mirror of https://github.com/PCSX2/pcsx2.git
GameDB: Beef up the validation and finish refactor
GameDB: Regenerate with current master's file
This commit is contained in:
parent
9fa484dbab
commit
df1a8e8667
2988
bin/GameIndex.yaml
2988
bin/GameIndex.yaml
File diff suppressed because it is too large
Load Diff
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@ -35,13 +35,10 @@ std::string GameDatabaseSchema::GameEntry::memcardFiltersAsString()
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return filters;
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}
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/// TODO - the following helper functions can realistically be put in some sort of general yaml utility library
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// TODO - might be a way to condense this with templates? get it working first
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std::string YamlGameDatabaseImpl::safeGetString(const YAML::Node& n, std::string key, std::string def)
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{
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if (!n[key])
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return def;
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// TODO - test this safety consideration (parse a value that isn't actually a string
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return n[key].as<std::string>();
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}
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@ -49,7 +46,6 @@ int YamlGameDatabaseImpl::safeGetInt(const YAML::Node& n, std::string key, int d
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{
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if (!n[key])
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return def;
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// TODO - test this safety consideration (parse a value that isn't actually an int
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return n[key].as<int>();
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}
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@ -57,25 +53,65 @@ std::vector<std::string> YamlGameDatabaseImpl::safeGetStringList(const YAML::Nod
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{
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if (!n[key])
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return def;
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// TODO - test this safety consideration (parse a value that isn't actually a string
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return n[key].as<std::vector<std::string>>();
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}
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GameDatabaseSchema::GameEntry YamlGameDatabaseImpl::entryFromYaml(const YAML::Node& node)
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GameDatabaseSchema::GameEntry YamlGameDatabaseImpl::entryFromYaml(const std::string serial, const YAML::Node& node)
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{
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GameDatabaseSchema::GameEntry entry;
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GameDatabaseSchema::GameEntry gameEntry;
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try
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{
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entry.name = safeGetString(node, "name");
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entry.region = safeGetString(node, "region");
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entry.compat = static_cast<GameDatabaseSchema::Compatibility>(safeGetInt(node, "compat"));
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entry.eeRoundMode = static_cast<GameDatabaseSchema::RoundMode>(safeGetInt(node, "eeRoundMode"));
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entry.vuRoundMode = static_cast<GameDatabaseSchema::RoundMode>(safeGetInt(node, "vuRoundMode"));
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entry.eeClampMode = static_cast<GameDatabaseSchema::ClampMode>(safeGetInt(node, "eeClampMode"));
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entry.vuClampMode = static_cast<GameDatabaseSchema::ClampMode>(safeGetInt(node, "vuClampMode"));
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entry.gameFixes = safeGetStringList(node, "gameFixes");
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entry.speedHacks = safeGetStringList(node, "speedHacks");
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entry.memcardFilters = safeGetStringList(node, "memcardFilters");
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gameEntry.name = safeGetString(node, "name");
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gameEntry.region = safeGetString(node, "region");
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gameEntry.compat = static_cast<GameDatabaseSchema::Compatibility>(safeGetInt(node, "compat"));
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gameEntry.eeRoundMode = static_cast<GameDatabaseSchema::RoundMode>(safeGetInt(node, "eeRoundMode"));
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gameEntry.vuRoundMode = static_cast<GameDatabaseSchema::RoundMode>(safeGetInt(node, "vuRoundMode"));
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gameEntry.eeClampMode = static_cast<GameDatabaseSchema::ClampMode>(safeGetInt(node, "eeClampMode"));
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gameEntry.vuClampMode = static_cast<GameDatabaseSchema::ClampMode>(safeGetInt(node, "vuClampMode"));
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// Validate game fixes, invalid ones will be dropped!
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for (std::string fix : gameEntry.gameFixes)
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{
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std::vector<std::string> rawFixes = safeGetStringList(node, "gameFixes");
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bool fixValidated = false;
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for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; ++id)
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{
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std::string validFix = wxString(EnumToString(id)) + L"Hack";
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if (validFix == fix)
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{
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fixValidated = true;
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break;
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}
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}
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if (fixValidated)
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{
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gameEntry.gameFixes.push_back(fix);
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}
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else
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{
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Console.Error("[GameDB] Invalid gamefix: '%s', specified for serial: '%s'. Dropping!", fix, serial);
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}
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}
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if (YAML::Node speedHacksNode = node["speedHacks"])
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{
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for (YAML::const_iterator entry = speedHacksNode.begin(); entry != speedHacksNode.end(); entry++)
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{
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// Validate speedhacks, invalid ones will be skipped!
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std::string speedHack = entry->first.as<std::string>();
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// NOTE - currently only 1 speedhack!
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if (speedHack != "mvuFlagSpeedHack")
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{
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Console.Error("[GameDB] Invalid speedhack: '%s', specified for serial: '%s'. Dropping!", speedHack, serial);
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continue;
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}
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gameEntry.speedHacks[speedHack] = entry->second.as<int>();
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}
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}
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gameEntry.memcardFilters = safeGetStringList(node, "memcardFilters");
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if (YAML::Node patches = node["patches"])
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{
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@ -83,18 +119,19 @@ GameDatabaseSchema::GameEntry YamlGameDatabaseImpl::entryFromYaml(const YAML::No
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{
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YAML::Node key = it->first;
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YAML::Node val = it->second;
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GameDatabaseSchema::PatchCollection patchCol;
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GameDatabaseSchema::Patch patchCol;
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patchCol.author = safeGetString(val, "author");
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patchCol.patchLines = safeGetStringList(val, "patchLines");
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entry.patches[key.as<std::string>()] = patchCol;
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gameEntry.patches[key.as<std::string>()] = patchCol;
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}
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}
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}
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catch (std::exception& e)
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catch (YAML::RepresentationException e)
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{
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entry.isValid = false;
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Console.Error("[GameDB] Invalid GameDB syntax detected on serial: '%s'. Error Details - %s", serial, e.what());
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gameEntry.isValid = false;
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}
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return entry;
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return gameEntry;
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}
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GameDatabaseSchema::GameEntry YamlGameDatabaseImpl::findGame(const std::string serial)
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@ -112,30 +149,33 @@ int YamlGameDatabaseImpl::numGames()
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return gameDb.size();
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}
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// yaml-cpp definitely takes longer to parse this giant file, but the library feels more mature
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// rapidyaml exists and I have it mostly setup in another branch which could be easily dropped in as a replacement if needed
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//
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// the problem i ran into with rapidyaml is there is a lack of usage/documentation as it's new
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// and i didn't like the default way it handles exceptions (seemed to be configurable, but i didn't have much luck)
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bool YamlGameDatabaseImpl::initDatabase(const std::string filePath)
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{
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try
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{
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// yaml-cpp has memory leak issues, convert to a map and throw it away!
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// yaml-cpp has memory leak issues if you persist and modify a YAML::Node
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// convert to a map and throw it away instead!
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YAML::Node data = YAML::LoadFile(filePath);
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for (YAML::const_iterator entry = data.begin(); entry != data.end(); entry++)
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{
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// TODO - helper function to throw an error gracefully if an entry is malformed
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std::string serial = entry->first.as<std::string>();
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gameDb[serial] = entryFromYaml(entry->second);
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// we don't want to throw away the entire GameDB file if a single entry is made, but we do
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// want to yell about it so it can be corrected
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try
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{
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std::string serial = entry->first.as<std::string>();
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gameDb[serial] = entryFromYaml(serial, entry->second);
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}
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catch (YAML::RepresentationException e)
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{
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Console.Error("[GameDB] Invalid GameDB syntax detected. Error Details - %s", e.what());
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}
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}
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}
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catch (const std::exception& e)
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{
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// TODO - error log
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Console.Error("Error occured when initializing GameDB: %s", e.what());
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return false;
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}
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return true;
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}
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}
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@ -17,13 +17,6 @@
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#include "yaml-cpp/yaml.h"
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// TODO - config - is this still required? not needed on our integration branch
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// _Target_ is defined by R300A.h and R5900.h and the definition leaks to here.
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// The problem, at least with Visual Studio 2019 on Windows,
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// is that unordered_map includes xhash which uses _Target_ as a template
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// parameter. Unless we undef it here, the build breaks with a cryptic error message.
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#undef _Target_
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#include <unordered_map>
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#include <vector>
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#include <string>
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@ -47,6 +40,7 @@ public:
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enum class RoundMode
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{
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Undefined = -1,
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Nearest = 0,
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NegativeInfinity,
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PositiveInfinity,
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@ -55,41 +49,14 @@ public:
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enum class ClampMode
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{
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Undefined = -1,
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Disabled = 0,
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Normal,
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Extra,
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Full
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};
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// No point in using enums because i need to convert from a string then
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// left here incase i turn these into lists to validate against
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/*enum class GameFix
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{
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VuAddSubHack = 0,
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FpuCompareHack,
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FpuMulHack,
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FpuNegDivHack,
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XgKickHack,
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IPUWaitHack,
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EETimingHack,
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SkipMPEGHack,
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OPHFLagHack,
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DMABusyHack,
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VIFFIFOHack,
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VIF1StallHack,
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GIFFIFOHack,
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FMVinSoftwareHack,
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ScarfaceIbitHack,
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CrashTagTeamRacingIbit,
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VU0KickstartHack,
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};
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enum class SpeedHacks
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{
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mvuFlagSpeedHack = 0
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};*/
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struct PatchCollection
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struct Patch
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{
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std::string author;
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std::vector<std::string> patchLines;
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@ -101,14 +68,14 @@ public:
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std::string name;
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std::string region;
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Compatibility compat = Compatibility::Unknown;
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RoundMode eeRoundMode = RoundMode::Nearest;
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RoundMode vuRoundMode = RoundMode::Nearest;
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ClampMode eeClampMode = ClampMode::Disabled;
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ClampMode vuClampMode = ClampMode::Disabled;
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RoundMode eeRoundMode = RoundMode::Undefined;
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RoundMode vuRoundMode = RoundMode::Undefined;
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ClampMode eeClampMode = ClampMode::Undefined;
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ClampMode vuClampMode = ClampMode::Undefined;
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std::vector<std::string> gameFixes;
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std::vector<std::string> speedHacks;
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std::unordered_map<std::string, int> speedHacks;
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std::vector<std::string> memcardFilters;
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std::unordered_map<std::string, PatchCollection> patches;
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std::unordered_map<std::string, Patch> patches;
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std::string memcardFiltersAsString();
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};
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@ -131,12 +98,12 @@ public:
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private:
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std::unordered_map<std::string, GameDatabaseSchema::GameEntry> gameDb;
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GameDatabaseSchema::GameEntry entryFromYaml(const YAML::Node& node);
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GameDatabaseSchema::GameEntry entryFromYaml(const std::string serial, const YAML::Node& node);
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// TODO move these into a generic library
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// TODO - config - move these into a generic library
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std::string safeGetString(const YAML::Node& n, std::string key, std::string def = "");
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int safeGetInt(const YAML::Node& n, std::string key, int def = 0);
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std::vector<std::string> safeGetStringList(const YAML::Node& n, std::string key, std::vector<std::string> def = {});
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};
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extern IGameDatabase* AppHost_GetGameDatabase();
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extern IGameDatabase* AppHost_GetGameDatabase();
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@ -245,91 +245,89 @@ void AppCoreThread::OnPauseDebug()
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// Returns number of gamefixes set
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static int loadGameSettings(Pcsx2Config& dest, const GameDatabaseSchema::GameEntry& game)
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{
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//if (!game.IsOk())
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// return 0;
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if (!game.isValid)
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return 0;
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//int gf = 0;
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int gf = 0;
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//if (game.keyExists("eeRoundMode"))
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//{
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// SSE_RoundMode eeRM = (SSE_RoundMode)game.getInt("eeRoundMode");
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// if (EnumIsValid(eeRM))
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// {
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// PatchesCon->WriteLn("(GameDB) Changing EE/FPU roundmode to %d [%s]", eeRM, EnumToString(eeRM));
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// dest.Cpu.sseMXCSR.SetRoundMode(eeRM);
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// ++gf;
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// }
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//}
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if (game.eeRoundMode != GameDatabaseSchema::RoundMode::Undefined)
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{
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SSE_RoundMode eeRM = (SSE_RoundMode)enum_cast(game.eeRoundMode);
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if (EnumIsValid(eeRM))
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{
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PatchesCon->WriteLn("(GameDB) Changing EE/FPU roundmode to %d [%s]", eeRM, EnumToString(eeRM));
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dest.Cpu.sseMXCSR.SetRoundMode(eeRM);
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gf++;
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}
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}
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//if (game.keyExists("vuRoundMode"))
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//{
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// SSE_RoundMode vuRM = (SSE_RoundMode)game.getInt("vuRoundMode");
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// if (EnumIsValid(vuRM))
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// {
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// PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 roundmode to %d [%s]", vuRM, EnumToString(vuRM));
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// dest.Cpu.sseVUMXCSR.SetRoundMode(vuRM);
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// ++gf;
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// }
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//}
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if (game.vuRoundMode != GameDatabaseSchema::RoundMode::Undefined)
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{
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SSE_RoundMode vuRM = (SSE_RoundMode)enum_cast(game.vuRoundMode);
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if (EnumIsValid(vuRM))
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{
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PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 roundmode to %d [%s]", vuRM, EnumToString(vuRM));
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dest.Cpu.sseVUMXCSR.SetRoundMode(vuRM);
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gf++;
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}
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}
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//if (game.keyExists("eeClampMode"))
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//{
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// int clampMode = game.getInt("eeClampMode");
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// PatchesCon->WriteLn("(GameDB) Changing EE/FPU clamp mode [mode=%d]", clampMode);
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// dest.Cpu.Recompiler.fpuOverflow = (clampMode >= 1);
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// dest.Cpu.Recompiler.fpuExtraOverflow = (clampMode >= 2);
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// dest.Cpu.Recompiler.fpuFullMode = (clampMode >= 3);
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// gf++;
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//}
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if (game.eeClampMode != GameDatabaseSchema::ClampMode::Undefined)
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{
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int clampMode = enum_cast(game.eeClampMode);
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PatchesCon->WriteLn("(GameDB) Changing EE/FPU clamp mode [mode=%d]", clampMode);
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dest.Cpu.Recompiler.fpuOverflow = (clampMode >= 1);
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dest.Cpu.Recompiler.fpuExtraOverflow = (clampMode >= 2);
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dest.Cpu.Recompiler.fpuFullMode = (clampMode >= 3);
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gf++;
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}
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//if (game.keyExists("vuClampMode"))
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//{
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// int clampMode = game.getInt("vuClampMode");
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// PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
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// dest.Cpu.Recompiler.vuOverflow = (clampMode >= 1);
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// dest.Cpu.Recompiler.vuExtraOverflow = (clampMode >= 2);
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// dest.Cpu.Recompiler.vuSignOverflow = (clampMode >= 3);
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// gf++;
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//}
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if (game.vuClampMode != GameDatabaseSchema::ClampMode::Undefined)
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{
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int clampMode = enum_cast(game.vuClampMode);
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PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
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dest.Cpu.Recompiler.vuOverflow = (clampMode >= 1);
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dest.Cpu.Recompiler.vuExtraOverflow = (clampMode >= 2);
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dest.Cpu.Recompiler.vuSignOverflow = (clampMode >= 3);
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gf++;
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}
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if (game.speedHacks.count("mvuFlagSpeedHack") == 1)
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{
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bool vuFlagHack = game.speedHacks.at("mvuFlagSpeedHack") ? 1 : 0;
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PatchesCon->WriteLn("(GameDB) Changing mVU flag speed hack [mode=%d]", vuFlagHack);
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dest.Speedhacks.vuFlagHack = vuFlagHack;
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gf++;
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}
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//if (game.keyExists("mvuFlagSpeedHack"))
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//{
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// bool vuFlagHack = game.getInt("mvuFlagSpeedHack") ? 1 : 0;
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// PatchesCon->WriteLn("(GameDB) Changing mVU flag speed hack [mode=%d]", vuFlagHack);
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// dest.Speedhacks.vuFlagHack = vuFlagHack;
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// gf++;
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//}
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if (game.keyExists("InstantVU1SpeedHack"))
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{
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bool vu1InstantHack = game.getInt("InstantVU1SpeedHack") ? 1 : 0;
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PatchesCon->WriteLn("(GameDB) Changing Instant VU1 speedhack [mode=%d]", vu1InstantHack);
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dest.Speedhacks.vu1Instant = vu1InstantHack;
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gf++;
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}
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//if (game.keyExists("InstantVU1SpeedHack"))
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//{
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// bool vu1InstantHack = game.getInt("InstantVU1SpeedHack") ? 1 : 0;
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// PatchesCon->WriteLn("(GameDB) Changing Instant VU1 speedhack [mode=%d]", vu1InstantHack);
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// dest.Speedhacks.vu1Instant = vu1InstantHack;
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// gf++;
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//}
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// TODO - config - this could be simplified with maps instead of bitfields and enums
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for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; ++id)
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{
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std::string key = wxString(EnumToString(id)) + L"Hack";
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//for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; ++id)
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//{
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// wxString key(EnumToString(id));
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// key += L"Hack";
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// Gamefixes are already guaranteed to be valid, any invalid ones are dropped
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if (std::find(game.gameFixes.begin(), game.gameFixes.end(), key) != game.gameFixes.end())
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{
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// if the fix is present, it is said to be enabled
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dest.Gamefixes.Set(id, true);
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PatchesCon->WriteLn(L"(GameDB) Enabled Gamefix: " + key);
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gf++;
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// if (game.keyExists(key))
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// {
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// bool enableIt = game.getBool(key);
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// 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 && true)
|
||||
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 0;
|
||||
return gf;
|
||||
}
|
||||
|
||||
// Used to track the current game serial/id, and used to disable verbose logging of
|
||||
|
|
Loading…
Reference in New Issue