pcsx2/pcsx2/SaveState.h

366 lines
9.1 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 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-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <deque>
#include <memory>
#include <vector>
#include "System.h"
#include "common/Assertions.h"
class Error;
enum class FreezeAction
{
Load,
Save,
Size,
};
// Savestate Versioning!
// NOTICE: When updating g_SaveVersion, please make sure you add the following line to your commit message somewhere:
// [SAVEVERSION+]
// This informs the auto updater that the users savestates will be invalidated.
static const u32 g_SaveVersion = (0x9A3F << 16) | 0x0000;
// the freezing data between submodules and core
// an interesting thing to note is that this dates back from before plugin
// merges and was used to pass data between plugins and cores, although the
// struct was system dependant as the size of int differs between systems, thus
// subsystems making use of freezeData, like GSDump and save states aren't
// necessarily portable; we might want to investigate this in the future -- govanify
struct freezeData
{
int size;
u8* data;
};
struct SaveStateScreenshotData
{
u32 width;
u32 height;
std::vector<u32> pixels;
};
class ArchiveEntryList;
// Wrappers to generate a save state compatible across all frontends.
// These functions assume that the caller has paused the core thread.
extern std::unique_ptr<ArchiveEntryList> SaveState_DownloadState(Error* error);
extern std::unique_ptr<SaveStateScreenshotData> SaveState_SaveScreenshot();
extern bool SaveState_ZipToDisk(std::unique_ptr<ArchiveEntryList> srclist, std::unique_ptr<SaveStateScreenshotData> screenshot, const char* filename);
extern bool SaveState_ReadScreenshot(const std::string& filename, u32* out_width, u32* out_height, std::vector<u32>* out_pixels);
extern bool SaveState_UnzipFromDisk(const std::string& filename, Error* error);
// --------------------------------------------------------------------------------------
// SaveStateBase class
// --------------------------------------------------------------------------------------
// Provides the base API for both loading and saving savestates. Normally you'll want to
// use one of the four "functional" derived classes rather than this class directly: gzLoadingState, gzSavingState (gzipped disk-saved
// states), and memLoadingState, memSavingState (uncompressed memory states).
class SaveStateBase
{
public:
using VmStateBuffer = std::vector<u8>;
protected:
VmStateBuffer& m_memory;
u32 m_version = 0; // version of the savestate being loaded.
int m_idx = 0; // current read/write index of the allocation
bool m_error = false; // error occurred while reading/writing
public:
SaveStateBase(VmStateBuffer& memblock);
virtual ~SaveStateBase() = default;
__fi bool HasError() const { return m_error; }
__fi bool IsOkay() const { return !m_error; }
// Gets the version of savestate that this object is acting on.
// The version refers to the low 16 bits only (high 16 bits classifies Pcsx2 build types)
u32 GetVersion() const
{
return (m_version & 0xffff);
}
bool FreezeBios();
bool FreezeInternals();
// Loads or saves an arbitrary data type. Usable on atomic types, structs, and arrays.
// For dynamically allocated pointers use FreezeMem instead.
template<typename T>
void Freeze( T& data )
{
FreezeMem( const_cast<void*>((void*)&data), sizeof( T ) );
}
// FreezeLegacy can be used to load structures short of their full size, which is
// useful for loading structures that have had new stuff added since a previous version.
template<typename T>
void FreezeLegacy( T& data, int sizeOfNewStuff )
{
FreezeMem( &data, sizeof( T ) - sizeOfNewStuff );
}
void PrepBlock( int size );
template <typename T>
void FreezeDeque(std::deque<T>& q)
{
// overwritten when loading
u32 count = static_cast<u32>(q.size());
Freeze(count);
// have to use a temp array, because deque doesn't have a contiguous block of memory
std::unique_ptr<T[]> temp;
if (count > 0)
{
temp = std::make_unique<T[]>(count);
if (IsSaving())
{
u32 pos = 0;
for (const T& it : q)
temp[pos++] = it;
}
FreezeMem(temp.get(), static_cast<int>(sizeof(T) * count));
}
if (IsLoading())
{
q.clear();
for (u32 i = 0; i < count; i++)
q.push_back(temp[i]);
}
}
void FreezeString(std::string& s)
{
// overwritten when loading
u32 length = static_cast<u32>(s.length());
Freeze(length);
if (IsLoading())
s.resize(length);
FreezeMem(s.data(), length);
}
uint GetCurrentPos() const
{
return m_idx;
}
u8* GetBlockPtr()
{
return &m_memory[m_idx];
}
void CommitBlock( int size )
{
m_idx += size;
}
// Freezes an identifier value into the savestate for troubleshooting purposes.
// Identifiers can be used to determine where in a savestate that data has become
// skewed (if the value does not match then the error occurs somewhere prior to that
// position).
bool FreezeTag( const char* src );
// Returns true if this object is a StateLoading type object.
bool IsLoading() const { return !IsSaving(); }
// Loads or saves a memory block.
virtual void FreezeMem( void* data, int size )=0;
// Returns true if this object is a StateSaving type object.
virtual bool IsSaving() const=0;
public:
// note: gsFreeze() needs to be public because of the GSState recorder.
bool gsFreeze();
protected:
bool vmFreeze();
bool mtvuFreeze();
bool rcntFreeze();
bool vuMicroFreeze();
bool vuJITFreeze();
bool vif0Freeze();
bool vif1Freeze();
bool sifFreeze();
bool ipuFreeze();
bool ipuDmaFreeze();
bool gifFreeze();
bool gifDmaFreeze();
bool gifPathFreeze(u32 path); // called by gifFreeze()
bool sprFreeze();
bool sioFreeze();
bool cdrFreeze();
bool cdvdFreeze();
bool psxRcntFreeze();
bool deci2Freeze();
// Save or load PCSX2's global frame counter (g_FrameCount) along with each savestate
//
// This is to prevent any inaccuracy issues caused by having a different
// internal emulation frame count than what it was at the beginning of the
// original recording
bool InputRecordingFreeze();
};
// --------------------------------------------------------------------------------------
// ArchiveEntry
// --------------------------------------------------------------------------------------
class ArchiveEntry final
{
protected:
std::string m_filename;
uptr m_dataidx;
size_t m_datasize;
public:
ArchiveEntry(std::string filename)
: m_filename(std::move(filename))
{
m_dataidx = 0;
m_datasize = 0;
}
~ArchiveEntry() = default;
ArchiveEntry& SetDataIndex(uptr idx)
{
m_dataidx = idx;
return *this;
}
ArchiveEntry& SetDataSize(size_t size)
{
m_datasize = size;
return *this;
}
const std::string& GetFilename() const
{
return m_filename;
}
uptr GetDataIndex() const
{
return m_dataidx;
}
uint GetDataSize() const
{
return m_datasize;
}
};
// --------------------------------------------------------------------------------------
// ArchiveEntryList
// --------------------------------------------------------------------------------------
class ArchiveEntryList final
{
public:
using VmStateBuffer = std::vector<u8>;
DeclareNoncopyableObject(ArchiveEntryList);
protected:
std::vector<ArchiveEntry> m_list;
VmStateBuffer m_data;
public:
ArchiveEntryList() = default;
~ArchiveEntryList() = default;
const VmStateBuffer& GetBuffer() const
{
return m_data;
}
VmStateBuffer& GetBuffer()
{
return m_data;
}
u8* GetPtr(uint idx)
{
return &m_data[idx];
}
const u8* GetPtr(uint idx) const
{
return &m_data[idx];
}
ArchiveEntryList& Add(const ArchiveEntry& src)
{
m_list.push_back(src);
return *this;
}
size_t GetLength() const
{
return m_list.size();
}
ArchiveEntry& operator[](uint idx)
{
return m_list[idx];
}
const ArchiveEntry& operator[](uint idx) const
{
return m_list[idx];
}
};
// --------------------------------------------------------------------------------------
// Saving and Loading Specialized Implementations...
// --------------------------------------------------------------------------------------
class memSavingState final : public SaveStateBase
{
typedef SaveStateBase _parent;
public:
memSavingState(VmStateBuffer& save_to);
~memSavingState() override = default;
void FreezeMem(void* data, int size) override;
bool IsSaving() const override { return true; }
};
class memLoadingState final : public SaveStateBase
{
public:
memLoadingState(const VmStateBuffer& load_from);
~memLoadingState() override = default;
void FreezeMem(void* data, int size) override;
bool IsSaving() const override { return false; }
};