State: Simplify interthread communication and cleanups. Save/Load calls are now always non-blocking for the caller, but appropriately block the CPU thread as needed.

This commit is contained in:
Jordan Woyak 2025-11-02 22:21:15 -06:00
parent 4c1c0c06bc
commit 52beeff209
6 changed files with 328 additions and 374 deletions

View File

@ -233,19 +233,17 @@ object NativeLibrary {
* Saves a game state to the slot number.
*
* @param slot The slot location to save state to.
* @param wait If false, returns as early as possible. If true, returns once the savestate has been written to disk.
*/
@JvmStatic
external fun SaveState(slot: Int, wait: Boolean)
external fun SaveState(slot: Int)
/**
* Saves a game state to the specified path.
*
* @param path The path to save state to.
* @param wait If false, returns as early as possible. If true, returns once the savestate has been written to disk.
*/
@JvmStatic
external fun SaveStateAs(path: String, wait: Boolean)
external fun SaveStateAs(path: String)
/**
* Loads a game state from the slot number.

View File

@ -494,16 +494,16 @@ class EmulationActivity : AppCompatActivity(), ThemeProvider {
}
MENU_ACTION_TAKE_SCREENSHOT -> NativeLibrary.SaveScreenShot()
MENU_ACTION_QUICK_SAVE -> NativeLibrary.SaveState(9, false)
MENU_ACTION_QUICK_SAVE -> NativeLibrary.SaveState(9)
MENU_ACTION_QUICK_LOAD -> NativeLibrary.LoadState(9)
MENU_ACTION_SAVE_ROOT -> showSubMenu(SaveOrLoad.SAVE)
MENU_ACTION_LOAD_ROOT -> showSubMenu(SaveOrLoad.LOAD)
MENU_ACTION_SAVE_SLOT1 -> NativeLibrary.SaveState(0, false)
MENU_ACTION_SAVE_SLOT2 -> NativeLibrary.SaveState(1, false)
MENU_ACTION_SAVE_SLOT3 -> NativeLibrary.SaveState(2, false)
MENU_ACTION_SAVE_SLOT4 -> NativeLibrary.SaveState(3, false)
MENU_ACTION_SAVE_SLOT5 -> NativeLibrary.SaveState(4, false)
MENU_ACTION_SAVE_SLOT6 -> NativeLibrary.SaveState(5, false)
MENU_ACTION_SAVE_SLOT1 -> NativeLibrary.SaveState(0)
MENU_ACTION_SAVE_SLOT2 -> NativeLibrary.SaveState(1)
MENU_ACTION_SAVE_SLOT3 -> NativeLibrary.SaveState(2)
MENU_ACTION_SAVE_SLOT4 -> NativeLibrary.SaveState(3)
MENU_ACTION_SAVE_SLOT5 -> NativeLibrary.SaveState(4)
MENU_ACTION_SAVE_SLOT6 -> NativeLibrary.SaveState(5)
MENU_ACTION_LOAD_SLOT1 -> NativeLibrary.LoadState(0)
MENU_ACTION_LOAD_SLOT2 -> NativeLibrary.LoadState(1)
MENU_ACTION_LOAD_SLOT3 -> NativeLibrary.LoadState(2)

View File

@ -232,7 +232,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
}
}
fun saveTemporaryState() = NativeLibrary.SaveStateAs(temporaryStateFilePath, true)
fun saveTemporaryState() = NativeLibrary.SaveStateAs(temporaryStateFilePath)
private val temporaryStateFilePath: String
get() = "${requireContext().filesDir}${File.separator}temp.sav"

View File

@ -310,19 +310,17 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_eglBindAPI(J
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_SaveState(JNIEnv*, jclass,
jint slot,
jboolean wait)
jint slot)
{
HostThreadLock guard;
State::Save(Core::System::GetInstance(), slot, wait);
State::Save(Core::System::GetInstance(), slot);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_SaveStateAs(JNIEnv* env, jclass,
jstring path,
jboolean wait)
jstring path)
{
HostThreadLock guard;
State::SaveAs(Core::System::GetInstance(), GetJString(env, path), wait);
State::SaveAs(Core::System::GetInstance(), GetJString(env, path));
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_LoadState(JNIEnv*, jclass,

View File

@ -4,12 +4,11 @@
#include "Core/State.h"
#include <algorithm>
#include <condition_variable>
#include <filesystem>
#include <locale>
#include <map>
#include <memory>
#include <mutex>
#include <shared_mutex>
#include <string>
#include <utility>
#include <vector>
@ -20,15 +19,17 @@
#include <lz4.h>
#include <lzo/lzo1x.h>
#include "Common/Buffer.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/Contains.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/IOFile.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Thread.h"
#include "Common/TimeUtil.h"
#include "Common/TransferableSharedMutex.h"
#include "Common/Version.h"
#include "Common/WorkQueueThread.h"
@ -40,12 +41,13 @@
#include "Core/HW/HW.h"
#include "Core/HW/Memmap.h"
#include "Core/HW/Wiimote.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "Core/NetPlayProto.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/System.h"
#include "UICommon/UICommon.h"
#include "VideoCommon/FrameDumpFFMpeg.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoBackendBase.h"
@ -66,33 +68,31 @@ static unsigned char __LZO_MMODEL out[OUT_LEN];
static AfterLoadCallbackFunc s_on_after_load_callback;
static Common::EventHook s_flush_unsaved_data_hook;
// Temporary undo state buffer
static Common::UniqueBuffer<u8> s_undo_load_buffer;
static std::mutex s_undo_load_buffer_mutex;
static std::mutex s_load_or_save_in_progress_mutex;
// Used to estimate buffer size for the next save.
static u32 s_last_state_size = 0;
struct CompressAndDumpState_args
// Shared locks are acquired for each state save task.
// Tasks generally transition from: Calling thread -> CPU thread -> Compress/Write thread.
// Holding an "exclusive" lock will:
// 1. Ensure all previous save tasks have been completely written to the file systen.
// 2. Prevent new tasks from starting.
static Common::TransferableSharedMutex s_state_saves_in_progress;
struct CompressAndDumpStateArgs
{
Common::UniqueBuffer<u8> buffer;
std::string filename;
std::shared_ptr<Common::Event> state_write_done_event;
std::shared_lock<decltype(s_state_saves_in_progress)> task_lock;
};
// Protects against simultaneous reads and writes to the final savestate location from multiple
// threads.
static std::mutex s_save_thread_mutex;
// Queue for compressing and writing savestates to disk.
static Common::WorkQueueThread<CompressAndDumpState_args> s_save_thread;
// Keeps track of savestate writes that are currently happening, so we don't load a state while
// another one is still saving. This is particularly important so if you save to a slot and then
// immediately load from the same one, you don't accidentally load the state that's still at that
// file path before the write is done.
static std::mutex s_state_writes_in_queue_mutex;
static size_t s_state_writes_in_queue;
static std::condition_variable s_state_write_queue_is_empty;
// Only the CPU thread manipulates this worker.
static Common::WorkQueueThreadSP<CompressAndDumpStateArgs> s_compress_and_dump_thread;
// Don't forget to increase this after doing changes on the savestate system
constexpr u32 STATE_VERSION = 175; // Last changed in PR 13751
@ -121,20 +121,18 @@ static const std::map<u32, std::pair<std::string, std::string>> s_old_versions =
{38, {"4.0-4963", "4.0-5267"}}, {39, {"4.0-5279", "4.0-5525"}}, {40, {"4.0-5531", "4.0-5809"}},
{41, {"4.0-5811", "4.0-5923"}}, {42, {"4.0-5925", "4.0-5946"}}};
enum
{
STATE_NONE = 0,
STATE_SAVE = 1,
STATE_LOAD = 2,
};
static constexpr bool s_use_compression = true;
static bool s_use_compression = true;
void EnableCompression(bool compression)
// Acquired for tasks that will write state save data to the filesystem.
// This allows for later waiting on completion of said tasks when necessary.
// We want to maintain a proper order of async operations, e.g. Save, Save, GetInfoString.
[[nodiscard]] static auto GetStateSaveTaskLock()
{
s_use_compression = compression;
return std::shared_lock{s_state_saves_in_progress};
}
static bool ReadHeader(const std::string& filename, StateHeader& header);
static void DoState(Core::System& system, PointerWrap& p)
{
bool is_wii = system.IsWii() || system.IsMIOS();
@ -201,68 +199,82 @@ static void DoState(Core::System& system, PointerWrap& p)
#endif // USE_RETRO_ACHIEVEMENTS
}
void LoadFromBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer)
static bool CheckIfStateLoadIsAllowed(Core::System& system)
{
if (!Core::IsRunningOrStarting(system))
return false;
if (NetPlay::IsNetPlayRunning())
{
OSD::AddMessage("Loading savestates is disabled in Netplay to prevent desyncs");
return;
return false;
}
if (AchievementManager::GetInstance().IsHardcoreModeActive())
{
OSD::AddMessage("Loading savestates is disabled in RetroAchievements hardcore mode");
return;
return false;
}
Core::RunOnCPUThread(
system,
[&] {
u8* ptr = buffer.data();
PointerWrap p(&ptr, buffer.size(), PointerWrap::Mode::Read);
DoState(system, p);
},
true);
return true;
}
void SaveToBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer)
static bool LoadFromBuffer(Core::System& system, std::span<u8> buffer)
{
Core::RunOnCPUThread(
system,
[&] {
u8* ptr = nullptr;
PointerWrap p_measure(&ptr, 0, PointerWrap::Mode::Measure);
DoState(system, p_measure);
u8* ptr = buffer.data();
PointerWrap p(&ptr, buffer.size(), PointerWrap::Mode::Read);
DoState(system, p);
return p.IsReadMode();
}
const size_t new_buffer_size = ptr - (u8*)(nullptr);
if (new_buffer_size > buffer.size())
buffer.reset(new_buffer_size);
// Returns the required size, or 0 on failure.
static std::size_t SaveToBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer)
{
// Attempt to save to our provided buffer as-is.
// If buffer isn't large enough, PointerWrap transitions to MeasureMode,
// and then we have our measurement for a second attempt.
u8* ptr = buffer.data();
PointerWrap pointer_wrap(&ptr, buffer.size(), PointerWrap::Mode::Write);
DoState(system, pointer_wrap);
const auto measured_size = pointer_wrap.GetOffsetFromPreviousPosition(buffer.data());
ptr = buffer.data();
PointerWrap p(&ptr, buffer.size(), PointerWrap::Mode::Write);
DoState(system, p);
},
true);
if (pointer_wrap.IsWriteMode())
{
s_last_state_size = measured_size;
return measured_size;
}
if (measured_size > buffer.size())
{
DEBUG_LOG_FMT(CORE, "SaveToBuffer: Growing buffer from size {} to measured size {}",
buffer.size(), measured_size);
buffer.reset(measured_size);
return SaveToBuffer(system, buffer);
}
// Buffer was large enough but we still failed for some other reason.
return 0;
}
namespace
{
struct SlotWithTimestamp
{
// 1-based indexing.
int slot;
double timestamp;
};
} // namespace
// returns first slot number not in the vector, or -1 if all are in the vector
static int GetEmptySlot(const std::vector<SlotWithTimestamp>& used_slots)
// Returns first slot number (1-based indexing) not in the vector.
static std::optional<int> GetEmptySlot(const std::vector<SlotWithTimestamp>& used_slots)
{
for (int i = 1; i <= (int)NUM_STATES; i++)
for (int i = 1; i <= int(NUM_STATES); ++i)
{
if (!Common::Contains(used_slots, i, &SlotWithTimestamp::slot))
return i;
}
return -1;
return std::nullopt;
}
// Arbitrarily chosen value (38 years) that is subtracted in GetSystemTimeAsDouble()
@ -289,40 +301,41 @@ static std::string SystemTimeAsDoubleToString(double time)
return fmt::format(std::locale{""}, "{:%x %X}", *local_time);
}
static std::string MakeStateFilename(int number);
static std::string MakeStateFilename(int number)
{
return fmt::format("{}{}.s{:02d}", File::GetUserPath(D_STATESAVES_IDX),
SConfig::GetInstance().GetGameID(), number);
}
static std::vector<SlotWithTimestamp> GetUsedSlotsWithTimestamp()
{
std::vector<SlotWithTimestamp> result;
StateHeader header;
for (int i = 1; i <= (int)NUM_STATES; i++)
for (int i = 1; i <= int(NUM_STATES); ++i)
{
std::string filename = MakeStateFilename(i);
if (File::Exists(filename))
{
if (ReadHeader(filename, header))
{
result.emplace_back(SlotWithTimestamp{.slot = i, .timestamp = header.legacy_header.time});
}
}
if (!File::Exists(filename) || !ReadHeader(filename, header))
continue;
result.emplace_back(SlotWithTimestamp{.slot = i, .timestamp = header.legacy_header.time});
}
return result;
}
static void CompressBufferToFile(const u8* raw_buffer, u64 size, File::IOFile& f)
static void CompressBufferToFile(std::span<const u8> raw_buffer, File::IOFile& f)
{
u64 total_bytes_compressed = 0;
while (true)
{
const u64 bytes_left_to_compress = size - total_bytes_compressed;
const u64 bytes_left_to_compress = raw_buffer.size() - total_bytes_compressed;
const int bytes_to_compress =
static_cast<int>(std::min(static_cast<u64>(LZ4_MAX_INPUT_SIZE), bytes_left_to_compress));
Common::UniqueBuffer<char> compressed_buffer(LZ4_compressBound(bytes_to_compress));
const int compressed_len = LZ4_compress_default(
reinterpret_cast<const char*>(raw_buffer) + total_bytes_compressed, compressed_buffer.get(),
bytes_to_compress, int(compressed_buffer.size()));
reinterpret_cast<const char*>(raw_buffer.data()) + total_bytes_compressed,
compressed_buffer.get(), bytes_to_compress, int(compressed_buffer.size()));
if (compressed_len == 0)
{
@ -335,7 +348,7 @@ static void CompressBufferToFile(const u8* raw_buffer, u64 size, File::IOFile& f
f.WriteBytes(compressed_buffer.get(), compressed_len);
total_bytes_compressed += bytes_to_compress;
if (total_bytes_compressed == size)
if (total_bytes_compressed == raw_buffer.size())
break;
}
}
@ -374,17 +387,17 @@ static void WriteHeadersToFile(size_t uncompressed_size, File::IOFile& f)
// If StateExtendedHeader is amended to include more than the base, add WriteBytes() calls here.
}
static void CompressAndDumpState(Core::System& system, CompressAndDumpState_args& save_args)
static void CompressAndDumpState(Core::System& system, const CompressAndDumpStateArgs& save_args)
{
const u8* const buffer_data = save_args.buffer.data();
const size_t buffer_size = save_args.buffer.size();
const auto& buffer = save_args.buffer;
const std::string& filename = save_args.filename;
// Find free temporary filename.
// TODO: The file exists check and the actual opening of the file should be atomic, we don't have
// functions for that.
// TODO: The file exists check and the actual opening of the file should be atomic.
// This is only an issue for multiple instances of dolphin operating on the same user folder.
std::string temp_filename;
size_t temp_counter = static_cast<size_t>(Common::CurrentThreadId());
auto temp_counter = static_cast<size_t>(Common::CurrentThreadId());
do
{
temp_filename = fmt::format("{}{}.tmp", filename, temp_counter);
@ -398,12 +411,12 @@ static void CompressAndDumpState(Core::System& system, CompressAndDumpState_args
return;
}
WriteHeadersToFile(buffer_size, f);
WriteHeadersToFile(buffer.size(), f);
if (s_use_compression)
CompressBufferToFile(buffer_data, buffer_size, f);
CompressBufferToFile(buffer, f);
else
f.WriteBytes(buffer_data, buffer_size);
f.WriteBytes(buffer.data(), buffer.size());
if (!f.IsGood())
Core::DisplayMessage("Failed to write state file", 2000);
@ -412,111 +425,82 @@ static void CompressAndDumpState(Core::System& system, CompressAndDumpState_args
const std::string last_state_dtmname = last_state_filename + ".dtm";
const std::string dtmname = filename + ".dtm";
// Backup existing state (overwriting an existing backup, if any).
if (File::Exists(filename))
{
std::lock_guard lk(s_save_thread_mutex);
if (File::Exists(last_state_filename))
File::Delete((last_state_filename));
if (File::Exists(last_state_dtmname))
File::Delete((last_state_dtmname));
// Backup existing state (overwriting an existing backup, if any).
if (File::Exists(filename))
if (!File::Rename(filename, last_state_filename))
{
if (File::Exists(last_state_filename))
File::Delete((last_state_filename));
if (File::Exists(last_state_dtmname))
File::Delete((last_state_dtmname));
if (!File::Rename(filename, last_state_filename))
{
Core::DisplayMessage("Failed to move previous state to state undo backup", 1000);
}
else if (File::Exists(dtmname))
{
if (!File::Rename(dtmname, last_state_dtmname))
Core::DisplayMessage("Failed to move previous state's dtm to state undo backup", 1000);
}
Core::DisplayMessage("Failed to move previous state to state undo backup", 1000);
}
auto& movie = system.GetMovie();
if ((movie.IsMovieActive()) && !movie.IsJustStartingRecordingInputFromSaveState())
movie.SaveRecording(dtmname);
else if (!movie.IsMovieActive())
File::Delete(dtmname);
// Move written state to final location.
// TODO: This should also be atomic. This is possible on all systems, but needs a special
// implementation of IOFile on Windows.
if (!f.Close())
Core::DisplayMessage("Failed to close state file", 2000);
if (!File::Rename(temp_filename, filename))
else if (File::Exists(dtmname))
{
Core::DisplayMessage("Failed to rename state file", 2000);
}
else
{
const std::filesystem::path temp_path(filename);
Core::DisplayMessage(fmt::format("Saved State to {}", temp_path.filename().string()), 2000);
if (!File::Rename(dtmname, last_state_dtmname))
Core::DisplayMessage("Failed to move previous state's dtm to state undo backup", 1000);
}
}
auto& movie = system.GetMovie();
if ((movie.IsMovieActive()) && !movie.IsJustStartingRecordingInputFromSaveState())
movie.SaveRecording(dtmname);
else if (!movie.IsMovieActive())
File::Delete(dtmname);
// Move written state to final location.
// TODO: This should also be atomic. This is possible on all systems, but needs a special
// implementation of IOFile on Windows.
if (!f.Close())
Core::DisplayMessage("Failed to close state file", 2000);
if (!File::Rename(temp_filename, filename))
{
Core::DisplayMessage("Failed to rename state file", 2000);
}
else
{
const std::filesystem::path temp_path(filename);
Core::DisplayMessage(fmt::format("Saved State to {}", temp_path.filename().string()), 2000);
}
}
void SaveAs(Core::System& system, const std::string& filename, bool wait)
static void SaveAsFromCore(Core::System& system, std::string filename)
{
std::unique_lock lk(s_load_or_save_in_progress_mutex, std::try_to_lock);
if (!lk)
return;
// Try with a buffer a bit larger than the previous state.
// This will often avoid the "Measure" step.
const auto buffer_size_estimate = std::size_t(s_last_state_size) * 110 / 100;
Common::UniqueBuffer<u8> buffer{buffer_size_estimate};
if (const auto actual_size = SaveToBuffer(system, buffer))
{
// Adjust the oversized buffer down to the actual size.
buffer.assign(buffer.extract().first, actual_size);
CompressAndDumpStateArgs dump_args{
.buffer = std::move(buffer),
.filename = std::move(filename),
.task_lock = GetStateSaveTaskLock(),
};
Core::DisplayMessage("Saving State...", 1000);
s_compress_and_dump_thread.EmplaceItem(std::move(dump_args));
}
else
{
Core::DisplayMessage("Unable to save: Internal DoState Error", 4000);
}
}
void SaveAs(Core::System& system, std::string filename)
{
Core::RunOnCPUThread(
system,
[&] {
{
std::lock_guard lk_(s_state_writes_in_queue_mutex);
++s_state_writes_in_queue;
}
// Measure the size of the buffer.
u8* ptr = nullptr;
PointerWrap p_measure(&ptr, 0, PointerWrap::Mode::Measure);
DoState(system, p_measure);
const size_t buffer_size = ptr - (u8*)(nullptr);
// Then actually do the write.
Common::UniqueBuffer<u8> current_buffer(buffer_size);
ptr = current_buffer.data();
PointerWrap p(&ptr, buffer_size, PointerWrap::Mode::Write);
DoState(system, p);
if (p.IsWriteMode())
{
Core::DisplayMessage("Saving State...", 1000);
std::shared_ptr<Common::Event> sync_event;
CompressAndDumpState_args save_args;
save_args.buffer = std::move(current_buffer);
save_args.filename = filename;
if (wait)
{
sync_event = std::make_shared<Common::Event>();
save_args.state_write_done_event = sync_event;
}
s_save_thread.EmplaceItem(std::move(save_args));
if (sync_event)
sync_event->Wait();
}
else
{
// someone aborted the save by changing the mode?
{
// Note: The worker thread takes care of this in the other branch.
std::lock_guard lk_(s_state_writes_in_queue_mutex);
if (--s_state_writes_in_queue == 0)
s_state_write_queue_is_empty.notify_all();
}
Core::DisplayMessage("Unable to save: Internal DoState Error", 4000);
}
[&system, filename = std::move(filename), lock = GetStateSaveTaskLock()]() mutable {
SaveAsFromCore(system, std::move(filename));
},
true);
false);
}
static bool GetVersionFromLZO(StateHeader& header, File::IOFile& f)
@ -616,18 +600,17 @@ static bool ReadStateHeaderFromFile(StateHeader& header, File::IOFile& f,
return true;
}
bool ReadHeader(const std::string& filename, StateHeader& header)
static bool ReadHeader(const std::string& filename, StateHeader& header)
{
// ensure that the savestate write thread isn't moving around states while we do this
std::lock_guard lk(s_save_thread_mutex);
File::IOFile f(filename, "rb");
bool get_version_header = false;
constexpr bool get_version_header = false;
return ReadStateHeaderFromFile(header, f, get_version_header);
}
std::string GetInfoStringOfSlot(int slot, bool translate)
{
std::lock_guard lk{s_state_saves_in_progress};
std::string filename = MakeStateFilename(slot);
if (!File::Exists(filename))
return translate ? Common::GetStringT("Empty") : "Empty";
@ -641,6 +624,8 @@ std::string GetInfoStringOfSlot(int slot, bool translate)
u64 GetUnixTimeOfSlot(int slot)
{
std::lock_guard lk{s_state_saves_in_progress};
State::StateHeader header;
if (!ReadHeader(MakeStateFilename(slot), header))
return 0;
@ -657,7 +642,7 @@ static bool DecompressLZ4(Common::UniqueBuffer<u8>& raw_buffer, u64 size, File::
u64 total_bytes_read = 0;
while (true)
{
s32 compressed_data_len;
s32 compressed_data_len = 0;
if (!f.ReadArray(&compressed_data_len, 1))
{
PanicAlertFmt("Could not read state data length");
@ -677,8 +662,8 @@ static bool DecompressLZ4(Common::UniqueBuffer<u8>& raw_buffer, u64 size, File::
return false;
}
u32 max_decompress_size =
static_cast<u32>(std::min((u64)LZ4_MAX_INPUT_SIZE, size - total_bytes_read));
const auto max_decompress_size =
static_cast<int>(std::min((u64)LZ4_MAX_INPUT_SIZE, size - total_bytes_read));
int bytes_read = LZ4_decompress_safe(
compressed_data.get(), reinterpret_cast<char*>(raw_buffer.data()) + total_bytes_read,
@ -697,7 +682,8 @@ static bool DecompressLZ4(Common::UniqueBuffer<u8>& raw_buffer, u64 size, File::
{
return true;
}
else if (total_bytes_read > size)
if (total_bytes_read > size)
{
PanicAlertFmtT("Internal LZ4 Error - payload size mismatch ({0} / {1}))", total_bytes_read,
size);
@ -711,7 +697,7 @@ static bool ValidateHeaders(const StateHeader& header)
bool success = true;
// Game ID
if (strncmp(SConfig::GetInstance().GetGameID().c_str(), header.legacy_header.game_id, 6))
if (strncmp(SConfig::GetInstance().GetGameID().c_str(), header.legacy_header.game_id, 6) != 0)
{
Core::DisplayMessage(fmt::format("State belongs to a different game (ID {})",
std::string_view{header.legacy_header.game_id,
@ -720,8 +706,8 @@ static bool ValidateHeaders(const StateHeader& header)
return false;
}
// Check both the state version and the revision string
std::string current_str = Common::GetScmRevStr();
// Check the state version.
// FYI: We don't require an exact revision string match.
std::string loaded_str = header.version_string;
const u32 loaded_version = header.version_header.version_cookie - COOKIE_BASE;
@ -756,22 +742,7 @@ static bool ValidateHeaders(const StateHeader& header)
static void LoadFileStateData(const std::string& filename, Common::UniqueBuffer<u8>& ret_data)
{
File::IOFile f;
{
// If a state is currently saving, wait for that to end or time out.
std::unique_lock lk(s_state_writes_in_queue_mutex);
if (s_state_writes_in_queue != 0)
{
if (!s_state_write_queue_is_empty.wait_for(lk, std::chrono::seconds(3),
[] { return s_state_writes_in_queue == 0; }))
{
Core::DisplayMessage(
"A previous state saving operation is still in progress, cancelling load.", 2000);
return;
}
}
f.Open(filename, "rb");
}
f.Open(filename, "rb");
StateHeader header;
if (!ReadStateHeaderFromFile(header, f) || !ValidateHeaders(header))
@ -835,87 +806,79 @@ static void LoadFileStateData(const std::string& filename, Common::UniqueBuffer<
ret_data.swap(buffer);
}
void LoadAs(Core::System& system, const std::string& filename)
static void LoadAsFromCore(Core::System& system, std::string filename)
{
if (!Core::IsRunningOrStarting(system))
return;
// Ensure all data has reached the filesystem before trying to use it.
s_compress_and_dump_thread.WaitForCompletion();
if (NetPlay::IsNetPlayRunning())
// Save temp buffer for undo load state
auto& movie = system.GetMovie();
if (!movie.IsJustStartingRecordingInputFromSaveState())
{
OSD::AddMessage("Loading savestates is disabled in Netplay to prevent desyncs");
return;
SaveToBuffer(system, s_undo_load_buffer);
const std::string dtmpath = File::GetUserPath(D_STATESAVES_IDX) + "undo.dtm";
if (movie.IsMovieActive())
movie.SaveRecording(dtmpath);
else if (File::Exists(dtmpath))
File::Delete(dtmpath);
}
if (AchievementManager::GetInstance().IsHardcoreModeActive())
bool was_file_read = false;
bool loaded_successfully = false;
// brackets here are so buffer gets freed ASAP
{
OSD::AddMessage("Loading savestates is disabled in RetroAchievements hardcore mode");
return;
Common::UniqueBuffer<u8> buffer;
LoadFileStateData(filename, buffer);
if (!buffer.empty())
{
was_file_read = true;
loaded_successfully = LoadFromBuffer(system, buffer);
}
}
std::unique_lock lk(s_load_or_save_in_progress_mutex, std::try_to_lock);
if (!lk)
if (was_file_read)
{
if (loaded_successfully)
{
std::filesystem::path temp_filename(std::move(filename));
Core::DisplayMessage(fmt::format("Loaded State from {}", temp_filename.filename().string()),
2000);
if (File::Exists(filename + ".dtm"))
{
movie.LoadInput(filename + ".dtm");
}
else if (!movie.IsJustStartingRecordingInputFromSaveState() &&
!movie.IsJustStartingPlayingInputFromSaveState())
{
movie.EndPlayInput(false);
}
}
else
{
Core::DisplayMessage("The savestate could not be loaded", OSD::Duration::NORMAL);
// since we could be in an inconsistent state now (and might crash or whatever), undo.
UndoLoadState(system);
}
}
if (s_on_after_load_callback)
s_on_after_load_callback();
}
void LoadAs(Core::System& system, std::string filename)
{
if (!CheckIfStateLoadIsAllowed(system))
return;
Core::RunOnCPUThread(
system,
[&] {
// Save temp buffer for undo load state
auto& movie = system.GetMovie();
if (!movie.IsJustStartingRecordingInputFromSaveState())
{
std::lock_guard lk2(s_undo_load_buffer_mutex);
SaveToBuffer(system, s_undo_load_buffer);
const std::string dtmpath = File::GetUserPath(D_STATESAVES_IDX) + "undo.dtm";
if (movie.IsMovieActive())
movie.SaveRecording(dtmpath);
else if (File::Exists(dtmpath))
File::Delete(dtmpath);
}
bool loaded = false;
bool loadedSuccessfully = false;
// brackets here are so buffer gets freed ASAP
{
Common::UniqueBuffer<u8> buffer;
LoadFileStateData(filename, buffer);
if (!buffer.empty())
{
u8* ptr = buffer.data();
PointerWrap p(&ptr, buffer.size(), PointerWrap::Mode::Read);
DoState(system, p);
loaded = true;
loadedSuccessfully = p.IsReadMode();
}
}
if (loaded)
{
if (loadedSuccessfully)
{
std::filesystem::path tempfilename(filename);
Core::DisplayMessage(
fmt::format("Loaded State from {}", tempfilename.filename().string()), 2000);
if (File::Exists(filename + ".dtm"))
movie.LoadInput(filename + ".dtm");
else if (!movie.IsJustStartingRecordingInputFromSaveState() &&
!movie.IsJustStartingPlayingInputFromSaveState())
movie.EndPlayInput(false);
}
else
{
Core::DisplayMessage("The savestate could not be loaded", OSD::Duration::NORMAL);
// since we could be in an inconsistent state now (and might crash or whatever), undo.
UndoLoadState(system);
}
}
if (s_on_after_load_callback)
s_on_after_load_callback();
[&system, filename = std::move(filename)]() mutable {
LoadAsFromCore(system, std::move(filename));
},
true);
false);
}
void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback)
@ -925,37 +888,25 @@ void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback)
void Init(Core::System& system)
{
s_save_thread.Reset("Savestate Worker", [&system](CompressAndDumpState_args args) {
CompressAndDumpState(system, args);
s_compress_and_dump_thread.Reset("Savestate Worker",
std::bind_front(&CompressAndDumpState, std::ref(system)));
{
std::lock_guard lk(s_state_writes_in_queue_mutex);
if (--s_state_writes_in_queue == 0)
s_state_write_queue_is_empty.notify_all();
}
if (args.state_write_done_event)
args.state_write_done_event->Set();
s_flush_unsaved_data_hook = UICommon::AddFlushUnsavedDataCallback([] {
// Holding the lock for any amount of time means there are no pending state save tasks.
std::lock_guard lk{s_state_saves_in_progress};
});
}
void Shutdown()
{
s_save_thread.Shutdown();
std::lock_guard lk(s_undo_load_buffer_mutex);
s_compress_and_dump_thread.Shutdown();
s_undo_load_buffer.reset();
s_flush_unsaved_data_hook.reset();
}
static std::string MakeStateFilename(int number)
void Save(Core::System& system, int slot)
{
return fmt::format("{}{}.s{:02d}", File::GetUserPath(D_STATESAVES_IDX),
SConfig::GetInstance().GetGameID(), number);
}
void Save(Core::System& system, int slot, bool wait)
{
SaveAs(system, MakeStateFilename(slot), wait);
SaveAs(system, MakeStateFilename(slot));
}
void Load(Core::System& system, int slot)
@ -965,68 +916,86 @@ void Load(Core::System& system, int slot)
void LoadLastSaved(Core::System& system, int i)
{
if (i <= 0)
{
Core::DisplayMessage("State doesn't exist", 2000);
if (!CheckIfStateLoadIsAllowed(system))
return;
}
std::vector<SlotWithTimestamp> used_slots = GetUsedSlotsWithTimestamp();
if (static_cast<size_t>(i) > used_slots.size())
{
Core::DisplayMessage("State doesn't exist", 2000);
return;
}
Core::RunOnCPUThread(
system,
[&system, i] {
// Data must reach the filesystem for up to date "UsedSlots".
s_compress_and_dump_thread.WaitForCompletion();
std::ranges::stable_sort(used_slots, {}, &SlotWithTimestamp::timestamp);
Load(system, (used_slots.end() - i)->slot);
std::vector<SlotWithTimestamp> used_slots = GetUsedSlotsWithTimestamp();
if (std::size_t(i) > used_slots.size())
{
Core::DisplayMessage("State doesn't exist", 2000);
return;
}
std::ranges::stable_sort(used_slots, std::ranges::greater{}, &SlotWithTimestamp::timestamp);
LoadAsFromCore(system, MakeStateFilename(used_slots[i].slot));
},
false);
}
// must wait for state to be written because it must know if all slots are taken
void SaveFirstSaved(Core::System& system)
{
std::vector<SlotWithTimestamp> used_slots = GetUsedSlotsWithTimestamp();
if (used_slots.size() < NUM_STATES)
{
// save to an empty slot
Save(system, GetEmptySlot(used_slots), true);
return;
}
Core::RunOnCPUThread(
system,
[&system, lock = GetStateSaveTaskLock()] {
// Data must reach the filesystem for up to date "UsedSlots".
s_compress_and_dump_thread.WaitForCompletion();
// overwrite the oldest state
std::ranges::stable_sort(used_slots, {}, &SlotWithTimestamp::timestamp);
Save(system, used_slots.front().slot, true);
std::vector<SlotWithTimestamp> used_slots = GetUsedSlotsWithTimestamp();
auto slot = GetEmptySlot(used_slots);
if (!slot.has_value())
{
// overwrite the oldest state
std::ranges::stable_sort(used_slots, {}, &SlotWithTimestamp::timestamp);
slot = used_slots.front().slot;
}
SaveAsFromCore(system, MakeStateFilename(*slot));
},
false);
}
// Load the last state before loading the state
void UndoLoadState(Core::System& system)
{
std::lock_guard lk(s_undo_load_buffer_mutex);
if (!s_undo_load_buffer.empty())
{
auto& movie = system.GetMovie();
if (movie.IsMovieActive())
{
const std::string dtmpath = File::GetUserPath(D_STATESAVES_IDX) + "undo.dtm";
if (File::Exists(dtmpath))
{
LoadFromBuffer(system, s_undo_load_buffer);
movie.LoadInput(dtmpath);
}
else
{
PanicAlertFmtT("No undo.dtm found, aborting undo load state to prevent movie desyncs");
}
}
else
{
LoadFromBuffer(system, s_undo_load_buffer);
}
}
else
{
PanicAlertFmtT("There is nothing to undo!");
}
if (!CheckIfStateLoadIsAllowed(system))
return;
Core::RunOnCPUThread(
system,
[&system] {
if (s_undo_load_buffer.empty())
{
PanicAlertFmtT("There is nothing to undo!");
return;
}
auto& movie = system.GetMovie();
if (movie.IsMovieActive())
{
// Note: Only the CPU thread writes to "undo.dtm".
const std::string dtmpath = File::GetUserPath(D_STATESAVES_IDX) + "undo.dtm";
if (File::Exists(dtmpath))
{
LoadFromBuffer(system, s_undo_load_buffer);
movie.LoadInput(dtmpath);
}
else
{
PanicAlertFmtT("No undo.dtm found, aborting undo load state to prevent movie desyncs");
}
}
else
{
LoadFromBuffer(system, s_undo_load_buffer);
}
},
false);
}
// Load the state that the last save state overwritten on

View File

@ -10,7 +10,6 @@
#include <string>
#include <type_traits>
#include "Common/Buffer.h"
#include "Common/CommonTypes.h"
namespace Core
@ -81,13 +80,8 @@ struct StateExtendedHeader
};
void Init(Core::System& system);
void Shutdown();
void EnableCompression(bool compression);
bool ReadHeader(const std::string& filename, StateHeader& header);
// Returns a string containing information of the savestate in the given slot
// which can be presented to the user for identification purposes
std::string GetInfoStringOfSlot(int slot, bool translate = true);
@ -97,17 +91,12 @@ u64 GetUnixTimeOfSlot(int slot);
// These don't happen instantly - they get scheduled as events.
// ...But only if we're not in the main CPU thread.
// If we're in the main CPU thread then they run immediately instead
// because some things (like Lua) need them to run immediately.
// Slots from 0-99.
void Save(Core::System& system, int slot, bool wait = false);
// If we're in the main CPU thread then they run immediately instead.
void Save(Core::System& system, int slot);
void Load(Core::System& system, int slot);
void SaveAs(Core::System& system, const std::string& filename, bool wait = false);
void LoadAs(Core::System& system, const std::string& filename);
void SaveToBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer);
void LoadFromBuffer(Core::System& system, Common::UniqueBuffer<u8>& buffer);
void SaveAs(Core::System& system, std::string filename);
void LoadAs(Core::System& system, std::string filename);
void LoadLastSaved(Core::System& system, int i = 1);
void SaveFirstSaved(Core::System& system);