/** ****************************************************************************** * 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 "third_party/elemental-forms/src/el/elements.h" #include "xenia/apu/audio_system.h" #include "xenia/base/assert.h" #include "xenia/base/clock.h" #include "xenia/base/debugging.h" #include "xenia/base/exception_handler.h" #include "xenia/base/logging.h" #include "xenia/base/string.h" #include "xenia/cpu/backend/code_cache.h" #include "xenia/gpu/graphics_system.h" #include "xenia/hid/input_system.h" #include "xenia/kernel/kernel_state.h" #include "xenia/kernel/xam/xam_module.h" #include "xenia/kernel/xboxkrnl/xboxkrnl_module.h" #include "xenia/memory.h" #include "xenia/profiling.h" #include "xenia/vfs/devices/disc_image_device.h" #include "xenia/vfs/devices/host_path_device.h" #include "xenia/vfs/devices/stfs_container_device.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 { 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. if (debugger_) { // 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(); input_system_.reset(); graphics_system_.reset(); audio_system_.reset(); kernel_state_.reset(); file_system_.reset(); processor_.reset(); debugger_.reset(); export_resolver_.reset(); ExceptionHandler::Uninstall(Emulator::ExceptionCallbackThunk, this); } X_STATUS Emulator::Setup(ui::Window* display_window) { X_STATUS result = X_STATUS_UNSUCCESSFUL; display_window_ = display_window; // 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. xe::threading::EnableAffinityConfiguration(); // 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(); if (FLAGS_debug) { // 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()); if (!processor_->Setup()) { return X_STATUS_UNSUCCESSFUL; } // Initialize the APU. audio_system_ = xe::apu::AudioSystem::Create(processor_.get()); if (!audio_system_) { return X_STATUS_NOT_IMPLEMENTED; } // Initialize the GPU. graphics_system_ = xe::gpu::GraphicsSystem::Create(this); if (!graphics_system_) { return X_STATUS_NOT_IMPLEMENTED; } display_window_->loop()->PostSynchronous([this]() { display_window_->set_context( graphics_system_->CreateContext(display_window_)); }); // Initialize the HID. input_system_ = xe::hid::InputSystem::Create(display_window_); 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. result = graphics_system_->Setup(processor_.get(), display_window_->loop(), display_window_); if (result) { return result; } result = audio_system_->Setup(kernel_state_.get()); if (result) { return result; } // HLE kernel modules. kernel_state_->LoadKernelModule(); kernel_state_->LoadKernelModule(); // Initialize emulator fallback exception handling last. ExceptionHandler::Install(Emulator::ExceptionCallbackThunk, this); // Finish initializing the display. display_window_->loop()->PostSynchronous([this]() { xe::ui::GraphicsContextLock context_lock(display_window_->context()); Profiler::set_window(display_window_); }); return result; } X_STATUS Emulator::LaunchPath(std::wstring path) { // Launch based on file type. // This is a silly guess based on file extension. auto last_slash = path.find_last_of(xe::kPathSeparator); auto last_dot = path.find_last_of('.'); if (last_dot < last_slash) { last_dot = std::wstring::npos; } if (last_dot == std::wstring::npos) { // Likely an STFS container. return LaunchStfsContainer(path); } else if (path.substr(last_dot) == L".xex" || path.substr(last_dot) == L".elf") { // Treat as a naked xex file. return LaunchXexFile(path); } else { // Assume a disc image. return LaunchDiscImage(path); } } X_STATUS Emulator::LaunchXexFile(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 auto mount_path = "\\Device\\Harddisk0\\Partition0"; // Register the local directory in the virtual filesystem. auto parent_path = xe::find_base_path(path); auto device = std::make_unique(mount_path, parent_path, true); if (!device->Initialize()) { XELOGE("Unable to scan host path"); return X_STATUS_NO_SUCH_FILE; } if (!file_system_->RegisterDevice(std::move(device))) { XELOGE("Unable to register host path"); return X_STATUS_NO_SUCH_FILE; } // Create symlinks to the device. file_system_->RegisterSymbolicLink("game:", mount_path); file_system_->RegisterSymbolicLink("d:", mount_path); // Get just the filename (foo.xex). auto file_name = xe::find_name_from_path(path); // Launch the game. std::string fs_path = "game:\\" + xe::to_string(file_name); return CompleteLaunch(path, fs_path); } X_STATUS Emulator::LaunchDiscImage(std::wstring path) { auto mount_path = "\\Device\\Cdrom0"; // Register the disc image in the virtual filesystem. auto device = std::make_unique(mount_path, path); if (!device->Initialize()) { xe::FatalError("Unable to mount disc image; file not found or corrupt."); return X_STATUS_NO_SUCH_FILE; } if (!file_system_->RegisterDevice(std::move(device))) { xe::FatalError("Unable to register disc image."); return X_STATUS_NO_SUCH_FILE; } // Create symlinks to the device. file_system_->RegisterSymbolicLink("game:", mount_path); file_system_->RegisterSymbolicLink("d:", mount_path); // Launch the game. return CompleteLaunch(path, "game:\\default.xex"); } X_STATUS Emulator::LaunchStfsContainer(std::wstring path) { auto mount_path = "\\Device\\Cdrom0"; // Register the container in the virtual filesystem. auto device = std::make_unique(mount_path, path); if (!device->Initialize()) { xe::FatalError( "Unable to mount STFS container; file not found or corrupt."); return X_STATUS_NO_SUCH_FILE; } if (!file_system_->RegisterDevice(std::move(device))) { xe::FatalError("Unable to register STFS container."); return X_STATUS_NO_SUCH_FILE; } file_system_->RegisterSymbolicLink("game:", mount_path); file_system_->RegisterSymbolicLink("d:", mount_path); // Launch the game. return CompleteLaunch(path, "game:\\default.xex"); } bool Emulator::ExceptionCallbackThunk(Exception* ex, void* data) { return reinterpret_cast(data)->ExceptionCallback(ex); } bool Emulator::ExceptionCallback(Exception* ex) { // Check to see if the exception occurred in guest code. auto code_cache = processor()->backend()->code_cache(); auto code_base = code_cache->base_address(); auto code_end = code_base + code_cache->total_size(); if (!debugger() || (!debugger()->is_attached() && debugging::IsDebuggerAttached())) { // If Xenia's debugger isn't attached but another one is, pass it to that // debugger. return false; } else if (debugger() && debugger()->is_attached()) { // Let the debugger handle this exception. It may decide to continue past it // (if it was a stepping breakpoint, etc). return debugger()->OnUnhandledException(ex); } if (!(ex->pc() >= code_base && ex->pc() < code_end)) { // Didn't occur in guest code. Let it pass. return false; } auto global_lock = global_critical_region::AcquireDirect(); // Within range. Pause the emulator and eat the exception. auto threads = kernel_state()->object_table()->GetObjectsByType( kernel::XObject::kTypeThread); auto current_thread = kernel::XThread::GetCurrentThread(); for (auto thread : threads) { if (!thread->can_debugger_suspend()) { // Don't pause host threads. continue; } if (current_thread == thread.get()) { continue; } thread->Suspend(nullptr); } // Display a dialog telling the user the guest has crashed. display_window()->loop()->PostSynchronous([&]() { auto message_form = new el::MessageForm(display_window()->root_element(), TBIDC("crash_form")); message_form->Show("Uh-oh!", "The guest has crashed.\n\n" "Xenia has now paused itself."); }); // Now suspend ourself (we should be a guest thread). assert_true(current_thread->can_debugger_suspend()); current_thread->Suspend(nullptr); // We should not arrive here! assert_always(); return false; } X_STATUS Emulator::CompleteLaunch(const std::wstring& path, const std::string& module_path) { // Allow xam to request module loads. auto xam = kernel_state()->GetKernelModule("xam.xex"); auto xboxkrnl = kernel_state()->GetKernelModule( "xboxkrnl.exe"); int result = 0; auto next_module = module_path; while (next_module != "") { XELOGI("Launching module %s", next_module.c_str()); result = xboxkrnl->LaunchModule(next_module.c_str()); // Check xam and see if they want us to load another module. auto& loader_data = xam->loader_data(); next_module = loader_data.launch_path; // And blank out the launch path to avoid an infinite loop. loader_data.launch_path = ""; } if (result == 0) { return X_STATUS_SUCCESS; } else { return X_STATUS_UNSUCCESSFUL; } } } // namespace xe