// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "audio_core/dsp_interface.h" #include "audio_core/hle/hle.h" #include "audio_core/lle/lle.h" #include "common/logging/log.h" #include "core/arm/arm_interface.h" #ifdef ARCHITECTURE_x86_64 #include "core/arm/dynarmic/arm_dynarmic.h" #endif #include "core/arm/dyncom/arm_dyncom.h" #include "core/cheats/cheats.h" #include "core/core.h" #include "core/core_timing.h" #include "core/gdbstub/gdbstub.h" #include "core/hle/kernel/client_port.h" #include "core/hle/kernel/kernel.h" #include "core/hle/kernel/process.h" #include "core/hle/kernel/thread.h" #include "core/hle/service/fs/archive.h" #include "core/hle/service/service.h" #include "core/hle/service/sm/sm.h" #include "core/hw/hw.h" #include "core/loader/loader.h" #include "core/movie.h" #include "core/rpc/rpc_server.h" #include "core/settings.h" #include "network/network.h" #include "video_core/video_core.h" namespace Core { /*static*/ System System::s_instance; System::ResultStatus System::RunLoop(bool tight_loop) { status = ResultStatus::Success; if (!cpu_core) { return ResultStatus::ErrorNotInitialized; } if (GDBStub::IsServerEnabled()) { GDBStub::HandlePacket(); // If the loop is halted and we want to step, use a tiny (1) number of instructions to // execute. Otherwise, get out of the loop function. if (GDBStub::GetCpuHaltFlag()) { if (GDBStub::GetCpuStepFlag()) { tight_loop = false; } else { return ResultStatus::Success; } } } // If we don't have a currently active thread then don't execute instructions, // instead advance to the next event and try to yield to the next thread if (kernel->GetThreadManager().GetCurrentThread() == nullptr) { LOG_TRACE(Core_ARM11, "Idling"); timing->Idle(); timing->Advance(); PrepareReschedule(); } else { timing->Advance(); if (tight_loop) { cpu_core->Run(); } else { cpu_core->Step(); } } if (GDBStub::IsServerEnabled()) { GDBStub::SetCpuStepFlag(false); } HW::Update(); Reschedule(); if (reset_requested.exchange(false)) { Reset(); } else if (shutdown_requested.exchange(false)) { return ResultStatus::ShutdownRequested; } return status; } System::ResultStatus System::SingleStep() { return RunLoop(false); } System::ResultStatus System::Load(EmuWindow& emu_window, const std::string& filepath) { app_loader = Loader::GetLoader(filepath); if (!app_loader) { LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath); return ResultStatus::ErrorGetLoader; } std::pair, Loader::ResultStatus> system_mode = app_loader->LoadKernelSystemMode(); if (system_mode.second != Loader::ResultStatus::Success) { LOG_CRITICAL(Core, "Failed to determine system mode (Error {})!", static_cast(system_mode.second)); switch (system_mode.second) { case Loader::ResultStatus::ErrorEncrypted: return ResultStatus::ErrorLoader_ErrorEncrypted; case Loader::ResultStatus::ErrorInvalidFormat: return ResultStatus::ErrorLoader_ErrorInvalidFormat; default: return ResultStatus::ErrorSystemMode; } } ASSERT(system_mode.first); ResultStatus init_result{Init(emu_window, *system_mode.first)}; if (init_result != ResultStatus::Success) { LOG_CRITICAL(Core, "Failed to initialize system (Error {})!", static_cast(init_result)); System::Shutdown(); return init_result; } std::shared_ptr process; const Loader::ResultStatus load_result{app_loader->Load(process)}; kernel->SetCurrentProcess(process); if (Loader::ResultStatus::Success != load_result) { LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast(load_result)); System::Shutdown(); switch (load_result) { case Loader::ResultStatus::ErrorEncrypted: return ResultStatus::ErrorLoader_ErrorEncrypted; case Loader::ResultStatus::ErrorInvalidFormat: return ResultStatus::ErrorLoader_ErrorInvalidFormat; default: return ResultStatus::ErrorLoader; } } memory->SetCurrentPageTable(&kernel->GetCurrentProcess()->vm_manager.page_table); cheat_engine = std::make_unique(*this); status = ResultStatus::Success; m_emu_window = &emu_window; m_filepath = filepath; return status; } void System::PrepareReschedule() { cpu_core->PrepareReschedule(); reschedule_pending = true; } PerfStats::Results System::GetAndResetPerfStats() { return perf_stats.GetAndResetStats(timing->GetGlobalTimeUs()); } void System::Reschedule() { if (!reschedule_pending) { return; } reschedule_pending = false; kernel->GetThreadManager().Reschedule(); } System::ResultStatus System::Init(EmuWindow& emu_window, u32 system_mode) { LOG_DEBUG(HW_Memory, "initialized OK"); memory = std::make_unique(); timing = std::make_unique(); kernel = std::make_unique(*memory, *timing, [this] { PrepareReschedule(); }, system_mode); if (Settings::values.use_cpu_jit) { #ifdef ARCHITECTURE_x86_64 cpu_core = std::make_unique(this, *memory, USER32MODE); #else cpu_core = std::make_unique(this, *memory, USER32MODE); LOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available"); #endif } else { cpu_core = std::make_unique(this, *memory, USER32MODE); } kernel->GetThreadManager().SetCPU(*cpu_core); memory->SetCPU(*cpu_core); if (Settings::values.enable_dsp_lle) { dsp_core = std::make_unique(*memory, Settings::values.enable_dsp_lle_multithread); } else { dsp_core = std::make_unique(*memory); } memory->SetDSP(*dsp_core); dsp_core->SetSink(Settings::values.sink_id, Settings::values.audio_device_id); dsp_core->EnableStretching(Settings::values.enable_audio_stretching); telemetry_session = std::make_unique(); rpc_server = std::make_unique(); service_manager = std::make_shared(*this); archive_manager = std::make_unique(*this); HW::Init(*memory); Service::Init(*this); GDBStub::Init(); ResultStatus result = VideoCore::Init(emu_window, *memory); if (result != ResultStatus::Success) { return result; } LOG_DEBUG(Core, "Initialized OK"); // Reset counters and set time origin to current frame GetAndResetPerfStats(); perf_stats.BeginSystemFrame(); return ResultStatus::Success; } Service::SM::ServiceManager& System::ServiceManager() { return *service_manager; } const Service::SM::ServiceManager& System::ServiceManager() const { return *service_manager; } Service::FS::ArchiveManager& System::ArchiveManager() { return *archive_manager; } const Service::FS::ArchiveManager& System::ArchiveManager() const { return *archive_manager; } Kernel::KernelSystem& System::Kernel() { return *kernel; } const Kernel::KernelSystem& System::Kernel() const { return *kernel; } Timing& System::CoreTiming() { return *timing; } const Timing& System::CoreTiming() const { return *timing; } Memory::MemorySystem& System::Memory() { return *memory; } const Memory::MemorySystem& System::Memory() const { return *memory; } Cheats::CheatEngine& System::CheatEngine() { return *cheat_engine; } const Cheats::CheatEngine& System::CheatEngine() const { return *cheat_engine; } void System::RegisterMiiSelector(std::shared_ptr mii_selector) { registered_mii_selector = std::move(mii_selector); } void System::RegisterSoftwareKeyboard(std::shared_ptr swkbd) { registered_swkbd = std::move(swkbd); } void System::Shutdown() { // Log last frame performance stats const auto perf_results = GetAndResetPerfStats(); telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed", perf_results.emulation_speed * 100.0); telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate", perf_results.game_fps); telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime", perf_results.frametime * 1000.0); // Shutdown emulation session GDBStub::Shutdown(); VideoCore::Shutdown(); HW::Shutdown(); telemetry_session.reset(); rpc_server.reset(); cheat_engine.reset(); service_manager.reset(); dsp_core.reset(); cpu_core.reset(); kernel.reset(); timing.reset(); app_loader.reset(); if (auto room_member = Network::GetRoomMember().lock()) { Network::GameInfo game_info{}; room_member->SendGameInfo(game_info); } LOG_DEBUG(Core, "Shutdown OK"); } void System::Reset() { // This is NOT a proper reset, but a temporary workaround by shutting down the system and // reloading. // TODO: Properly implement the reset Shutdown(); // Reload the system with the same setting Load(*m_emu_window, m_filepath); } } // namespace Core