* Remove mapped dmem type
Since physical addresses can be mapped multiple times, tracking mapped pages is not necessary.
This also allows me to significantly simplify the MapMemory physical address validation logic.
* Proper implementation for sceKernelMtypeprotect
I've rewritten SetDirectMemoryType to use virtual addresses instead of physical addresses, allowing it to be used in sceKernelMtypeprotect.
To accommodate this change, I've also moved address and size alignment out of MemoryManager::Protect
* Apply memory type in sceKernelMemoryPoolCommit
* Organization
Some potentially important missing mutexes, removed some unnecessary mutexes, moved some mutexes after early error returns, and updated copyright dates
* Iterator logic cleanup
Missing end check in ClampRangeSize, and adjusted VirtualQuery and DirectMemoryQuery.
* Clang
* Adjustments
* Properly account for behavior differences in MapDirectMemory2
Undid the changes to direct memory areas, added more robust logic for changing dma types, and fixed DirectMemoryQuery to return hardware-accurate direct memory information in cases where dmas split here, but not on real hardware.
I've also changed MapMemory's is_exec flag to a validate_dmem flag, used to handle alternate behavior in MapDirectMemory2. is_exec is now determined by the use of MemoryProt::CpuExec instead.
* Clang
* Add execute permissions to physical backing
Needed for executable mappings to work properly on Windows, fixes regression in RE2 with prior commit.
* Minor variable cleanup
* Update memory.h
* Prohibit direct memory mappings with exec protections
Did a quick hardware test to confirm, only seems to be prohibited for dmem mappings though.
* Update memory.cpp
* Implement sceKernelMemoryPoolGetBlockStats
Not entirely sure on the logic behind the cached blocks work, but flushed blocks seems to just be based on committed direct memory.
* Fix comment
* Fix isDevKit
Previously, isDevKit could increase the physical memory used above the length we reserve in the backing file.
* Physical backing for flexible allocations
I took the simple approach here, creating a separate map for flexible allocations and pretty much just copying over the logic used in the direct memory map.
* Various fixups
* Fix mistake #1
* Assert + clang
* Fix 2
* Clang
* Fix CanMergeWith
Validate physical base for flexible mappings
* Clang
* Physical backing for pooled memory
* Allow VMA splitting in NameVirtualRange
This should be safe, since with the changes in this PR, the only issues that come from discrepancies between address space and vma_map are issues related to vmas being larger than address space mappings. NameVirtualRange will only ever shrink VMAs by naming part of one.
* Fix
* Fix NameVirtualRange
* Revert NameVirtualRange changes
Seems like it doesn't play nice for Windows
* Clean up isDevKit logic
We already log both isNeo and isDevKit in Emulator::Run, so the additional logging in MemoryManager::SetupMemoryRegions isn't really necessary.
I've also added a separate constant for non-pro devkit memory, as suggested.
Finally I've changed a couple constants to use the ORBIS prefix we generally follow here, instead of the SCE prefix.
* Erase flexible memory contents from physical memory on unmap
Flexible memory should not be preserved on unmap, so erase flexible contents from the physical backing when unmapping.
* Expand flexible memory map
Some games will end up fragmenting the physical backing space used for flexible memory. To reduce the frequency of this happening under normal circumstances, allocate the entirety of the remaining physical backing to the flexible memory map.
This is effectively a workaround to the problem, but at the moment I think this should suffice.
* Clang
* Fix address formatting for invalid address asserts
* Reduce event flag message to trace
This log effectively contributes nothing to debugging.
* Remove excess logging in sceKernelBatchMap
Every one of these opcodes will just log from their individual function calls anyway, and if there were issues with batch map logic, we would've known for a while now.
* Log error return during sceKernelBatchMap
May help with debugging some unstable UE games?
* Remove checks for module version_major and version_minor
Following this rule broke linking for some libraries, and introduced extra effort needed to get some homebrew running.
* Clang
* Fix rebase
* Disable libSceSsl HLE
Real hardware uses a title workaround to determine if base libSceSsl is needed. Currently, this title workaround applies to absolutely nothing.
* Implement sceKernelIsInSandbox
libSceSysmodule uses this to determine if it should use sceKernelGetFsSandboxRandomWord or just hardcode "system" for retrieving modules.
Also changes some function types to use our types.
* Update OrbisSysModule enum
Adds missing values based on library testing.
* Clang
* AF_UNIX preliminary support
* fixed windows
* added windows implemenation for socketpair
* More gotos
* added sys_socketpair for libkernel_ps2emu
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Rename SceKernelIovec to OrbisKernelIovec
Fixes the naming scheme to match the rest of the project.
* Type fixups
Noticed this while working on the actual thing this PR is about.
* More type fixups
* Update file_system.cpp
* Abstract directory handling
* Clang
* Directory fstat
* Fix dirent loading logic
* PfsDirectory size
Seemed to be hardcoded when I ran tests, so I've hardcoded it here.
Also fixed up the reclen-aligning logic based on hardware observations.
* GetDents cleanup
Bring back the bytes < 512 error return from before, as that's still something that can be checked for out here.
I've also swapped the file type stuff to run from a switch case, so that the check for invalid file type can be used as the default case
* Support reading directories
* getdents
For PfsDirectory, getdents behaves like read does on normal directories. Since dirents are stored internally with a different struct, this means getdents has to convert the dirents before returning data.
For NormalDirectory, getdents is identical to read, so it can just call read and set the basep output.
* Directory readv
* Directory preadv
Since the file mutex is locked before these calls, messing with dirents_index like this shouldn't cause any weird side effects.
* return ORBIS_OK instead of 0
to better align with our coding standards.
* Directory lseek
* Un-modify CMakePresets.json
I keep this modified locally for Linux, but accidentally pushed it.
* Clang
* Fix mac compile
* Potential windows compile fix?
* Filename fix
* Fix normal directory d_reclen
* Comment cleanup
* Remove unnecessary dirent conversion logic
On real hardware, the records are still returned with the same reclen, despite the change in structure.
* PfsDirectory dirents_index fixes
Some weird stuff happens once you reach eof on directories.
Thankfully, PfsDirectories are rather tame in this regard.
* Change comment
* Rewrite normal directory reads
The logic for these seems to behave like a normal file, so instead of tracking a dirents_index, keep an internal buffer representing the file contents, and copy that to output buffers as needed.
* Update pfs_directory.cpp
* Clang
* Fix normal dirents
When rewriting the code, I forgot to account for the increased reclen value for the last dirent in the buffer.
* PfsDirectory::lseek fixes
Based on some additional tests, it seems like lseek unconditionally returns dirents_index, not the actual file position.
Also fixed some bugs with the logic for calculating the proper offset when games do wonky things, and fixed a potential area where games could crash.
* Downgrade stat and fstat log to debug
These functions can get pretty spammy.
* PfsDirectory: Properly track if end of file is reached
Using the metric `dirents_index < directory_content_size` fails when `directory_content_size` is larger than the actual directory size we report.
Since, from what I can tell, PfsDirectories shouldn't ever report more than 0x10000 bytes for size, this change is necessary.
* Revert "PfsDirectory: Properly track if end of file is reached"
I need to do some hardware tests to see if all this excess logic is actually necessary.
* Fix PfsDirectory directory_size
Turns out, if your game has over 1000 files in a folder, it will actually cause the size to increase.
* Update copyright date
* Move devices and directories into file_sys
I've also updated the copyright dates on all these files.
* C++ style type casts
* Remove unnecessary memset
* Use a vector for the data buffer
Simplifies logic for freeing the buffer, based on review suggestions.
* Fix potential oob array access
* Change type casts in Create function
* Clang
* std::memcpy instead of memcpy
* NormalDirectory::lseek cleanup
* Create constants for directory alignment values.
* Use const wherever possible
* Includes cleanup
* Properly align address and size in munmap
Based on observations of FreeBSD source code, fixes a Windows-related memory issue in War Thunder (CUSA00224)
* Format len and phys_addr in mmap
This should make logs slightly easier to understand, since we format these parameters in other memory calls.
* Update memory.cpp
* Various GetDents fixes
Fixed return and parameter types, and made the function return all the entries that will fit in nbytes during one call.
* Fstat dir stub changes
Changes the returned statistics to match what my PS4 tests generally show.
* Stat dir stub changes
To match my fstat changes
* select
* select for windows
* fixed windows only function
* windows error converts
* fixed up
* fixed compile
* another implementation for windows
* draft rewrite for windows
* implementation for windows
* added some debugging info
* more debugging
* extensive log
* Windows: Add device files to output fd_sets
Cyberpunk 2077 breaks without this.
Also added some formatting changes, to bring the implementation closer to our typical coding standards.
* Clang
* Formatting + cleanup
Removed some excessive logging used for debugging, and did some cleanup on the non-Windows implementation.
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
Co-authored-by: Stephen Miller <millerste004@gmail.com>
* Add stubbed libkernel time functions
* Implement remaining stubbed Rtc functions
* Move Rtc from the optionally HLE loading part to the always loaded part
* Remove Rtc from the README list of LLE modules
* Mfw last second hotfix I noticed while double checking that everything's good before opening the PR
* Store platform-specific level in a separate variable
So the level logged in the getsockopt/setsockopt unreachable is actually useful in cases where the level is unknown.
* Define ORBIS_NET_IPPROTO_IPV6
Not implemented yet, but since it's known we might as well add it.
* Fix error codes
Our libSceNet code expects accurate ORBIS_NET_E* errors, while the sys_net code returns ORBIS_NET_ERROR_* errors.
* Remove duplicate getsockname implementation
* Use separate mutex for ReceivePacket calls
Calls to ReceivePacket shouldn't block other socket functions, and allowing them to block these functions frequently causes deadlocks in games that use multiple threads for socket behaviors.
That said, concurrent receives are still a potential issue, so the function should still have a mutex.
* Add missing error codes
* Clang
* Minor nit
Not sure why these were left separate from the rest of the net errnos
* Set __Error() in ConvertReturnErrorCode
Because the new error values are positive, the logic of "negative return is an error" doesn't work anymore. The easiest fix, while retaining corrected error values, is to just set __Error() in ConvertReturnErrorCode, and have that return -1 instead.
I also added some formatting fixes here too.
* Set errno on stubbed P2P socket error returns.
Otherwise the errno is just whatever was set by a previous failing function, which may cause issues in some games.
I used EAGAIN here since it appears to be valid for all three of these functions, but this can be changed if requested.
* Fix missed error returns
* Fix socket methods in file_system
Missed these
If the create flag is specified, but the file already exists, then the file should open successfully, regardless of permissions.
This fixes a crash seen in Phantasy Star Online 2 New Genesis (CUSA29813)
* Validate requested dmem range in MapMemory
Handles a rare edge case that only comes up when modding Driveclub
* Specify type
auto has failed us once again.
* Types cleanup
Just some basic tidying up.
* Clang
* Fix rename
We shouldn't be leaving a copy of the original filename laying around.
This fixes one of a few broken savedata checks in DRAGON BALL XENOVERSE (CUSA01341)
* sceKernelWrite hack
Seems like std::fwrite has some weird edge cases we aren't handling properly.
Until we get to the bottom of this issue, here's a hack that bypasses it.
This fixes saves in DRAGON BALL XENOVERSE (CUSA01341)
* hack fix
* Improved "hack"
* Fix rename for Windows users
Turns out, we're using copy instead of rename for a reason, and that same reason came up when adding the remove call.
Also adds a log for the sceKernelWrite issue, since that's definitely a hack that needs to be debugged.
* A real fix for the sceKernelWrite issue
Turns out, some data was just buffered.
Running Flush fixes that problem.
* Move fflush call to WriteRaw
To prevent future cases of this issue.
* Merge dmem areas
* Fix DirectMemoryArea::CanMergeWith
Don't merge dmem areas if the memory types are different.
* Reduce some warnings to info
Both functions should behave properly now, there's no reason to warn about their use.
* Clang
* Update file_system.cpp
* libSceVideodec2 struct fixes
Our code was based on an old version of the libSceVideodec2 library. Based on what I've decompiled, these structs changed somewhere around firmware 6.50, and newer versions of the library have these flexible checks to accommodate both variants of the structs.
* Static assert for AvcPictureInfo struct
All the other Videodec2 structs have static asserts, might as well use one here too.
* Initialize new values
Set proper values for frameFormat and framePitchInBytes.
`frame->linesize[0]` appears to be in bytes already, I'm not sure if that means framePitch is being set wrong though.
* texture_cache: Avoid gpu tracking assert on sparse image
At the moment just take the easy way of creating the entire image normally and uploading unmapped subresources are zero
* tile_manager: Downgrade assert to error
* fix macos
* More descriptive sceKernelMapNamedFlexibleMemory logging
* Misc exports
These functions are used by Overwatch: Origins Edition
* Clang
* Function parameter cleanup
Changes the parameters on our sceKernelMapNamedFlexibleMemory and sceKernelMapFlexibleMemory functions to better align with our current standards.
* posix_pthread_attr_getschedparam
* Fixes for scePthreadGetAffinity and scePthreadSetAffinity
Looking at FreeBSD source, and our other pthread functions, we should be using our FindThread function to get the appropriate thread if thread != g_curthread.
* Swap do-while to while
If we use a do-while loop, we waste time if `aligned_size = 0`. This is also still accurate to FreeBSD behavior, where it returns success if `start == end` during mprotect.
This also effectively prevents the memory assert seen in updated versions of RESIDENT EVIL 2 (CUSA09193)
* Move prot validation outside loop
The prot variable shouldn't change during a mprotect call, so we can check the flags before protecting instead.
Also cleans up the code for prot validation.
This should improve performance, and is more accurate to FreeBSD code.
* Add logging for protect calls
This will help in debugging future problems