Commit Graph

5764 Commits

Author SHA1 Message Date
emoose 62c32b7780 [VFS] Skip reading from STFS hash table if file has contiguous flag.
If this flag is set there shouldn't be any need to read from the hash tables, we can just read from each subsequent block number.
We'll only trust this flag if the package is read-only (LIVE/PIRS) though, in CON packages we'll always read from hash tables.
2020-02-19 03:36:15 -05:00
emoose b64fd3392f [VFS] Check hash of STFS hash tables (& cache them) when reading, fallback if invalid.
This'll try salvaging any corrupt packages loaded in: normally we find the block numbers belonging to a file by reading them from the hash table.
Seems there's some packages out there (eg. Mass Effect 2 demo) that have corrupt hash tables though, so using the block numbers from there just results in a crash.
By verifying the hash of each hash table we can detect if this is the case, and if so we can try just using current_block_number + 1 instead of use any invalid block number.
(we also let the user know about the corrupt table in the log file)

In LIVE/PIRS packages this should hopefully let us get the correct data, since files are usually stored inside consecutive blocks in those package types.
It's doubtful that it'd help much with CON ones though, since those are pretty much a living filesystem.
The older & more used a CON package is, the more likely blocks will be fragmented throughout the file...
Reading from the hash table is the only way to properly read data from these, using current_block + 1 likely won't help much (we'd be going wxPirs-mode, in a way :P)

CON packages do have something that might help with this though: redundant hash blocks, where each hash table is actually made up of two blocks.
Maybe in future we can find a way to automatically use the secondary block whenever the primary one is invalid.
2020-02-19 03:36:15 -05:00
emoose 29e8d695be [VFS] Fix StfsContainerDevice::total_allocation_units() 2020-02-19 03:36:15 -05:00
emoose f119f5b206 [XAM] Fix Halo 3 aborting save load after XamShowDeviceSelectorUI call
Should let Halo 3 savegames work now (Resume Solo Game...)

This changes XamShowDeviceSelectorUI code to pretty much the same code as xenia-master, with some param checks added from XAM.
Looks like it was 0xB notification which made Halo 3 abort (looks like thats for when storage devices are added/removed)
I guess Halo doesn't like to see that notify just after it was told the device it could make use of?

I reverted the function to master since I don't really think the threading stuff is needed any more.
AFAIK the threads just turned out to be a band-aid fix for the issue in https://github.com/xenia-project/xenia/pull/1417, where games could only ever see a single notification for a given ID.
(Since we'd send the first notify in one thread, then wait a little while before sending in another thread, that'd gave it enough time to see both notifys - but now with the fix from that PR this band-aid isn't needed)
If there's actually any regressions from removing the threading code we can easily put it back in (I'd be really interested in any games that might require this kind of thing too)

The way these functions are handled (and really everything that uses XOVERLAPPED) isn't really correct tho, since they'll cause blocking in the caller thread while it does the work which the actual XAM impls don't do AFAIK.
There probably should be a seperate thread that handles all that, completing the overlapped etc, but I really don't think the way I did it with this band-aid fix was the best way for it...
2020-02-19 03:36:15 -05:00
emoose 0a037ee453 [XAM] Use correct path for STFS headers 2020-02-19 03:36:15 -05:00
emoose 99d659abdd [VFS] Add StfsHashEntry struct to view hash entry flags in more detail
+ small adds to StfsHeader
2020-02-19 03:36:15 -05:00
emoose 88dd5330a8 [VFS] Fix sketchy ReadMagic function...
Haven't been able to test yet though - hope it's reading in the correct endian!
2020-02-19 03:36:15 -05:00
emoose 68d4723d02 [Kernel/VFS] Add maximum size for thumbnails read from headers 2020-02-19 03:36:15 -05:00
emoose 2460b7f70f [Kernel] Support XCONTENTFLAG flags inside CreateContent 2020-02-19 03:36:15 -05:00
emoose e2fb6c5843 [Kernel/VFS] Write more fields in STFS headers when creating 2020-02-19 03:36:15 -05:00
emoose b0909b490b [Kernel] Use user_language value as the slot to retrieve STFS strings from 2020-02-19 03:36:15 -05:00
emoose fe995d1175 [Core] Add add kPolish & kRussian to XLanguage 2020-02-19 03:36:15 -05:00
emoose e5bea5f9c9 [Kernel] Fix travis errors in XContentMetadata? 2020-02-19 03:36:15 -05:00
emoose b41d51a7a4 [Kernel] CreateContent: create headers.bin file with the content info 2020-02-19 03:36:14 -05:00
emoose 5c23c4043c [VFS] Add set_* functions (eg. set_display_name) to XContentMetadata 2020-02-19 03:36:14 -05:00
emoose 20c612cd42 [Kernel/VFS] Improve STFS/XContent structures
Mostly the same as 6a3c712aad
2020-02-19 03:36:14 -05:00
emoose 266d987fc7 [XAM] Return error in XamContentGetLicenseMask if we're not running from package
This fixes Halo CEA putting itself into a packaged/demo mode, where it doesn't perform some DVD checks & skips cache mounting, and probably other things too.
Now CEA should actually mount & write some stuff into the cache dir while the intro cinematic plays
(first writes a pak_stream.s3dpak file, then after a few seconds into the intro video it writes fileList.ps, which seems to have some strange values inside..)

I also added an exception to the code for arcade titles, since they'll probably need to use XamContentGetLicenseMask even when ran outside of a package.
2020-02-19 03:36:14 -05:00
emoose ab8281b711 [Kernel] Support reading XEX privileges > 31
These get stored in different header IDs, 0-31 is inside 0x30000, 32-63 is in 0x30100, and 64+ is probably in 0x30200, etc.
Not sure if any games actually try checking these extended privileges, but hopefully this code should help if any do.
2020-02-19 03:36:14 -05:00
emoose b4ecb8b8fc [Kernel] Fix some games hanging due to mount_cache / 0xB privilege
Sega Rally Revo has a weird check for the 0xB privilege, if it's set the game bails out for some reason, a bunch of code doesn't get executed and the game hangs.
Fortunately we can kludge a way around this: the cache code we're trying to influence with the 0xB privilege always seems to check for the 0x17 privilege just beforehand.
The bailout code doesn't, instead it checks for 0xB first and then 0x17 - so we can just add a check to only return true for 0xB once we've already seen 0x17.
2020-02-19 03:36:14 -05:00
emoose dc25bf5961 [VFS] Use SectorsPerCluster provided by game for cache drive.
This fixes some games (eg. Halo: CEA) not mounting cache.
It seems some games use different SectorsPerClusters values, which then changes the value it expects from NtQueryVolumeInformationFile.
Since we'd always respond with a static value this would make the game think that mounting failed, and it'd bail out of the cache-mounting code.

Now we capture the SectorsPerCluster value when the game writes it to the cache-partition header, and update the NullDevice's sectors_per_allocation_unit with it.
2020-02-19 03:36:14 -05:00
Cancerous a303eb7866 [Config] - add config cvars for internal resolution 2020-02-19 03:36:14 -05:00
Gliniak d7c1b11c67 [XMA] Removed spam message about 0x601 register.
This will make logs more readable and little lighter

Todo: Find out what that register means. It doesn't even have description.
My best guess is that it is used for sync?
2020-02-19 03:36:14 -05:00
Margen67 e0b3116240 Rename exe to xenia-canary, simplify CI steps, remove SSE2
SSE2 was only for troubleshooting Fable II, and didn't do anything anyway.
2020-02-19 03:36:13 -05:00
chrisps 931d45bdd6 Smaller ComputeMemoryAddress/Offset sequence
Replace a movzx after setae in both ComputeMemoryAddressOffset and ComputeMemoryAddress with a xor_ of eax prior to the cmp. This reduces the length in bytes of both sequences by 1, and should be a moderate ICache usage reduction thanks to the frequency of these sequences.
2020-02-19 03:36:13 -05:00
Cancerous 93584b831e [CPU] Enable repetitive computation pass of optimizations from Chrispy 2020-02-19 03:36:13 -05:00
Margen67 2cbbca30e3 [Actions] Exclude .azure-pipelines.yml 2020-02-19 03:36:13 -05:00
Margen67 46595ebf02 [Azure] Don't build tests here either, only build on canary-test 2020-02-19 03:36:13 -05:00
Margen67 609f896d05 [AppVeyor] Actually disable tests 2020-02-19 03:36:13 -05:00
Margen67 780041b421 Update README.md 2020-02-19 03:36:13 -05:00
Margen67 405e1a7dee [GitHub Actions] Only create releases for canary 2020-02-19 03:36:13 -05:00
Margen67 eb3b63d3da [README.md] Move Discord to top 2020-02-19 03:36:13 -05:00
illusion98 f91e3f14ab Replace Appveyor with GitHub Action for Windows Binaries 2020-02-19 03:36:13 -05:00
Gliniak 5d511c5c32 [XAM/Content] Implemeneted XamContentCreateInternal
I'm not exactly sure about amount of parameters,
so I used them from XamContentCreate and it matches quite nicely.

Now Fifa Street returns correct file creation (and it does the file),
but on next run it is corrupted :/
2020-02-19 03:36:13 -05:00
Margen67 f3fcd53096 [GitHub Actions] Fetch full commit history 2020-02-19 03:36:13 -05:00
chrisps 78f3687dc8 Adding Xmm Select table, GetRawXMM 2020-02-19 03:36:13 -05:00
chrisps c0a38f05de Adding Xmm Select table, GetRawXMM 2020-02-19 03:36:13 -05:00
chrisps 7c1328bc56 Optimized CONVERT_I64_TO_F64 with neat overflow trick
Reduced instruction count from 11 to 8, eliminated a movq stall.
2020-02-19 03:36:13 -05:00
Cancerous 54560fe75f [XAM] remove 0xB notification following a4aa4d8edc for Halo 3 saves 2020-02-19 03:36:13 -05:00
emoose 730114d263 [Kernel] Only set privilege 0xB if mount_cache is set 2020-02-19 03:36:13 -05:00
emoose edffa55dd5 [HID] Improved WinKey GetKeystroke code
Seems the double-keypress issue was because of XINPUT_KEYSTROKE_REPEAT: Xenia would add that to keyup events, but seems REPEAT is only meant for keydown (well SR1 treats it as a keydown event at least)
2020-02-19 03:36:13 -05:00
emoose e63101b2d4 [HID] Remove keyboard_keyup cvar, doesn't seem needed anymore
I guess something to get CoD4 console working must have fixed SR1 double-keypress issue!
2020-02-19 03:36:13 -05:00
emoose bca7746535 [HID] Make WinKey GetCapabilities return success, fixes CoD4 console 2020-02-19 03:36:12 -05:00
Margen67 9842eca65d Comment out Azure badge 2020-02-19 03:36:12 -05:00
emoose 0f657551bc [XAM/HID] Add more support for keyboards & fill in unicode member of keystroke
CoD4 requires the unicode member to write text into the dev console, Win32's ToUnicode function seems to work fine for this.
Xam functions have been updated to support keyboard devices too, which *should* let CoD4 detect the keyboard and let you use it to open console etc..
Seems the XEX still needs a 1 byte patch for it to work tho :( no idea why, does keyboard work on actual X360 without any patching?
2020-02-19 03:36:12 -05:00
chss95cs@gmail.com d745905128 Added lea based multiply optimization for pow2+1 values below 16. Added magicgu2 division magic number optimization for INT_64 and INT_32. Added in my HIR optimization subpass but disabled all but 3 of the optimization rules. 2020-02-19 03:36:12 -05:00
emoose e892005562 [XAM/User] Only set buffer_size if it's too small
CoD4 calls this with a huge 0x4000 buffer, and then if the buffer_size returned is any smaller it asserts & stops running...
Need to check if this is actually how it should work, but this should help get some CoD4 running
2020-02-19 03:36:12 -05:00
emoose db8d47b2c3 [HID] Add keyboard_keyup cvar (default true) since dash needs keyups to work properly
Made this a cvar since SR1 will double-press when it sees both keydown & keyup, strange.
2020-02-19 03:36:12 -05:00
emoose ab74392664 [XAM/HID] Add keyboard_passthru cvar, allows XInputGetKeystroke to receive proper keyboard events
Maybe useful for debug games, or games modded to allow in-game consoles.
2020-02-19 03:36:12 -05:00
emoose 4f1836aa77 [XAM] Update XNetQosServiceLookup with actual XNQOS struct
Taken from the xboxstubs.h file linked just above it.
2020-02-19 03:36:12 -05:00
emoose 51115fa6f7 [XAM] Better stub for XNetQosServiceLookup, add XNetQosRelease
Based on the NetDll_XNetDnsLookup code, this should fix Saints Row TU1 trying to access the QoS data even though we returned an error.
2020-02-19 03:36:12 -05:00