|
||||
|
||||
GameDataHash::const_iterator iter( gHash.find(id) );
|
||||
if( iter == gHash.end() ) {
|
||||
dest.clear();
|
||||
int YamlGameDatabaseImpl::safeGetInt(const YAML::Node& n, std::string key, int def)
|
||||
{
|
||||
if (!n[key])
|
||||
return def;
|
||||
// TODO - test this safety consideration (parse a value that isn't actually an int
|
||||
return n[key].as<int>();
|
||||
}
|
||||
|
||||
std::vector<std::string> YamlGameDatabaseImpl::safeGetStringList(const YAML::Node& n, std::string key, std::vector<std::string> def)
|
||||
{
|
||||
if (!n[key])
|
||||
return def;
|
||||
// TODO - test this safety consideration (parse a value that isn't actually a string
|
||||
return n[key].as<std::vector<std::string>>();
|
||||
}
|
||||
|
||||
GameDatabaseSchema::GameEntry YamlGameDatabaseImpl::entryFromYaml(const YAML::Node& node)
|
||||
{
|
||||
GameDatabaseSchema::GameEntry entry;
|
||||
try
|
||||
{
|
||||
entry.name = safeGetString(node, "name");
|
||||
entry.region = safeGetString(node, "region");
|
||||
entry.compat = static_cast<GameDatabaseSchema::Compatibility>(safeGetInt(node, "compat"));
|
||||
entry.eeRoundMode = static_cast<GameDatabaseSchema::RoundMode>(safeGetInt(node, "eeRoundMode"));
|
||||
entry.vuRoundMode = static_cast<GameDatabaseSchema::RoundMode>(safeGetInt(node, "vuRoundMode"));
|
||||
entry.eeClampMode = static_cast<GameDatabaseSchema::ClampMode>(safeGetInt(node, "eeClampMode"));
|
||||
entry.vuClampMode = static_cast<GameDatabaseSchema::ClampMode>(safeGetInt(node, "vuClampMode"));
|
||||
entry.gameFixes = safeGetStringList(node, "gameFixes");
|
||||
entry.speedHacks = safeGetStringList(node, "speedHacks");
|
||||
entry.memcardFilters = safeGetStringList(node, "memcardFilters");
|
||||
|
||||
if (YAML::Node patches = node["patches"])
|
||||
{
|
||||
for (YAML::const_iterator it = patches.begin(); it != patches.end(); ++it)
|
||||
{
|
||||
YAML::Node key = it->first;
|
||||
YAML::Node val = it->second;
|
||||
GameDatabaseSchema::PatchCollection patchCol;
|
||||
patchCol.author = safeGetString(val, "author");
|
||||
patchCol.patchLines = safeGetStringList(val, "patchLines");
|
||||
entry.patches[key.as<std::string>()] = patchCol;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (std::exception& e)
|
||||
{
|
||||
entry.isValid = false;
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
GameDatabaseSchema::GameEntry YamlGameDatabaseImpl::findGame(const std::string serial)
|
||||
{
|
||||
if (gameDb.count(serial) == 1)
|
||||
return gameDb[serial];
|
||||
|
||||
GameDatabaseSchema::GameEntry entry;
|
||||
entry.isValid = false;
|
||||
return entry;
|
||||
}
|
||||
|
||||
int YamlGameDatabaseImpl::numGames()
|
||||
{
|
||||
return gameDb.size();
|
||||
}
|
||||
|
||||
// yaml-cpp definitely takes longer to parse this giant file, but the library feels more mature
|
||||
// rapidyaml exists and I have it mostly setup in another branch which could be easily dropped in as a replacement if needed
|
||||
//
|
||||
// the problem i ran into with rapidyaml is there is a lack of usage/documentation as it's new
|
||||
// and i didn't like the default way it handles exceptions (seemed to be configurable, but i didn't have much luck)
|
||||
|
||||
bool YamlGameDatabaseImpl::initDatabase(const std::string filePath)
|
||||
{
|
||||
try
|
||||
{
|
||||
// yaml-cpp has memory leak issues, convert to a map and throw it away!
|
||||
YAML::Node data = YAML::LoadFile(filePath);
|
||||
for (YAML::const_iterator entry = data.begin(); entry != data.end(); entry++)
|
||||
{
|
||||
// TODO - helper function to throw an error gracefully if an entry is malformed
|
||||
std::string serial = entry->first.as<std::string>();
|
||||
gameDb[serial] = entryFromYaml(entry->second);
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
// TODO - error log
|
||||
return false;
|
||||
}
|
||||
dest = iter->second;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Game_Data* BaseGameDatabaseImpl::createNewGame( const wxString& id )
|
||||
{
|
||||
return &gHash.emplace(id, Game_Data{id}).first->second;
|
||||
}
|
||||
|
||||
// Searches the current game's data to see if the given key exists
|
||||
bool Game_Data::keyExists(const wxString& key) const {
|
||||
for (auto it = kList.begin(); it != kList.end(); ++it) {
|
||||
if (it->CompareKey(key)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Gets a string representation of the 'value' for the given key
|
||||
wxString Game_Data::getString(const wxString& key) const {
|
||||
for (auto it = kList.begin(); it != kList.end(); ++it) {
|
||||
if (it->CompareKey(key)) {
|
||||
return it->value;
|
||||
}
|
||||
}
|
||||
return wxString();
|
||||
}
|
||||
|
||||
void Game_Data::writeString(const wxString& key, const wxString& value) {
|
||||
for (auto it = kList.begin(); it != kList.end(); ++it) {
|
||||
if (it->CompareKey(key)) {
|
||||
if( value.IsEmpty() )
|
||||
kList.erase(it);
|
||||
else
|
||||
it->value = value;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if( !value.IsEmpty() ) {
|
||||
kList.push_back(key_pair(key, value));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2020 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
|
@ -15,8 +15,9 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
//#include "Common.h"
|
||||
#include "AppConfig.h"
|
||||
#include "yaml-cpp/yaml.h"
|
||||
|
||||
// TODO - config - is this still required? not needed on our integration branch
|
||||
|
||||
// _Target_ is defined by R300A.h and R5900.h and the definition leaks to here.
|
||||
// The problem, at least with Visual Studio 2019 on Windows,
|
||||
|
@ -24,138 +25,118 @@
|
|||
// parameter. Unless we undef it here, the build breaks with a cryptic error message.
|
||||
#undef _Target_
|
||||
#include <unordered_map>
|
||||
#include <wx/wfstream.h>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
struct key_pair;
|
||||
struct Game_Data;
|
||||
|
||||
struct StringHash
|
||||
// Since this is kinda yaml specific, might be a good idea to
|
||||
// relocate this into the yaml class
|
||||
// or put the serialization methods inside the yaml
|
||||
class GameDatabaseSchema
|
||||
{
|
||||
std::size_t operator()( const wxString& src ) const
|
||||
public:
|
||||
enum class Compatibility
|
||||
{
|
||||
#ifdef _WIN32
|
||||
return std::hash<std::wstring>{}(src.ToStdWstring());
|
||||
#else
|
||||
return std::hash<std::string>{}({src.utf8_str()});
|
||||
#endif
|
||||
}
|
||||
Unknown = 0,
|
||||
Nothing,
|
||||
Intro,
|
||||
Menu,
|
||||
InGame,
|
||||
Playable,
|
||||
Perfect
|
||||
};
|
||||
|
||||
enum class RoundMode
|
||||
{
|
||||
Nearest = 0,
|
||||
NegativeInfinity,
|
||||
PositiveInfinity,
|
||||
ChopZero
|
||||
};
|
||||
|
||||
enum class ClampMode
|
||||
{
|
||||
Disabled = 0,
|
||||
Normal,
|
||||
Extra,
|
||||
Full
|
||||
};
|
||||
|
||||
// No point in using enums because i need to convert from a string then
|
||||
// left here incase i turn these into lists to validate against
|
||||
/*enum class GameFix
|
||||
{
|
||||
VuAddSubHack = 0,
|
||||
FpuCompareHack,
|
||||
FpuMulHack,
|
||||
FpuNegDivHack,
|
||||
XgKickHack,
|
||||
IPUWaitHack,
|
||||
EETimingHack,
|
||||
SkipMPEGHack,
|
||||
OPHFLagHack,
|
||||
DMABusyHack,
|
||||
VIFFIFOHack,
|
||||
VIF1StallHack,
|
||||
GIFFIFOHack,
|
||||
FMVinSoftwareHack,
|
||||
ScarfaceIbitHack,
|
||||
CrashTagTeamRacingIbit,
|
||||
VU0KickstartHack,
|
||||
};
|
||||
|
||||
enum class SpeedHacks
|
||||
{
|
||||
mvuFlagSpeedHack = 0
|
||||
};*/
|
||||
|
||||
struct PatchCollection
|
||||
{
|
||||
std::string author;
|
||||
std::vector<std::string> patchLines;
|
||||
};
|
||||
|
||||
struct GameEntry
|
||||
{
|
||||
bool isValid = true;
|
||||
std::string name;
|
||||
std::string region;
|
||||
Compatibility compat = Compatibility::Unknown;
|
||||
RoundMode eeRoundMode = RoundMode::Nearest;
|
||||
RoundMode vuRoundMode = RoundMode::Nearest;
|
||||
ClampMode eeClampMode = ClampMode::Disabled;
|
||||
ClampMode vuClampMode = ClampMode::Disabled;
|
||||
std::vector<std::string> gameFixes;
|
||||
std::vector<std::string> speedHacks;
|
||||
std::vector<std::string> memcardFilters;
|
||||
std::unordered_map<std::string, PatchCollection> patches;
|
||||
|
||||
std::string memcardFiltersAsString();
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
typedef std::vector<key_pair> KeyPairArray;
|
||||
|
||||
struct key_pair {
|
||||
wxString key;
|
||||
wxString value;
|
||||
|
||||
key_pair() {}
|
||||
key_pair(const wxString& _key, const wxString& _value)
|
||||
: key(_key) , value(_value) {}
|
||||
|
||||
void Clear() {
|
||||
key.clear();
|
||||
value.clear();
|
||||
}
|
||||
|
||||
// Performs case-insensitive compare against the key value.
|
||||
bool CompareKey( const wxString& cmpto ) const {
|
||||
return key.CmpNoCase(cmpto) == 0;
|
||||
}
|
||||
|
||||
bool IsOk() const {
|
||||
return !key.IsEmpty();
|
||||
}
|
||||
};
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Game_Data
|
||||
// --------------------------------------------------------------------------------------
|
||||
struct Game_Data
|
||||
{
|
||||
wxString id; // Serial Identification Code
|
||||
KeyPairArray kList; // List of all (key, value) pairs for game data
|
||||
|
||||
Game_Data(const wxString& _id = wxEmptyString)
|
||||
: id(_id) {}
|
||||
|
||||
// Performs a case-insensitive compare of two IDs, returns TRUE if the IDs match
|
||||
// or FALSE if the ids differ in a case-insensitive way.
|
||||
bool CompareId( const wxString& _id ) const {
|
||||
return id.CmpNoCase(_id) == 0;
|
||||
}
|
||||
|
||||
void clear() {
|
||||
id.clear();
|
||||
kList.clear();
|
||||
}
|
||||
|
||||
bool keyExists(const wxString& key) const;
|
||||
wxString getString(const wxString& key) const;
|
||||
void writeString(const wxString& key, const wxString& value);
|
||||
|
||||
bool IsOk() const {
|
||||
return !id.IsEmpty();
|
||||
}
|
||||
|
||||
bool sectionExists(const wxString& key, const wxString& value) const {
|
||||
return keyExists("[" + key + (value.empty() ? "" : " = ") + value + "]");
|
||||
}
|
||||
|
||||
wxString getSection(const wxString& key, const wxString& value) const {
|
||||
return getString("[" + key + (value.empty() ? "" : " = ") + value + "]");
|
||||
}
|
||||
|
||||
// Gets an integer representation of the 'value' for the given key
|
||||
int getInt(const wxString& key) const {
|
||||
unsigned long val;
|
||||
getString(key).ToULong(&val);
|
||||
return val;
|
||||
}
|
||||
|
||||
// Gets a u8 representation of the 'value' for the given key
|
||||
u8 getU8(const wxString& key) const {
|
||||
return (u8)wxAtoi(getString(key));
|
||||
}
|
||||
|
||||
// Gets a bool representation of the 'value' for the given key
|
||||
bool getBool(const wxString& key) const {
|
||||
return !!wxAtoi(getString(key));
|
||||
}
|
||||
};
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// IGameDatabase
|
||||
// --------------------------------------------------------------------------------------
|
||||
class IGameDatabase
|
||||
{
|
||||
public:
|
||||
virtual ~IGameDatabase() = default;
|
||||
|
||||
virtual wxString getBaseKey() const=0;
|
||||
virtual bool findGame(Game_Data& dest, const wxString& id)=0;
|
||||
virtual Game_Data* createNewGame( const wxString& id )=0;
|
||||
virtual bool initDatabase(const std::string filePath) = 0;
|
||||
virtual GameDatabaseSchema::GameEntry findGame(const std::string serial) = 0;
|
||||
virtual int numGames() = 0;
|
||||
};
|
||||
|
||||
using GameDataHash = std::unordered_map<wxString, Game_Data, StringHash>;
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// BaseGameDatabaseImpl
|
||||
// --------------------------------------------------------------------------------------
|
||||
class BaseGameDatabaseImpl : public IGameDatabase
|
||||
class YamlGameDatabaseImpl : public IGameDatabase
|
||||
{
|
||||
protected:
|
||||
GameDataHash gHash; // hash table of game serials matched to their gList indexes!
|
||||
wxString m_baseKey;
|
||||
|
||||
public:
|
||||
BaseGameDatabaseImpl();
|
||||
virtual ~BaseGameDatabaseImpl() = default;
|
||||
bool initDatabase(const std::string filePath) override;
|
||||
GameDatabaseSchema::GameEntry findGame(const std::string serial) override;
|
||||
int numGames() override;
|
||||
|
||||
wxString getBaseKey() const { return m_baseKey; }
|
||||
void setBaseKey( const wxString& key ) { m_baseKey = key; }
|
||||
private:
|
||||
std::unordered_map<std::string, GameDatabaseSchema::GameEntry> gameDb;
|
||||
GameDatabaseSchema::GameEntry entryFromYaml(const YAML::Node& node);
|
||||
|
||||
bool findGame(Game_Data& dest, const wxString& id);
|
||||
Game_Data* createNewGame( const wxString& id );
|
||||
// TODO move these into a generic library
|
||||
std::string safeGetString(const YAML::Node& n, std::string key, std::string def = "");
|
||||
int safeGetInt(const YAML::Node& n, std::string key, int def = 0);
|
||||
std::vector<std::string> safeGetStringList(const YAML::Node& n, std::string key, std::vector<std::string> def = {});
|
||||
};
|
||||
|
||||
extern IGameDatabase* AppHost_GetGameDatabase();
|
||||
extern IGameDatabase* AppHost_GetGameDatabase();
|
|
@ -27,6 +27,8 @@
|
|||
#include <wx/dir.h>
|
||||
#include <wx/txtstrm.h>
|
||||
#include <wx/zipstrm.h>
|
||||
#include <wx/wfstream.h>
|
||||
#include <PathDefs.h>
|
||||
|
||||
// This is a declaration for PatchMemory.cpp::_ApplyPatch where we're (patch.cpp)
|
||||
// the only consumer, so it's not made public via Patch.h
|
||||
|
@ -120,38 +122,32 @@ static void inifile_command(const wxString& cmd)
|
|||
/*int code = */PatchTableExecute(set, commands_patch);
|
||||
}
|
||||
|
||||
// This routine receives a string containing patches, trims it,
|
||||
// Then sends the command to be parsed.
|
||||
void TrimPatches(wxString& s)
|
||||
{
|
||||
wxStringTokenizer tkn( s, L"\n" );
|
||||
|
||||
while(tkn.HasMoreTokens()) {
|
||||
inifile_command(tkn.GetNextToken());
|
||||
}
|
||||
}
|
||||
|
||||
// This routine loads patches from the game database (but not the config/game fixes/hacks)
|
||||
// Returns number of patches loaded
|
||||
int LoadPatchesFromGamesDB(const wxString& crc, const Game_Data& game)
|
||||
int LoadPatchesFromGamesDB(const wxString& crc, const GameDatabaseSchema::GameEntry& game)
|
||||
{
|
||||
bool patchFound = false;
|
||||
wxString patch;
|
||||
|
||||
if (game.IsOk())
|
||||
if (game.isValid)
|
||||
{
|
||||
if (game.sectionExists(L"patches", crc)) {
|
||||
patch = game.getSection(L"patches", crc);
|
||||
patchFound = true;
|
||||
GameDatabaseSchema::PatchCollection patchCollection;
|
||||
if (game.patches.count(std::string(crc)) == 1)
|
||||
{
|
||||
patchCollection = game.patches.at(std::string(crc));
|
||||
}
|
||||
else if (game.keyExists(L"[patches]")) {
|
||||
patch = game.getString(L"[patches]");
|
||||
patchFound = true;
|
||||
else if (game.patches.count("default") == 1)
|
||||
{
|
||||
patchCollection = game.patches.at("default");
|
||||
}
|
||||
|
||||
if (patchCollection.patchLines.size() > 0)
|
||||
{
|
||||
for (auto line : patchCollection.patchLines)
|
||||
{
|
||||
inifile_command(line);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (patchFound) TrimPatches(patch);
|
||||
|
||||
return Patch.size();
|
||||
}
|
||||
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
|
||||
#include "Pcsx2Defs.h"
|
||||
#include "SysForwardDefs.h"
|
||||
#include "GameDatabase.h"
|
||||
|
||||
enum patch_cpu_type {
|
||||
NO_CPU,
|
||||
|
@ -102,7 +103,7 @@ namespace PatchFunc
|
|||
// The following LoadPatchesFrom* functions:
|
||||
// - do not reset/unload previously loaded patches (use ForgetLoadedPatches() for that)
|
||||
// - do not actually patch the emulation memory (that happens at ApplyLoadedPatches(...) )
|
||||
extern int LoadPatchesFromGamesDB(const wxString& name, const Game_Data& game);
|
||||
extern int LoadPatchesFromGamesDB(const wxString& crc, const GameDatabaseSchema::GameEntry& game);
|
||||
extern int LoadPatchesFromDir(wxString name, const wxDirName& folderName, const wxString& friendlyName);
|
||||
extern int LoadPatchesFromZip(wxString gameCRC, const wxString& cheatsArchiveFilename);
|
||||
|
||||
|
|
|
@ -371,17 +371,17 @@ wxString InputRecording::resolveGameName()
|
|||
const wxString gameKey(SysGetDiscID());
|
||||
if (!gameKey.IsEmpty())
|
||||
{
|
||||
if (IGameDatabase* GameDB = AppHost_GetGameDatabase())
|
||||
if (IGameDatabase* gameDB = AppHost_GetGameDatabase())
|
||||
{
|
||||
Game_Data game;
|
||||
if (GameDB->findGame(game, gameKey))
|
||||
GameDatabaseSchema::GameEntry game = gameDB->findGame(std::string(gameKey));
|
||||
if (game.isValid)
|
||||
{
|
||||
gameName = game.getString("Name");
|
||||
gameName += L" (" + game.getString("Region") + L")";
|
||||
gameName = game.name;
|
||||
gameName += L" (" + game.region + L")";
|
||||
}
|
||||
}
|
||||
}
|
||||
return !gameName.IsEmpty() ? gameName : Path::GetFilename(g_Conf->CurrentIso);
|
||||
return !gameName.IsEmpty() ? gameName : (wxString)Path::GetFilename(g_Conf->CurrentIso);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -23,5 +23,3 @@ static const bool PCSX2_isReleaseVersion = 0;
|
|||
class SysCoreThread;
|
||||
|
||||
class CpuInitializerSet;
|
||||
|
||||
struct Game_Data;
|
||||
|
|
|
@ -243,91 +243,91 @@ void AppCoreThread::OnPauseDebug()
|
|||
// Load Game Settings found in database
|
||||
// (game fixes, round modes, clamp modes, etc...)
|
||||
// Returns number of gamefixes set
|
||||
static int loadGameSettings(Pcsx2Config& dest, const Game_Data& game)
|
||||
static int loadGameSettings(Pcsx2Config& dest, const GameDatabaseSchema::GameEntry& game)
|
||||
{
|
||||
if (!game.IsOk())
|
||||
return 0;
|
||||
//if (!game.IsOk())
|
||||
// return 0;
|
||||
|
||||
int gf = 0;
|
||||
//int gf = 0;
|
||||
|
||||
if (game.keyExists("eeRoundMode"))
|
||||
{
|
||||
SSE_RoundMode eeRM = (SSE_RoundMode)game.getInt("eeRoundMode");
|
||||
if (EnumIsValid(eeRM))
|
||||
{
|
||||
PatchesCon->WriteLn("(GameDB) Changing EE/FPU roundmode to %d [%s]", eeRM, EnumToString(eeRM));
|
||||
dest.Cpu.sseMXCSR.SetRoundMode(eeRM);
|
||||
++gf;
|
||||
}
|
||||
}
|
||||
//if (game.keyExists("eeRoundMode"))
|
||||
//{
|
||||
// SSE_RoundMode eeRM = (SSE_RoundMode)game.getInt("eeRoundMode");
|
||||
// if (EnumIsValid(eeRM))
|
||||
// {
|
||||
// PatchesCon->WriteLn("(GameDB) Changing EE/FPU roundmode to %d [%s]", eeRM, EnumToString(eeRM));
|
||||
// dest.Cpu.sseMXCSR.SetRoundMode(eeRM);
|
||||
// ++gf;
|
||||
// }
|
||||
//}
|
||||
|
||||
if (game.keyExists("vuRoundMode"))
|
||||
{
|
||||
SSE_RoundMode vuRM = (SSE_RoundMode)game.getInt("vuRoundMode");
|
||||
if (EnumIsValid(vuRM))
|
||||
{
|
||||
PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 roundmode to %d [%s]", vuRM, EnumToString(vuRM));
|
||||
dest.Cpu.sseVUMXCSR.SetRoundMode(vuRM);
|
||||
++gf;
|
||||
}
|
||||
}
|
||||
//if (game.keyExists("vuRoundMode"))
|
||||
//{
|
||||
// SSE_RoundMode vuRM = (SSE_RoundMode)game.getInt("vuRoundMode");
|
||||
// if (EnumIsValid(vuRM))
|
||||
// {
|
||||
// PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 roundmode to %d [%s]", vuRM, EnumToString(vuRM));
|
||||
// dest.Cpu.sseVUMXCSR.SetRoundMode(vuRM);
|
||||
// ++gf;
|
||||
// }
|
||||
//}
|
||||
|
||||
if (game.keyExists("eeClampMode"))
|
||||
{
|
||||
int clampMode = game.getInt("eeClampMode");
|
||||
PatchesCon->WriteLn("(GameDB) Changing EE/FPU clamp mode [mode=%d]", clampMode);
|
||||
dest.Cpu.Recompiler.fpuOverflow = (clampMode >= 1);
|
||||
dest.Cpu.Recompiler.fpuExtraOverflow = (clampMode >= 2);
|
||||
dest.Cpu.Recompiler.fpuFullMode = (clampMode >= 3);
|
||||
gf++;
|
||||
}
|
||||
//if (game.keyExists("eeClampMode"))
|
||||
//{
|
||||
// int clampMode = game.getInt("eeClampMode");
|
||||
// PatchesCon->WriteLn("(GameDB) Changing EE/FPU clamp mode [mode=%d]", clampMode);
|
||||
// dest.Cpu.Recompiler.fpuOverflow = (clampMode >= 1);
|
||||
// dest.Cpu.Recompiler.fpuExtraOverflow = (clampMode >= 2);
|
||||
// dest.Cpu.Recompiler.fpuFullMode = (clampMode >= 3);
|
||||
// gf++;
|
||||
//}
|
||||
|
||||
if (game.keyExists("vuClampMode"))
|
||||
{
|
||||
int clampMode = game.getInt("vuClampMode");
|
||||
PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
|
||||
dest.Cpu.Recompiler.vuOverflow = (clampMode >= 1);
|
||||
dest.Cpu.Recompiler.vuExtraOverflow = (clampMode >= 2);
|
||||
dest.Cpu.Recompiler.vuSignOverflow = (clampMode >= 3);
|
||||
gf++;
|
||||
}
|
||||
//if (game.keyExists("vuClampMode"))
|
||||
//{
|
||||
// int clampMode = game.getInt("vuClampMode");
|
||||
// PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
|
||||
// dest.Cpu.Recompiler.vuOverflow = (clampMode >= 1);
|
||||
// dest.Cpu.Recompiler.vuExtraOverflow = (clampMode >= 2);
|
||||
// dest.Cpu.Recompiler.vuSignOverflow = (clampMode >= 3);
|
||||
// gf++;
|
||||
//}
|
||||
|
||||
|
||||
if (game.keyExists("mvuFlagSpeedHack"))
|
||||
{
|
||||
bool vuFlagHack = game.getInt("mvuFlagSpeedHack") ? 1 : 0;
|
||||
PatchesCon->WriteLn("(GameDB) Changing mVU flag speed hack [mode=%d]", vuFlagHack);
|
||||
dest.Speedhacks.vuFlagHack = vuFlagHack;
|
||||
gf++;
|
||||
}
|
||||
//if (game.keyExists("mvuFlagSpeedHack"))
|
||||
//{
|
||||
// bool vuFlagHack = game.getInt("mvuFlagSpeedHack") ? 1 : 0;
|
||||
// PatchesCon->WriteLn("(GameDB) Changing mVU flag speed hack [mode=%d]", vuFlagHack);
|
||||
// dest.Speedhacks.vuFlagHack = vuFlagHack;
|
||||
// gf++;
|
||||
//}
|
||||
|
||||
if (game.keyExists("InstantVU1SpeedHack"))
|
||||
{
|
||||
bool vu1InstantHack = game.getInt("InstantVU1SpeedHack") ? 1 : 0;
|
||||
PatchesCon->WriteLn("(GameDB) Changing Instant VU1 speedhack [mode=%d]", vu1InstantHack);
|
||||
dest.Speedhacks.vu1Instant = vu1InstantHack;
|
||||
gf++;
|
||||
}
|
||||
//if (game.keyExists("InstantVU1SpeedHack"))
|
||||
//{
|
||||
// bool vu1InstantHack = game.getInt("InstantVU1SpeedHack") ? 1 : 0;
|
||||
// PatchesCon->WriteLn("(GameDB) Changing Instant VU1 speedhack [mode=%d]", vu1InstantHack);
|
||||
// dest.Speedhacks.vu1Instant = vu1InstantHack;
|
||||
// gf++;
|
||||
//}
|
||||
|
||||
for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; ++id)
|
||||
{
|
||||
wxString key(EnumToString(id));
|
||||
key += L"Hack";
|
||||
//for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; ++id)
|
||||
//{
|
||||
// wxString key(EnumToString(id));
|
||||
// key += L"Hack";
|
||||
|
||||
if (game.keyExists(key))
|
||||
{
|
||||
bool enableIt = game.getBool(key);
|
||||
dest.Gamefixes.Set(id, enableIt);
|
||||
PatchesCon->WriteLn(L"(GameDB) %s Gamefix: " + key, enableIt ? L"Enabled" : L"Disabled");
|
||||
gf++;
|
||||
// if (game.keyExists(key))
|
||||
// {
|
||||
// bool enableIt = game.getBool(key);
|
||||
// dest.Gamefixes.Set(id, enableIt);
|
||||
// PatchesCon->WriteLn(L"(GameDB) %s Gamefix: " + key, enableIt ? L"Enabled" : L"Disabled");
|
||||
// gf++;
|
||||
|
||||
// The LUT is only used for 1 game so we allocate it only when the gamefix is enabled (save 4MB)
|
||||
if (id == Fix_GoemonTlbMiss && enableIt)
|
||||
vtlb_Alloc_Ppmap();
|
||||
}
|
||||
}
|
||||
// // The LUT is only used for 1 game so we allocate it only when the gamefix is enabled (save 4MB)
|
||||
// if (id == Fix_GoemonTlbMiss && enableIt)
|
||||
// vtlb_Alloc_Ppmap();
|
||||
// }
|
||||
//}
|
||||
|
||||
return gf;
|
||||
//return gf;
|
||||
}
|
||||
|
||||
// Used to track the current game serial/id, and used to disable verbose logging of
|
||||
|
@ -432,14 +432,13 @@ static void _ApplySettings(const Pcsx2Config& src, Pcsx2Config& fixup)
|
|||
{
|
||||
if (IGameDatabase* GameDB = AppHost_GetGameDatabase())
|
||||
{
|
||||
Game_Data game;
|
||||
if (GameDB->findGame(game, curGameKey))
|
||||
GameDatabaseSchema::GameEntry game = GameDB->findGame(std::string(curGameKey));
|
||||
if (game.isValid)
|
||||
{
|
||||
int compat = game.getInt("Compat");
|
||||
gameName = game.getString("Name");
|
||||
gameName += L" (" + game.getString("Region") + L")";
|
||||
gameCompat = L" [Status = " + compatToStringWX(compat) + L"]";
|
||||
gameMemCardFilter = game.getString("MemCardFilter");
|
||||
gameName = game.name;
|
||||
gameName += L" (" + game.region + L")";
|
||||
gameCompat = L" [Status = " + compatToStringWX(game.compat) + L"]";
|
||||
gameMemCardFilter = game.memcardFiltersAsString();
|
||||
}
|
||||
|
||||
if (fixup.EnablePatches)
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2020 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
|
@ -14,128 +14,22 @@
|
|||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
|
||||
#include "App.h"
|
||||
#include "AppGameDatabase.h"
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "App.h"
|
||||
#include "AppGameDatabase.h"
|
||||
#include <wx/stdpaths.h>
|
||||
#include "fmt/core.h"
|
||||
|
||||
class DBLoaderHelper
|
||||
// TODO - check that this is being threaded properly, remove from
|
||||
AppGameDatabase& AppGameDatabase::LoadFromFile(const wxString& _file)
|
||||
{
|
||||
DeclareNoncopyableObject( DBLoaderHelper );
|
||||
// TODO - config - kill this with fire with std::filesystem
|
||||
|
||||
protected:
|
||||
IGameDatabase& m_gamedb;
|
||||
wxInputStream& m_reader;
|
||||
|
||||
// temp areas used as buffers for accelerated loading of database content. These strings are
|
||||
// allocated and grown only once, and then reused for the duration of the database loading
|
||||
// process; saving thousands of heapp allocation operations.
|
||||
|
||||
wxString m_dest;
|
||||
std::string m_intermediate;
|
||||
|
||||
key_pair m_keyPair;
|
||||
|
||||
public:
|
||||
DBLoaderHelper( wxInputStream& reader, IGameDatabase& db )
|
||||
: m_gamedb(db)
|
||||
, m_reader(reader)
|
||||
{
|
||||
}
|
||||
|
||||
void ReadGames();
|
||||
|
||||
protected:
|
||||
void doError(const wxString& msg);
|
||||
bool extractMultiLine();
|
||||
void extract();
|
||||
};
|
||||
|
||||
void DBLoaderHelper::doError(const wxString& msg) {
|
||||
Console.Error(msg);
|
||||
m_keyPair.Clear();
|
||||
}
|
||||
|
||||
// Multiline Sections are in the form of:
|
||||
//
|
||||
// [section=value]
|
||||
// content
|
||||
// content
|
||||
// [/section]
|
||||
//
|
||||
// ... where the =value part is OPTIONAL.
|
||||
bool DBLoaderHelper::extractMultiLine() {
|
||||
|
||||
if (m_dest[0] != L'[') return false; // All multiline sections begin with a '['!
|
||||
|
||||
if (!m_dest.EndsWith(L"]")) {
|
||||
doError("GameDatabase: Malformed section start tag: " + m_dest);
|
||||
return false;
|
||||
}
|
||||
|
||||
m_keyPair.key = m_dest;
|
||||
|
||||
// Use Mid() to strip off the left and right side brackets.
|
||||
wxString midLine(m_dest.Mid(1, m_dest.Length()-2));
|
||||
wxString lvalue(midLine.BeforeFirst(L'=').Trim(true).Trim(false));
|
||||
wxString rvalue(midLine.AfterFirst(L'=').Trim(true).Trim(false));
|
||||
|
||||
wxString key = '[' + lvalue + (rvalue.empty() ? "" : " = ") + rvalue + ']';
|
||||
if (key != m_keyPair.key)
|
||||
Console.Warning("GameDB: Badly formatted section start tag.\nActual: " + m_keyPair.key + "\nExpected: " + key);
|
||||
|
||||
wxString endString;
|
||||
endString.Printf( L"[/%s]", lvalue.c_str() );
|
||||
|
||||
while(!m_reader.Eof()) {
|
||||
pxReadLine( m_reader, m_dest, m_intermediate );
|
||||
// Abort if the closing tag is missing/incorrect so subsequent database entries aren't affected.
|
||||
if (m_dest == "---------------------------------------------")
|
||||
break;
|
||||
if (m_dest.CmpNoCase(endString) == 0)
|
||||
return true;
|
||||
m_keyPair.value += m_dest + L"\n";
|
||||
}
|
||||
doError("GameDatabase: Missing or incorrect section end tag:\n" + m_keyPair.key + "\n" + m_keyPair.value);
|
||||
return true;
|
||||
}
|
||||
|
||||
void DBLoaderHelper::extract() {
|
||||
|
||||
if( !pxParseAssignmentString( m_dest, m_keyPair.key, m_keyPair.value ) ) return;
|
||||
if( m_keyPair.value.IsEmpty() ) doError("GameDatabase: Bad file data: " + m_dest);
|
||||
}
|
||||
|
||||
void DBLoaderHelper::ReadGames()
|
||||
{
|
||||
Game_Data* game = NULL;
|
||||
|
||||
while(!m_reader.Eof()) { // Fill game data, find new game, repeat...
|
||||
pthread_testcancel();
|
||||
pxReadLine(m_reader, m_dest, m_intermediate);
|
||||
m_dest.Trim(true).Trim(false);
|
||||
if( m_dest.IsEmpty() ) continue;
|
||||
|
||||
m_keyPair.Clear();
|
||||
if (!extractMultiLine()) extract();
|
||||
|
||||
if (!m_keyPair.IsOk()) continue;
|
||||
if (m_keyPair.CompareKey(m_gamedb.getBaseKey())) {
|
||||
game = m_gamedb.createNewGame(m_keyPair.value);
|
||||
continue;
|
||||
}
|
||||
|
||||
game->writeString( m_keyPair.key, m_keyPair.value );
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// AppGameDatabase (implementations)
|
||||
// --------------------------------------------------------------------------------------
|
||||
|
||||
AppGameDatabase& AppGameDatabase::LoadFromFile(const wxString& _file, const wxString& key )
|
||||
{
|
||||
wxString file(_file);
|
||||
if( wxFileName(file).IsRelative() )
|
||||
if (wxFileName(file).IsRelative())
|
||||
{
|
||||
// InstallFolder is the preferred base directory for the DB file, but the registry can point to previous
|
||||
// installs if uninstall wasn't done properly.
|
||||
|
@ -148,42 +42,40 @@ AppGameDatabase& AppGameDatabase::LoadFromFile(const wxString& _file, const wxSt
|
|||
|
||||
//wxDirName dir = InstallFolder;
|
||||
wxDirName dir = (wxDirName)wxFileName(wxStandardPaths::Get().GetExecutablePath()).GetPath();
|
||||
file = ( dir + file ).GetFullPath();
|
||||
file = (dir + file).GetFullPath();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (!wxFileExists(file))
|
||||
{
|
||||
Console.Error(L"(GameDB) Database Not Found! [%s]", WX_STR(file));
|
||||
return *this;
|
||||
}
|
||||
|
||||
wxFFileInputStream reader( file );
|
||||
u64 qpc_Start = GetCPUTicks();
|
||||
YamlGameDatabaseImpl gameDb = YamlGameDatabaseImpl();
|
||||
|
||||
if (!reader.IsOk())
|
||||
// TODO - thread the load!
|
||||
if (!gameDb.initDatabase(std::string(file)))
|
||||
{
|
||||
//throw Exception::FileNotFound( file );
|
||||
Console.Error(L"(GameDB) Could not access file (permission denied?) [%s]", WX_STR(file));
|
||||
Console.Error(L"(GameDB) Database could not be loaded successfully");
|
||||
return *this;
|
||||
}
|
||||
|
||||
DBLoaderHelper loader( reader, *this );
|
||||
|
||||
u64 qpc_Start = GetCPUTicks();
|
||||
loader.ReadGames();
|
||||
u64 qpc_end = GetCPUTicks();
|
||||
|
||||
Console.WriteLn( "(GameDB) %d games on record (loaded in %ums)",
|
||||
gHash.size(), (u32)(((qpc_end-qpc_Start)*1000) / GetTickFrequency()) );
|
||||
Console.WriteLn(fmt::format("(GameDB) {} games on record (loaded in {}ms)", gameDb.numGames(),
|
||||
(u32)(((qpc_end - qpc_Start) * 1000) / GetTickFrequency())));
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
AppGameDatabase* Pcsx2App::GetGameDatabase()
|
||||
{
|
||||
pxAppResources& res( GetResourceCache() );
|
||||
pxAppResources& res(GetResourceCache());
|
||||
|
||||
ScopedLock lock( m_mtx_LoadingGameDB );
|
||||
if( !res.GameDB )
|
||||
ScopedLock lock(m_mtx_LoadingGameDB);
|
||||
if (!res.GameDB)
|
||||
{
|
||||
res.GameDB = std::make_unique<AppGameDatabase>();
|
||||
res.GameDB->LoadFromFile();
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2020 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
|
@ -17,50 +17,39 @@
|
|||
|
||||
#include "GameDatabase.h"
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// AppGameDatabase
|
||||
// --------------------------------------------------------------------------------------
|
||||
// This class extends BaseGameDatabase_Impl and provides interfaces for loading and saving
|
||||
// the text-formatted game database.
|
||||
//
|
||||
// Example:
|
||||
// ---------------------------------------------
|
||||
// Serial = SLUS-20486
|
||||
// Name = Marvel vs. Capcom 2
|
||||
// Region = NTSC-U
|
||||
// ---------------------------------------------
|
||||
//
|
||||
// [-- separators are a standard part of the formatting]
|
||||
//
|
||||
|
||||
// To Load this game data, use "Serial" as the initial Key
|
||||
// then specify "SLUS-20486" as the value in the constructor.
|
||||
// After the constructor loads the game data, you can use the
|
||||
// GameDatabase class's methods to get the other key's values.
|
||||
// Such as dbLoader.getString("Region") returns "NTSC-U"
|
||||
|
||||
class AppGameDatabase : public BaseGameDatabaseImpl
|
||||
class AppGameDatabase : public YamlGameDatabaseImpl
|
||||
{
|
||||
public:
|
||||
AppGameDatabase() {}
|
||||
virtual ~AppGameDatabase() {
|
||||
try {
|
||||
Console.WriteLn( "(GameDB) Unloading..." );
|
||||
virtual ~AppGameDatabase()
|
||||
{
|
||||
try
|
||||
{
|
||||
Console.WriteLn("(GameDB) Unloading...");
|
||||
}
|
||||
DESTRUCTOR_CATCHALL
|
||||
}
|
||||
|
||||
AppGameDatabase& LoadFromFile(const wxString& file = Path::Combine( PathDefs::GetProgramDataDir(), wxFileName(L"GameIndex.dbf") ), const wxString& key = L"Serial" );
|
||||
AppGameDatabase& LoadFromFile(const wxString& file = Path::Combine(PathDefs::GetProgramDataDir(), wxFileName(L"GameIndex.yaml")));
|
||||
};
|
||||
|
||||
static wxString compatToStringWX(int compat) {
|
||||
switch (compat) {
|
||||
case 6: return L"Perfect";
|
||||
case 5: return L"Playable";
|
||||
case 4: return L"In-Game";
|
||||
case 3: return L"Menu";
|
||||
case 2: return L"Intro";
|
||||
case 1: return L"Nothing";
|
||||
default: return L"Unknown";
|
||||
static wxString compatToStringWX(GameDatabaseSchema::Compatibility compat)
|
||||
{
|
||||
switch (compat)
|
||||
{
|
||||
case GameDatabaseSchema::Compatibility::Perfect:
|
||||
return L"Perfect";
|
||||
case GameDatabaseSchema::Compatibility::Playable:
|
||||
return L"Playable";
|
||||
case GameDatabaseSchema::Compatibility::InGame:
|
||||
return L"In-Game";
|
||||
case GameDatabaseSchema::Compatibility::Menu:
|
||||
return L"Menu";
|
||||
case GameDatabaseSchema::Compatibility::Intro:
|
||||
return L"Intro";
|
||||
case GameDatabaseSchema::Compatibility::Nothing:
|
||||
return L"Nothing";
|
||||
default:
|
||||
return L"Unknown";
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue