713 lines
21 KiB
C++
713 lines
21 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/emulator.h"
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#include <cinttypes>
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#include "config.h"
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#include "third_party/fmt/include/fmt/format.h"
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#include "xenia/apu/audio_system.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/byte_stream.h"
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#include "xenia/base/clock.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/debugging.h"
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#include "xenia/base/exception_handler.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/mapped_memory.h"
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#include "xenia/base/profiling.h"
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#include "xenia/base/string.h"
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#include "xenia/cpu/backend/code_cache.h"
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#include "xenia/cpu/backend/x64/x64_backend.h"
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#include "xenia/cpu/cpu_flags.h"
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#include "xenia/cpu/thread_state.h"
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/hid/input_driver.h"
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#include "xenia/hid/input_system.h"
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#include "xenia/kernel/kernel_state.h"
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#include "xenia/kernel/user_module.h"
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#include "xenia/kernel/util/gameinfo_utils.h"
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#include "xenia/kernel/util/xdbf_utils.h"
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#include "xenia/kernel/xam/xam_module.h"
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#include "xenia/kernel/xbdm/xbdm_module.h"
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#include "xenia/kernel/xboxkrnl/xboxkrnl_module.h"
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#include "xenia/memory.h"
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#include "xenia/ui/imgui_dialog.h"
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#include "xenia/vfs/devices/disc_image_device.h"
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#include "xenia/vfs/devices/host_path_device.h"
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#include "xenia/vfs/devices/stfs_container_device.h"
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#include "xenia/vfs/virtual_file_system.h"
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DEFINE_double(time_scalar, 1.0,
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"Scalar used to speed or slow time (1x, 2x, 1/2x, etc).",
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"General");
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DEFINE_string(
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launch_module, "",
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"Executable to launch from the .iso or the package instead of default.xex "
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"or the module specified by the game. Leave blank to launch the default "
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"module.",
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"General");
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namespace xe {
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Emulator::Emulator(const std::filesystem::path& command_line,
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const std::filesystem::path& storage_root,
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const std::filesystem::path& content_root,
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const std::filesystem::path& cache_root)
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: on_launch(),
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on_terminate(),
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on_exit(),
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command_line_(command_line),
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storage_root_(storage_root),
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content_root_(content_root),
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cache_root_(cache_root),
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game_title_(),
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display_window_(nullptr),
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memory_(),
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audio_system_(),
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graphics_system_(),
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input_system_(),
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export_resolver_(),
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file_system_(),
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kernel_state_(),
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main_thread_(),
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title_id_(0),
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paused_(false),
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restoring_(false),
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restore_fence_() {}
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Emulator::~Emulator() {
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// Note that we delete things in the reverse order they were initialized.
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// Give the systems time to shutdown before we delete them.
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if (graphics_system_) {
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graphics_system_->Shutdown();
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}
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if (audio_system_) {
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audio_system_->Shutdown();
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}
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input_system_.reset();
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graphics_system_.reset();
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audio_system_.reset();
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kernel_state_.reset();
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file_system_.reset();
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processor_.reset();
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export_resolver_.reset();
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ExceptionHandler::Uninstall(Emulator::ExceptionCallbackThunk, this);
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}
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X_STATUS Emulator::Setup(
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ui::Window* display_window,
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std::function<std::unique_ptr<apu::AudioSystem>(cpu::Processor*)>
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audio_system_factory,
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std::function<std::unique_ptr<gpu::GraphicsSystem>()>
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graphics_system_factory,
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std::function<std::vector<std::unique_ptr<hid::InputDriver>>(ui::Window*)>
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input_driver_factory) {
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X_STATUS result = X_STATUS_UNSUCCESSFUL;
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display_window_ = display_window;
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// Initialize clock.
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// 360 uses a 50MHz clock.
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Clock::set_guest_tick_frequency(50000000);
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// We could reset this with save state data/constant value to help replays.
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Clock::set_guest_system_time_base(Clock::QueryHostSystemTime());
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// This can be adjusted dynamically, as well.
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Clock::set_guest_time_scalar(cvars::time_scalar);
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// Before we can set thread affinity we must enable the process to use all
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// logical processors.
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xe::threading::EnableAffinityConfiguration();
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// Create memory system first, as it is required for other systems.
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memory_ = std::make_unique<Memory>();
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if (!memory_->Initialize()) {
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return false;
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}
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// Shared export resolver used to attach and query for HLE exports.
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export_resolver_ = std::make_unique<xe::cpu::ExportResolver>();
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std::unique_ptr<xe::cpu::backend::Backend> backend;
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if (!backend) {
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#if defined(XENIA_HAS_X64_BACKEND) && XENIA_HAS_X64_BACKEND
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if (cvars::cpu == "x64") {
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backend.reset(new xe::cpu::backend::x64::X64Backend());
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}
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#endif // XENIA_HAS_X64_BACKEND
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if (cvars::cpu == "any") {
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#if defined(XENIA_HAS_X64_BACKEND) && XENIA_HAS_X64_BACKEND
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if (!backend) {
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backend.reset(new xe::cpu::backend::x64::X64Backend());
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}
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#endif // XENIA_HAS_X64_BACKEND
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}
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}
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// Initialize the CPU.
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processor_ = std::make_unique<xe::cpu::Processor>(memory_.get(),
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export_resolver_.get());
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if (!processor_->Setup(std::move(backend))) {
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return X_STATUS_UNSUCCESSFUL;
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}
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// Initialize the APU.
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if (audio_system_factory) {
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audio_system_ = audio_system_factory(processor_.get());
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if (!audio_system_) {
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return X_STATUS_NOT_IMPLEMENTED;
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}
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}
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// Initialize the GPU.
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graphics_system_ = graphics_system_factory();
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if (!graphics_system_) {
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return X_STATUS_NOT_IMPLEMENTED;
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}
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// Initialize the HID.
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input_system_ = std::make_unique<xe::hid::InputSystem>(display_window_);
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if (!input_system_) {
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return X_STATUS_NOT_IMPLEMENTED;
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}
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if (input_driver_factory) {
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auto input_drivers = input_driver_factory(display_window_);
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for (size_t i = 0; i < input_drivers.size(); ++i) {
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auto& input_driver = input_drivers[i];
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input_driver->set_is_active_callback(
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[]() -> bool { return !xe::kernel::xam::xeXamIsUIActive(); });
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input_system_->AddDriver(std::move(input_driver));
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}
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}
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result = input_system_->Setup();
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if (result) {
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return result;
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}
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// Bring up the virtual filesystem used by the kernel.
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file_system_ = std::make_unique<xe::vfs::VirtualFileSystem>();
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// Shared kernel state.
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kernel_state_ = std::make_unique<xe::kernel::KernelState>(this);
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// Setup the core components.
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result = graphics_system_->Setup(processor_.get(), kernel_state_.get(),
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display_window_);
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if (result) {
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return result;
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}
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if (audio_system_) {
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result = audio_system_->Setup(kernel_state_.get());
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if (result) {
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return result;
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}
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}
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#define LOAD_KERNEL_MODULE(t) \
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static_cast<void>(kernel_state_->LoadKernelModule<kernel::t>())
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// HLE kernel modules.
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LOAD_KERNEL_MODULE(xboxkrnl::XboxkrnlModule);
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LOAD_KERNEL_MODULE(xam::XamModule);
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LOAD_KERNEL_MODULE(xbdm::XbdmModule);
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#undef LOAD_KERNEL_MODULE
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// Initialize emulator fallback exception handling last.
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ExceptionHandler::Install(Emulator::ExceptionCallbackThunk, this);
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if (display_window_) {
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// Finish initializing the display.
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display_window_->loop()->PostSynchronous([this]() {
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xe::ui::GraphicsContextLock context_lock(display_window_->context());
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Profiler::set_window(display_window_);
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});
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}
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return result;
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}
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X_STATUS Emulator::TerminateTitle() {
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if (!is_title_open()) {
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return X_STATUS_UNSUCCESSFUL;
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}
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kernel_state_->TerminateTitle();
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title_id_ = 0;
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game_title_ = "";
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on_terminate();
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return X_STATUS_SUCCESS;
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}
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X_STATUS Emulator::LaunchPath(const std::filesystem::path& path) {
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// Launch based on file type.
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// This is a silly guess based on file extension.
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if (!path.has_extension()) {
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// Likely an STFS container.
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return LaunchStfsContainer(path);
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};
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auto extension = xe::utf8::lower_ascii(xe::path_to_utf8(path.extension()));
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if (extension == ".xex" || extension == ".elf" || extension == ".exe") {
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// Treat as a naked xex file.
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return LaunchXexFile(path);
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} else {
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// Assume a disc image.
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return LaunchDiscImage(path);
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}
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}
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X_STATUS Emulator::LaunchXexFile(const std::filesystem::path& path) {
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// We create a virtual filesystem pointing to its directory and symlink
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// that to the game filesystem.
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// e.g., /my/files/foo.xex will get a local fs at:
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// \\Device\\Harddisk0\\Partition1
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// and then get that symlinked to game:\, so
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// -> game:\foo.xex
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auto mount_path = "\\Device\\Harddisk0\\Partition0";
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// Register the local directory in the virtual filesystem.
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auto parent_path = path.parent_path();
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auto device =
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std::make_unique<vfs::HostPathDevice>(mount_path, parent_path, true);
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if (!device->Initialize()) {
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XELOGE("Unable to scan host path");
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return X_STATUS_NO_SUCH_FILE;
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}
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if (!file_system_->RegisterDevice(std::move(device))) {
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XELOGE("Unable to register host path");
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return X_STATUS_NO_SUCH_FILE;
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}
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// Create symlinks to the device.
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file_system_->RegisterSymbolicLink("game:", mount_path);
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file_system_->RegisterSymbolicLink("d:", mount_path);
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// Get just the filename (foo.xex).
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auto file_name = path.filename();
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// Launch the game.
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auto fs_path = "game:\\" + xe::path_to_utf8(file_name);
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return CompleteLaunch(path, fs_path);
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}
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X_STATUS Emulator::LaunchDiscImage(const std::filesystem::path& path) {
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auto mount_path = "\\Device\\Cdrom0";
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// Register the disc image in the virtual filesystem.
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auto device = std::make_unique<vfs::DiscImageDevice>(mount_path, path);
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if (!device->Initialize()) {
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xe::FatalError("Unable to mount disc image; file not found or corrupt.");
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return X_STATUS_NO_SUCH_FILE;
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}
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if (!file_system_->RegisterDevice(std::move(device))) {
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xe::FatalError("Unable to register disc image.");
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return X_STATUS_NO_SUCH_FILE;
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}
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// Create symlinks to the device.
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file_system_->RegisterSymbolicLink("game:", mount_path);
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file_system_->RegisterSymbolicLink("d:", mount_path);
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// Launch the game.
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auto module_path(FindLaunchModule());
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return CompleteLaunch(path, module_path);
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}
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X_STATUS Emulator::LaunchStfsContainer(const std::filesystem::path& path) {
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auto mount_path = "\\Device\\Cdrom0";
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// Register the container in the virtual filesystem.
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auto device = std::make_unique<vfs::StfsContainerDevice>(mount_path, path);
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if (!device->Initialize()) {
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xe::FatalError(
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"Unable to mount STFS container; file not found or corrupt.");
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return X_STATUS_NO_SUCH_FILE;
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}
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if (!file_system_->RegisterDevice(std::move(device))) {
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xe::FatalError("Unable to register STFS container.");
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return X_STATUS_NO_SUCH_FILE;
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}
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file_system_->RegisterSymbolicLink("game:", mount_path);
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file_system_->RegisterSymbolicLink("d:", mount_path);
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// Launch the game.
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auto module_path(FindLaunchModule());
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return CompleteLaunch(path, module_path);
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}
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void Emulator::Pause() {
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if (paused_) {
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return;
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}
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paused_ = true;
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// Don't hold the lock on this (so any waits follow through)
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graphics_system_->Pause();
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audio_system_->Pause();
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auto lock = global_critical_region::AcquireDirect();
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auto threads =
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kernel_state()->object_table()->GetObjectsByType<kernel::XThread>(
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kernel::XObject::Type::Thread);
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auto current_thread = kernel::XThread::IsInThread()
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? kernel::XThread::GetCurrentThread()
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: nullptr;
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for (auto thread : threads) {
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// Don't pause ourself or host threads.
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if (thread == current_thread || !thread->can_debugger_suspend()) {
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continue;
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}
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if (thread->is_running()) {
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thread->thread()->Suspend(nullptr);
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}
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}
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XELOGD("! EMULATOR PAUSED !");
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}
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void Emulator::Resume() {
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if (!paused_) {
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return;
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}
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paused_ = false;
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XELOGD("! EMULATOR RESUMED !");
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graphics_system_->Resume();
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audio_system_->Resume();
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auto threads =
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kernel_state()->object_table()->GetObjectsByType<kernel::XThread>(
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kernel::XObject::Type::Thread);
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for (auto thread : threads) {
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if (!thread->can_debugger_suspend()) {
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// Don't pause host threads.
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continue;
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}
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if (thread->is_running()) {
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thread->thread()->Resume(nullptr);
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}
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}
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}
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bool Emulator::SaveToFile(const std::filesystem::path& path) {
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Pause();
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filesystem::CreateFile(path);
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auto map = MappedMemory::Open(path, MappedMemory::Mode::kReadWrite, 0,
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1024ull * 1024ull * 1024ull * 2ull);
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if (!map) {
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return false;
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}
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// Save the emulator state to a file
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ByteStream stream(map->data(), map->size());
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stream.Write('XSAV');
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stream.Write(title_id_);
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// It's important we don't hold the global lock here! XThreads need to step
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// forward (possibly through guarded regions) without worry!
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processor_->Save(&stream);
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graphics_system_->Save(&stream);
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audio_system_->Save(&stream);
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kernel_state_->Save(&stream);
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memory_->Save(&stream);
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map->Close(stream.offset());
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Resume();
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return true;
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}
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bool Emulator::RestoreFromFile(const std::filesystem::path& path) {
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// Restore the emulator state from a file
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auto map = MappedMemory::Open(path, MappedMemory::Mode::kReadWrite);
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if (!map) {
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return false;
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}
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restoring_ = true;
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// Terminate any loaded titles.
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Pause();
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kernel_state_->TerminateTitle();
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auto lock = global_critical_region::AcquireDirect();
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ByteStream stream(map->data(), map->size());
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if (stream.Read<uint32_t>() != 'XSAV') {
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return false;
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}
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auto title_id = stream.Read<uint32_t>();
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if (title_id != title_id_) {
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// Swapping between titles is unsupported at the moment.
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assert_always();
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return false;
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}
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if (!processor_->Restore(&stream)) {
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XELOGE("Could not restore processor!");
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return false;
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}
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if (!graphics_system_->Restore(&stream)) {
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XELOGE("Could not restore graphics system!");
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return false;
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}
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if (!audio_system_->Restore(&stream)) {
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XELOGE("Could not restore audio system!");
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return false;
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}
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if (!kernel_state_->Restore(&stream)) {
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XELOGE("Could not restore kernel state!");
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return false;
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}
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if (!memory_->Restore(&stream)) {
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XELOGE("Could not restore memory!");
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return false;
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}
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// Update the main thread.
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auto threads =
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kernel_state_->object_table()->GetObjectsByType<kernel::XThread>();
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for (auto thread : threads) {
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if (thread->main_thread()) {
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main_thread_ = thread;
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break;
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}
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}
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Resume();
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restore_fence_.Signal();
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restoring_ = false;
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return true;
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}
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bool Emulator::TitleRequested() {
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auto xam = kernel_state()->GetKernelModule<kernel::xam::XamModule>("xam.xex");
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return xam->loader_data().launch_data_present;
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}
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void Emulator::LaunchNextTitle() {
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auto xam = kernel_state()->GetKernelModule<kernel::xam::XamModule>("xam.xex");
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auto next_title = xam->loader_data().launch_path;
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CompleteLaunch("", next_title);
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}
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bool Emulator::ExceptionCallbackThunk(Exception* ex, void* data) {
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return reinterpret_cast<Emulator*>(data)->ExceptionCallback(ex);
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}
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bool Emulator::ExceptionCallback(Exception* ex) {
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// Check to see if the exception occurred in guest code.
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auto code_cache = processor()->backend()->code_cache();
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auto code_base = code_cache->execute_base_address();
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auto code_end = code_base + code_cache->total_size();
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|
if (!processor()->is_debugger_attached() && debugging::IsDebuggerAttached()) {
|
|
// If Xenia's debugger isn't attached but another one is, pass it to that
|
|
// debugger.
|
|
return false;
|
|
} else if (processor()->is_debugger_attached()) {
|
|
// Let the debugger handle this exception. It may decide to continue past it
|
|
// (if it was a stepping breakpoint, etc).
|
|
return processor()->OnUnhandledException(ex);
|
|
}
|
|
|
|
if (!(ex->pc() >= code_base && ex->pc() < code_end)) {
|
|
// Didn't occur in guest code. Let it pass.
|
|
return false;
|
|
}
|
|
|
|
// Within range. Pause the emulator and eat the exception.
|
|
Pause();
|
|
|
|
// Dump information into the log.
|
|
auto current_thread = kernel::XThread::GetCurrentThread();
|
|
assert_not_null(current_thread);
|
|
|
|
auto guest_function = code_cache->LookupFunction(ex->pc());
|
|
assert_not_null(guest_function);
|
|
|
|
auto context = current_thread->thread_state()->context();
|
|
|
|
XELOGE("==== CRASH DUMP ====");
|
|
XELOGE("Thread ID (Host: 0x{:08X} / Guest: 0x{:08X})",
|
|
current_thread->thread()->system_id(), current_thread->thread_id());
|
|
XELOGE("Thread Handle: 0x{:08X}", current_thread->handle());
|
|
XELOGE("PC: 0x{:08X}",
|
|
guest_function->MapMachineCodeToGuestAddress(ex->pc()));
|
|
XELOGE("Registers:");
|
|
for (int i = 0; i < 32; i++) {
|
|
XELOGE(" r{:<3} = {:016X}", i, context->r[i]);
|
|
}
|
|
for (int i = 0; i < 32; i++) {
|
|
XELOGE(" f{:<3} = {:016X} = (double){} = (float){}", i,
|
|
*reinterpret_cast<uint64_t*>(&context->f[i]), context->f[i],
|
|
*(float*)&context->f[i]);
|
|
}
|
|
for (int i = 0; i < 128; i++) {
|
|
XELOGE(" v{:<3} = [0x{:08X}, 0x{:08X}, 0x{:08X}, 0x{:08X}]", i,
|
|
context->v[i].u32[0], context->v[i].u32[1], context->v[i].u32[2],
|
|
context->v[i].u32[3]);
|
|
}
|
|
|
|
// Display a dialog telling the user the guest has crashed.
|
|
display_window()->loop()->PostSynchronous([&]() {
|
|
xe::ui::ImGuiDialog::ShowMessageBox(
|
|
display_window(), "Uh-oh!",
|
|
"The guest has crashed.\n\n"
|
|
""
|
|
"Xenia has now paused itself.\n"
|
|
"A crash dump has been written into the log.");
|
|
});
|
|
|
|
// Now suspend ourself (we should be a guest thread).
|
|
current_thread->Suspend(nullptr);
|
|
|
|
// We should not arrive here!
|
|
assert_always();
|
|
return false;
|
|
}
|
|
|
|
void Emulator::WaitUntilExit() {
|
|
while (true) {
|
|
if (main_thread_) {
|
|
xe::threading::Wait(main_thread_->thread(), false);
|
|
}
|
|
|
|
if (restoring_) {
|
|
restore_fence_.Wait();
|
|
} else {
|
|
// Not restoring and the thread exited. We're finished.
|
|
break;
|
|
}
|
|
}
|
|
|
|
on_exit();
|
|
}
|
|
|
|
std::string Emulator::FindLaunchModule() {
|
|
std::string path("game:\\");
|
|
|
|
if (!cvars::launch_module.empty()) {
|
|
return path + cvars::launch_module;
|
|
}
|
|
|
|
std::string default_module("default.xex");
|
|
|
|
auto gameinfo_entry(file_system_->ResolvePath(path + "GameInfo.bin"));
|
|
if (gameinfo_entry) {
|
|
vfs::File* file = nullptr;
|
|
X_STATUS result =
|
|
gameinfo_entry->Open(vfs::FileAccess::kGenericRead, &file);
|
|
if (XSUCCEEDED(result)) {
|
|
std::vector<uint8_t> buffer(gameinfo_entry->size());
|
|
size_t bytes_read = 0;
|
|
result = file->ReadSync(buffer.data(), buffer.size(), 0, &bytes_read);
|
|
if (XSUCCEEDED(result)) {
|
|
kernel::util::GameInfo info(buffer);
|
|
if (info.is_valid()) {
|
|
XELOGI("Found virtual title {}", info.virtual_title_id());
|
|
|
|
const std::string xna_id("584E07D1");
|
|
auto xna_id_entry(file_system_->ResolvePath(path + xna_id));
|
|
if (xna_id_entry) {
|
|
default_module = xna_id + "\\" + info.module_name();
|
|
} else {
|
|
XELOGE("Could not find fixed XNA path {}", xna_id);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return path + default_module;
|
|
}
|
|
|
|
X_STATUS Emulator::CompleteLaunch(const std::filesystem::path& path,
|
|
const std::string_view module_path) {
|
|
// Reset state.
|
|
title_id_ = 0;
|
|
game_title_ = "";
|
|
display_window_->SetIcon(nullptr, 0);
|
|
|
|
// Allow xam to request module loads.
|
|
auto xam = kernel_state()->GetKernelModule<kernel::xam::XamModule>("xam.xex");
|
|
|
|
XELOGI("Launching module {}", module_path);
|
|
auto module = kernel_state_->LoadUserModule(module_path);
|
|
if (!module) {
|
|
XELOGE("Failed to load user module {}", xe::path_to_utf8(path));
|
|
return X_STATUS_NOT_FOUND;
|
|
}
|
|
|
|
// Grab the current title ID.
|
|
xex2_opt_execution_info* info = nullptr;
|
|
module->GetOptHeader(XEX_HEADER_EXECUTION_INFO, &info);
|
|
if (info) {
|
|
title_id_ = info->title_id;
|
|
}
|
|
|
|
// Try and load the resource database (xex only).
|
|
if (module->title_id()) {
|
|
auto title_id = fmt::format("{:08X}", module->title_id());
|
|
config::LoadGameConfig(title_id);
|
|
uint32_t resource_data = 0;
|
|
uint32_t resource_size = 0;
|
|
if (XSUCCEEDED(module->GetSection(title_id.c_str(), &resource_data,
|
|
&resource_size))) {
|
|
kernel::util::XdbfGameData db(
|
|
module->memory()->TranslateVirtual(resource_data), resource_size);
|
|
if (db.is_valid()) {
|
|
// TODO(gibbed): get title respective to user locale.
|
|
game_title_ = db.title(kernel::util::XdbfLocale::kEnglish);
|
|
if (game_title_.empty()) {
|
|
// If English title is unavailable, get the title in default locale.
|
|
game_title_ = db.title();
|
|
}
|
|
auto icon_block = db.icon();
|
|
if (icon_block) {
|
|
display_window_->SetIcon(icon_block.buffer, icon_block.size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Initializing the shader storage in a blocking way so the user doesn't miss
|
|
// the initial seconds - for instance, sound from an intro video may start
|
|
// playing before the video can be seen if doing this in parallel with the
|
|
// main thread.
|
|
on_shader_storage_initialization(true);
|
|
graphics_system_->InitializeShaderStorage(cache_root_, title_id_, true);
|
|
on_shader_storage_initialization(false);
|
|
|
|
auto main_thread = kernel_state_->LaunchModule(module);
|
|
if (!main_thread) {
|
|
return X_STATUS_UNSUCCESSFUL;
|
|
}
|
|
main_thread_ = main_thread;
|
|
on_launch(title_id_, game_title_);
|
|
|
|
return X_STATUS_SUCCESS;
|
|
}
|
|
|
|
} // namespace xe
|