/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2013 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/emulator.h" #include #include "xenia/apu/audio_system.h" #include "xenia/apu/xma_decoder.h" #include "xenia/base/assert.h" #include "xenia/base/clock.h" #include "xenia/base/string.h" #include "xenia/gpu/graphics_system.h" #include "xenia/hid/input_system.h" #include "xenia/kernel/kernel.h" #include "xenia/kernel/kernel_state.h" #include "xenia/kernel/modules.h" #include "xenia/memory.h" #include "xenia/ui/main_window.h" #include "xenia/vfs/virtual_file_system.h" DEFINE_double(time_scalar, 1.0, "Scalar used to speed or slow time (1x, 2x, 1/2x, etc)."); namespace xe { using namespace xe::apu; using namespace xe::cpu; using namespace xe::gpu; using namespace xe::hid; using namespace xe::ui; using namespace xe::vfs; Emulator::Emulator(const std::wstring& command_line) : command_line_(command_line) {} Emulator::~Emulator() { // Note that we delete things in the reverse order they were initialized. // Kill the debugger first, so that we don't have it messing with things. debugger_->StopSession(); // Give the systems time to shutdown before we delete them. graphics_system_->Shutdown(); audio_system_->Shutdown(); xma_decoder_->Shutdown(); input_system_.reset(); graphics_system_.reset(); audio_system_.reset(); xma_decoder_.reset(); kernel_state_.reset(); file_system_.reset(); processor_.reset(); debugger_.reset(); export_resolver_.reset(); // Kill the window last, as until the graphics system/etc is dead it's needed. main_window_.reset(); } X_STATUS Emulator::Setup() { X_STATUS result = X_STATUS_UNSUCCESSFUL; // Initialize clock. // 360 uses a 50MHz clock. Clock::set_guest_tick_frequency(50000000); // We could reset this with save state data/constant value to help replays. Clock::set_guest_system_time_base(Clock::QueryHostSystemTime()); // This can be adjusted dynamically, as well. Clock::set_guest_time_scalar(FLAGS_time_scalar); // Before we can set thread affinity we must enable the process to use all // logical processors. HANDLE process_handle = GetCurrentProcess(); DWORD_PTR process_affinity_mask; DWORD_PTR system_affinity_mask; GetProcessAffinityMask(process_handle, &process_affinity_mask, &system_affinity_mask); SetProcessAffinityMask(process_handle, system_affinity_mask); // Create the main window. Other parts will hook into this. main_window_ = std::make_unique(this); main_window_->Start(); // Create memory system first, as it is required for other systems. memory_ = std::make_unique(); result = memory_->Initialize(); if (result) { return result; } // Shared export resolver used to attach and query for HLE exports. export_resolver_ = std::make_unique(); // Debugger first, as other parts hook into it. debugger_.reset(new debug::Debugger(this)); // Create debugger first. Other types hook up to it. debugger_->StartSession(); // Initialize the CPU. processor_ = std::make_unique( memory_.get(), export_resolver_.get(), debugger_.get()); // Initialize the APU. audio_system_ = xe::apu::AudioSystem::Create(this); if (!audio_system_) { return X_STATUS_NOT_IMPLEMENTED; } xma_decoder_ = std::make_unique(this); // Initialize the GPU. graphics_system_ = xe::gpu::GraphicsSystem::Create(this); if (!graphics_system_) { return X_STATUS_NOT_IMPLEMENTED; } // Initialize the HID. input_system_ = std::move(xe::hid::InputSystem::Create(this)); if (!input_system_) { return X_STATUS_NOT_IMPLEMENTED; } result = input_system_->Setup(); if (result) { return result; } // Bring up the virtual filesystem used by the kernel. file_system_ = std::make_unique(); // Shared kernel state. kernel_state_ = std::make_unique(this); // Setup the core components. if (!processor_->Setup()) { return result; } result = graphics_system_->Setup(processor_.get(), main_window_->loop(), main_window_.get()); if (result) { return result; } result = audio_system_->Setup(); if (result) { return result; } result = xma_decoder_->Setup(); if (result) { return result; } // HLE kernel modules. kernel_state_->LoadKernelModule(); kernel_state_->LoadKernelModule(); return result; } X_STATUS Emulator::LaunchXexFile(const std::wstring& path) { // We create a virtual filesystem pointing to its directory and symlink // that to the game filesystem. // e.g., /my/files/foo.xex will get a local fs at: // \\Device\\Harddisk0\\Partition1 // and then get that symlinked to game:\, so // -> game:\foo.xex int result_code = file_system_->InitializeFromPath(FileSystemType::XEX_FILE, path); if (result_code) { return X_STATUS_INVALID_PARAMETER; } // Get just the filename (foo.xex). std::wstring file_name; auto last_slash = path.find_last_of(xe::path_separator); if (last_slash == std::string::npos) { // No slash found, whole thing is a file. file_name = path; } else { // Skip slash. file_name = path.substr(last_slash + 1); } // Launch the game. std::string fs_path = "game:\\" + xe::to_string(file_name); return CompleteLaunch(path, fs_path); } X_STATUS Emulator::LaunchDiscImage(const std::wstring& path) { int result_code = file_system_->InitializeFromPath(FileSystemType::DISC_IMAGE, path); if (result_code) { return X_STATUS_INVALID_PARAMETER; } // Launch the game. return CompleteLaunch(path, "game:\\default.xex"); } X_STATUS Emulator::LaunchSTFSTitle(const std::wstring& path) { int result_code = file_system_->InitializeFromPath(FileSystemType::STFS_TITLE, path); if (result_code) { return X_STATUS_INVALID_PARAMETER; } // Launch the game. return CompleteLaunch(path, "game:\\default.xex"); } X_STATUS Emulator::CompleteLaunch(const std::wstring& path, const std::string& module_path) { auto xboxkrnl_module = kernel_state_->GetModule("xboxkrnl.exe"); auto xboxkrnl = kernel::object_ref( reinterpret_cast(xboxkrnl_module.release())); int result = xboxkrnl->LaunchModule(module_path.c_str()); if (result == 0) { return X_STATUS_SUCCESS; } else { return X_STATUS_UNSUCCESSFUL; } } } // namespace xe