mirror of
https://github.com/azahar-emu/azahar
synced 2025-11-11 09:29:58 +01:00
10 slots are offered along with 'Save to Oldest Slot' and 'Load from Newest Slot'. The savestate format is similar to the movie file format. It is called CST (Citra SavesTate), and is basically a 0x100 byte header (consisting of magic, revision, creation time and title ID) followed by Zstd compressed raw savestate data. The savestate files are saved to the `states` folder in Citra's user folder. The files are named like `<Title ID>.<Slot ID>.cst`.
370 lines
11 KiB
C++
370 lines
11 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <mutex>
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#include <string>
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#include "boost/serialization/access.hpp"
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#include "common/common_types.h"
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#include "core/custom_tex_cache.h"
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#include "core/frontend/applets/mii_selector.h"
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#include "core/frontend/applets/swkbd.h"
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#include "core/frontend/image_interface.h"
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#include "core/loader/loader.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/telemetry_session.h"
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class ARM_Interface;
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namespace Frontend {
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class EmuWindow;
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}
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namespace Memory {
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class MemorySystem;
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}
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namespace AudioCore {
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class DspInterface;
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}
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namespace RPC {
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class RPCServer;
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}
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namespace Service {
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namespace SM {
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class ServiceManager;
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}
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namespace FS {
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class ArchiveManager;
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}
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} // namespace Service
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namespace Kernel {
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class KernelSystem;
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}
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namespace Cheats {
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class CheatEngine;
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}
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namespace VideoDumper {
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class Backend;
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}
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class RendererBase;
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namespace Core {
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class Timing;
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class System {
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public:
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/**
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* Gets the instance of the System singleton class.
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* @returns Reference to the instance of the System singleton class.
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*/
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static System& GetInstance() {
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return s_instance;
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}
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/// Enumeration representing the return values of the System Initialize and Load process.
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enum class ResultStatus : u32 {
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Success, ///< Succeeded
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ErrorNotInitialized, ///< Error trying to use core prior to initialization
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ErrorGetLoader, ///< Error finding the correct application loader
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ErrorSystemMode, ///< Error determining the system mode
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ErrorLoader, ///< Error loading the specified application
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ErrorLoader_ErrorEncrypted, ///< Error loading the specified application due to encryption
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ErrorLoader_ErrorInvalidFormat, ///< Error loading the specified application due to an
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/// invalid format
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ErrorSystemFiles, ///< Error in finding system files
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ErrorVideoCore, ///< Error in the video core
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ErrorVideoCore_ErrorGenericDrivers, ///< Error in the video core due to the user having
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/// generic drivers installed
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ErrorVideoCore_ErrorBelowGL33, ///< Error in the video core due to the user not having
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/// OpenGL 3.3 or higher
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ShutdownRequested, ///< Emulated program requested a system shutdown
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ErrorUnknown ///< Any other error
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};
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~System();
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/**
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* Run the core CPU loop
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* This function runs the core for the specified number of CPU instructions before trying to
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* update hardware. This is much faster than SingleStep (and should be equivalent), as the CPU
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* is not required to do a full dispatch with each instruction. NOTE: the number of instructions
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* requested is not guaranteed to run, as this will be interrupted preemptively if a hardware
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* update is requested (e.g. on a thread switch).
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* @param tight_loop If false, the CPU single-steps.
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* @return Result status, indicating whethor or not the operation succeeded.
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*/
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ResultStatus RunLoop(bool tight_loop = true);
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/**
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* Step the CPU one instruction
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* @return Result status, indicating whethor or not the operation succeeded.
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*/
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ResultStatus SingleStep();
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/// Shutdown the emulated system.
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void Shutdown();
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/// Shutdown and then load again
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void Reset();
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enum class Signal : u32 { None, Shutdown, Reset, Save, Load };
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bool SendSignal(Signal signal, u32 param = 0);
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/// Request reset of the system
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void RequestReset() {
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SendSignal(Signal::Reset);
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}
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/// Request shutdown of the system
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void RequestShutdown() {
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SendSignal(Signal::Shutdown);
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}
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/**
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* Load an executable application.
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* @param emu_window Reference to the host-system window used for video output and keyboard
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* input.
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* @param filepath String path to the executable application to load on the host file system.
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* @returns ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Load(Frontend::EmuWindow& emu_window, const std::string& filepath);
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/**
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* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
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* application).
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* @returns True if the emulated system is powered on, otherwise false.
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*/
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bool IsPoweredOn() const {
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return cpu_core != nullptr;
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}
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/**
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* Returns a reference to the telemetry session for this emulation session.
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* @returns Reference to the telemetry session.
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*/
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Core::TelemetrySession& TelemetrySession() const {
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return *telemetry_session;
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}
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/// Prepare the core emulation for a reschedule
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void PrepareReschedule();
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PerfStats::Results GetAndResetPerfStats();
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/**
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* Gets a reference to the emulated CPU.
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* @returns A reference to the emulated CPU.
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*/
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ARM_Interface& CPU() {
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return *cpu_core;
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}
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/**
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* Gets a reference to the emulated DSP.
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* @returns A reference to the emulated DSP.
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*/
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AudioCore::DspInterface& DSP() {
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return *dsp_core;
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}
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RendererBase& Renderer();
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/**
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* Gets a reference to the service manager.
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* @returns A reference to the service manager.
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*/
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Service::SM::ServiceManager& ServiceManager();
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/**
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* Gets a const reference to the service manager.
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* @returns A const reference to the service manager.
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*/
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const Service::SM::ServiceManager& ServiceManager() const;
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/// Gets a reference to the archive manager
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Service::FS::ArchiveManager& ArchiveManager();
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/// Gets a const reference to the archive manager
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const Service::FS::ArchiveManager& ArchiveManager() const;
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/// Gets a reference to the kernel
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Kernel::KernelSystem& Kernel();
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/// Gets a const reference to the kernel
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const Kernel::KernelSystem& Kernel() const;
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/// Gets a reference to the timing system
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Timing& CoreTiming();
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/// Gets a const reference to the timing system
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const Timing& CoreTiming() const;
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/// Gets a reference to the memory system
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Memory::MemorySystem& Memory();
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/// Gets a const reference to the memory system
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const Memory::MemorySystem& Memory() const;
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/// Gets a reference to the cheat engine
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Cheats::CheatEngine& CheatEngine();
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/// Gets a const reference to the cheat engine
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const Cheats::CheatEngine& CheatEngine() const;
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/// Gets a reference to the custom texture cache system
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Core::CustomTexCache& CustomTexCache();
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/// Gets a const reference to the custom texture cache system
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const Core::CustomTexCache& CustomTexCache() const;
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/// Handles loading all custom textures from disk into cache.
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void PreloadCustomTextures();
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/// Gets a reference to the video dumper backend
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VideoDumper::Backend& VideoDumper();
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/// Gets a const reference to the video dumper backend
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const VideoDumper::Backend& VideoDumper() const;
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std::unique_ptr<PerfStats> perf_stats;
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FrameLimiter frame_limiter;
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void SetStatus(ResultStatus new_status, const char* details = nullptr) {
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status = new_status;
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if (details) {
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status_details = details;
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}
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}
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const std::string& GetStatusDetails() const {
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return status_details;
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}
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Loader::AppLoader& GetAppLoader() const {
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return *app_loader;
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}
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/// Frontend Applets
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void RegisterMiiSelector(std::shared_ptr<Frontend::MiiSelector> mii_selector);
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void RegisterSoftwareKeyboard(std::shared_ptr<Frontend::SoftwareKeyboard> swkbd);
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std::shared_ptr<Frontend::MiiSelector> GetMiiSelector() const {
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return registered_mii_selector;
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}
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std::shared_ptr<Frontend::SoftwareKeyboard> GetSoftwareKeyboard() const {
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return registered_swkbd;
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}
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/// Image interface
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void RegisterImageInterface(std::shared_ptr<Frontend::ImageInterface> image_interface);
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std::shared_ptr<Frontend::ImageInterface> GetImageInterface() const {
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return registered_image_interface;
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}
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void SaveState(u32 slot) const;
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void LoadState(u32 slot);
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private:
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/**
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* Initialize the emulated system.
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* @param emu_window Reference to the host-system window used for video output and keyboard
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* input.
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* @param system_mode The system mode.
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* @return ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Init(Frontend::EmuWindow& emu_window, u32 system_mode);
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/// Reschedule the core emulation
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void Reschedule();
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/// AppLoader used to load the current executing application
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std::unique_ptr<Loader::AppLoader> app_loader;
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/// ARM11 CPU core
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std::shared_ptr<ARM_Interface> cpu_core;
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/// DSP core
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std::unique_ptr<AudioCore::DspInterface> dsp_core;
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/// When true, signals that a reschedule should happen
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bool reschedule_pending{};
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/// Telemetry session for this emulation session
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std::unique_ptr<Core::TelemetrySession> telemetry_session;
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/// Service manager
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std::unique_ptr<Service::SM::ServiceManager> service_manager;
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/// Frontend applets
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std::shared_ptr<Frontend::MiiSelector> registered_mii_selector;
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std::shared_ptr<Frontend::SoftwareKeyboard> registered_swkbd;
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/// Cheats manager
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std::unique_ptr<Cheats::CheatEngine> cheat_engine;
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/// Video dumper backend
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std::unique_ptr<VideoDumper::Backend> video_dumper;
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/// Custom texture cache system
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std::unique_ptr<Core::CustomTexCache> custom_tex_cache;
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/// Image interface
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std::shared_ptr<Frontend::ImageInterface> registered_image_interface;
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/// RPC Server for scripting support
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std::unique_ptr<RPC::RPCServer> rpc_server;
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std::unique_ptr<Service::FS::ArchiveManager> archive_manager;
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std::unique_ptr<Memory::MemorySystem> memory;
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std::unique_ptr<Kernel::KernelSystem> kernel;
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std::unique_ptr<Timing> timing;
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private:
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static System s_instance;
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ResultStatus status = ResultStatus::Success;
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std::string status_details = "";
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/// Saved variables for reset
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Frontend::EmuWindow* m_emu_window;
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std::string m_filepath;
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u64 title_id;
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std::mutex signal_mutex;
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Signal current_signal;
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u32 signal_param;
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friend class boost::serialization::access;
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template <typename Archive>
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void serialize(Archive& ar, const unsigned int file_version);
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};
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inline ARM_Interface& CPU() {
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return System::GetInstance().CPU();
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}
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inline AudioCore::DspInterface& DSP() {
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return System::GetInstance().DSP();
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}
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} // namespace Core
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