PrimeWorldEditor/src/Editor/NDolphinIntegration.cpp

401 lines
14 KiB
C++

#include "NDolphinIntegration.h"
#include "Editor/MacOSExtras.h"
#include "Editor/UICommon.h"
#include "Editor/SDolHeader.h"
#include <QFileInfo>
#include <QRegExp>
#include <QObject>
#include <QSettings>
#undef CopyFile
#undef MoveFile
#undef DeleteFile
namespace NDolphinIntegration
{
/** Constants */
const char* const gkDolphinPathSetting = "Quickplay/DolphinPath";
const char* const gkFeaturesSetting = "Quickplay/Features";
const char* const gkRelFileName = "patches.rel";
const char* const gkParameterFile = "dbgconfig";
const char* const gkDolPath = "sys/main.dol";
const char* const gkDolBackupPath = "sys/main.original.dol";
/** The user's path to the Dolphin exe */
QString gDolphinPath;
/** The current Dolphin quickplay process */
QProcess* gpDolphinProcess = nullptr;
/** The project that the current active quickplay session is running for */
CGameProject* gpQuickplayProject = nullptr;
/** Quickplay relay implementation to detect when the active quickplay session closes */
void CQuickplayRelay::QuickplayStarted()
{
debugf("Quickplay session started.");
connect(gpDolphinProcess, qOverload<int>(&QProcess::finished), this, &CQuickplayRelay::QuickplayFinished);
}
void CQuickplayRelay::QuickplayFinished(int ReturnCode)
{
debugf("Quickplay session finished.");
disconnect(gpDolphinProcess, 0, this, 0);
CleanupQuickplayFiles(gpQuickplayProject);
gpDolphinProcess->waitForFinished();
gpDolphinProcess->deleteLater();
gpDolphinProcess = nullptr;
gpQuickplayProject = nullptr;
}
CQuickplayRelay gQuickplayRelay;
uint32 AssembleBranchInstruction(uint32 instructionAddress, uint32 branchTarget)
{
int32 jumpOffset = ((int32)branchTarget - (int32)instructionAddress) / 4;
if (jumpOffset < 0)
{
jumpOffset += 1 << 24;
}
return (18 << 26) + (jumpOffset << 2);
}
std::map<TString, uint32> LoadSymbols(const TString& mapContents) {
std::map<TString, uint32> result;
for (auto& line : mapContents.Split("\n"))
{
auto separator = line.IndexOf(' ');
if (separator > 0)
{
auto address = line.SubString(0, separator);
auto name = line.SubString(separator + 1, line.Length() - separator - 1).Trimmed();
result.emplace(name, static_cast<uint32>(address.ToInt32(16)));
}
}
return result;
}
/** Attempt to launch quickplay based on the current editor state. */
EQuickplayLaunchResult LaunchQuickplay(QWidget* pParentWidget,
CGameProject* pProject,
const SQuickplayParameters& kParms)
{
debugf("Launching quickplay...");
// Check if we have the files needed for this project's target game and version.
// The required files are split into two parts:
// * Quickplay Module: A .rel compiled from https://github.com/AxioDL/PWEQuickplayPatch/
// * Dol patch for loading RELs:
// - A .bin compiled from https://github.com/aprilwade/randomprime/tree/master/compile_to_ppc/rel_loader
// - A .map, with the symbol for the .bin and the function in the dol to patch.
TString QuickplayDir = gDataDir + "resources/quickplay" / ::GetGameShortName(pProject->Game());
TString BuildString = "v" + TString::FromFloat(pProject->BuildVersion());
TString RelFile = QuickplayDir / BuildString + ".rel";
TString PatchFile = QuickplayDir / BuildString + ".bin";
TString PatchMapFile = QuickplayDir / BuildString + ".map";
if (!FileUtil::Exists(RelFile) || !FileUtil::Exists(PatchFile) || !FileUtil::Exists(PatchMapFile))
{
warnf("Quickplay launch failed! Quickplay is not supported for this project.");
return EQuickplayLaunchResult::UnsupportedForProject;
}
// Check if quickplay is already running
if (gpDolphinProcess && gpDolphinProcess->state() != QProcess::NotRunning)
{
if (UICommon::YesNoQuestion(pParentWidget, "Quickplay",
"Quickplay is already running. Close the existing session and relaunch?"))
{
KillQuickplay();
}
else
{
warnf("Quickplay launch failed! User is already running quickplay.");
return EQuickplayLaunchResult::AlreadyRunning;
}
}
// Check if we have a path to Dolphin
if (gDolphinPath.isEmpty())
{
// If the user configured Dolphin on a previous run, it should be stashed in settings
QString Path = GetDolphinPath();
if (Path.isEmpty())
{
// Allow the user to select the Dolphin exe.
Path = AskForDolphinPath(pParentWidget);
}
bool bGotDolphin = (!Path.isEmpty() && SetDolphinPath(pParentWidget, Path, true));
if (!bGotDolphin)
{
// We don't have Dolphin
warnf("Quickplay launch failed! Dolphin is not configured.");
return EQuickplayLaunchResult::DolphinNotSet;
}
}
// Check if the user has any dirty packages
if (gpEdApp->HasAnyDirtyPackages())
{
if (UICommon::YesNoQuestion(pParentWidget, "Uncooked Changes",
"You have uncooked changes. Cook before starting quickplay?"))
{
gpEdApp->CookAllDirtyPackages();
}
}
// All good. Perform initialization tasks. Start by creating the patched dol.
TString DiscSys = pProject->DiscDir(false) / "sys";
std::vector<uint8> DolData;
std::vector<uint8> PatchData;
TString MapData;
bool bLoadedDol = FileUtil::LoadFileToBuffer(DiscSys / "main.dol", DolData);
bool bLoadedPatch = FileUtil::LoadFileToBuffer(PatchFile, PatchData);
bool bLoadedMap = FileUtil::LoadFileToString(PatchMapFile, MapData);
if (!bLoadedDol || !bLoadedPatch || !bLoadedMap)
{
const char* failedPart = !bLoadedDol ? "game DOL" : (!bLoadedPatch ? "patch data" : "patch symbols");
warnf("Quickplay launch failed! Failed to load %s into memory.", failedPart);
return EQuickplayLaunchResult::Failure;
}
// Back up the original dol.
// Note that Dolphin requires the dol to be located at sys/main.dol, which
// is why this is needed as a workaround.
TString DolPath = DiscSys / "main.dol";
TString DolBackupPath = DiscSys / "main.original.dol";
// Note we want to make sure there is no existing backup before copying.
// There may be a case where some quickplay files were left over from an old
// session that didn't terminate correctly. In this case, main.dol will be
// the quickplay dol, and this operation would overwrite the original dol.
if (!FileUtil::Exists(DolBackupPath))
{
FileUtil::CopyFile(DolPath, DolBackupPath);
}
auto symbols = LoadSymbols(MapData);
SDolHeader header(CMemoryInStream(DolData.data(), DolData.size(), EEndian::BigEndian));
// Append the patch data to the end of the dol
uint32 AlignedDolSize = VAL_ALIGN(DolData.size(), 32);
uint32 AlignedPatchSize = VAL_ALIGN(PatchData.size(), 32);
DolData.resize(AlignedDolSize + AlignedPatchSize);
memcpy(&DolData[AlignedDolSize], &PatchData[0], PatchData.size());
if (!header.AddTextSection(0x80002000, AlignedDolSize, AlignedPatchSize))
{
warnf("Quickplay launch failed! Failed to patch DOL. Is it already patched?");
return EQuickplayLaunchResult::Failure;
}
uint32 callToHook = symbols["PPCSetFpIEEEMode"] + 4;
uint32 branchTarget = symbols["rel_loader_hook"];
CMemoryOutStream Mem(DolData.data(), DolData.size(), EEndian::BigEndian);
header.Write(Mem);
Mem.GoTo(header.OffsetForAddress(callToHook));
Mem.WriteLong(AssembleBranchInstruction(callToHook, branchTarget));
if (!FileUtil::SaveBufferToFile(DolPath, DolData))
{
warnf("Quickplay launch failed! Failed to write patched DOL.");
return EQuickplayLaunchResult::Failure;
}
// Write other disc files that are needed by quickplay
TString FSTRoot = pProject->DiscFilesystemRoot(false);
TString FSTRelPath = FSTRoot / gkRelFileName;
TString FSTParmPath = FSTRoot / gkParameterFile;
FileUtil::DeleteFile(FSTRelPath);
FileUtil::DeleteFile(FSTParmPath);
FileUtil::CopyFile(RelFile, FSTRelPath);
kParms.Write(FSTParmPath);
// We're good to go - launch the quickplay process
gpDolphinProcess = new QProcess(pParentWidget);
gpDolphinProcess->start(gDolphinPath, QStringList() << TO_QSTRING(DolPath));
gpDolphinProcess->waitForStarted();
if (gpDolphinProcess->state() != QProcess::Running)
{
warnf("Quickplay launch failed! Process did not start correctly.");
delete gpDolphinProcess;
gpDolphinProcess = nullptr;
return EQuickplayLaunchResult::Failure;
}
gpQuickplayProject = pProject;
gQuickplayRelay.QuickplayStarted();
return EQuickplayLaunchResult::Success;
}
/** Return whether quickplay is supported for the given project */
bool IsQuickplaySupported(CGameProject* pProject)
{
// Quickplay is supported if there is a quickplay module & patch in the resources folder
TString QuickplayDir = gDataDir + "resources/quickplay" / ::GetGameShortName(pProject->Game());
TString BuildString = "v" + TString::FromFloat(pProject->BuildVersion());
TString RelFile = QuickplayDir / BuildString + ".rel";
TString PatchFile = QuickplayDir / BuildString + ".bin";
TString MapFile = QuickplayDir / BuildString + ".map";
return FileUtil::Exists(RelFile) && FileUtil::Exists(PatchFile) && FileUtil::Exists(MapFile);
}
/** Kill the current quickplay process, if it exists. */
void KillQuickplay()
{
if (gpDolphinProcess)
{
debugf("Stopping active quickplay session.");
gpDolphinProcess->close();
// CQuickplayRelay handles remaining destruction & cleanup
}
}
/** Clean up any quickplay related file data from the project disc files. */
void CleanupQuickplayFiles(CGameProject* pProject)
{
if( pProject )
{
TString DiscSys = pProject->DiscDir(false) / "sys";
TString DolPath = DiscSys / "main.dol";
TString BackupDolPath = DiscSys / "main.original.dol";
if (FileUtil::Exists(BackupDolPath))
{
FileUtil::DeleteFile(DolPath);
FileUtil::MoveFile(BackupDolPath, DolPath);
}
TString FSTRoot = pProject->DiscFilesystemRoot(false);
FileUtil::DeleteFile(FSTRoot / gkParameterFile);
FileUtil::DeleteFile(FSTRoot / gkRelFileName);
}
}
/** Set the user path to Dolphin */
bool SetDolphinPath(QWidget* pParentWidget, const QString& kDolphinPath, bool bSilent /*= false*/)
{
// Validate if this is a Dolphin build
//@todo Is there a way to check if this exe is Dolphin specifically?
//@todo Validate the build version to make sure the build supports quickplay? Necessary?
QFileInfo DolphinFile(kDolphinPath);
if (!DolphinFile.exists() || !DolphinFile.isExecutable())
{
if (!bSilent)
{
UICommon::ErrorMsg(pParentWidget, "The selected file is not a Dolphin executable!");
}
return false;
}
// Try to obtain the version from Dolphin
QProcess DolphinProcess;
DolphinProcess.start(kDolphinPath, QStringList() << "--version");
DolphinProcess.waitForFinished();
QString VersionString = DolphinProcess.readLine().trimmed();
// Make sure we have a valid string
if (VersionString.isNull())
{
if (!bSilent)
{
UICommon::ErrorMsg(pParentWidget, "Unable to validate version string, the selected file is likely not a Dolphin executable");
}
return false;
}
// Dolphin's version string is broken into two parts, the first part is the name the second is the version
// Dolphin unfortunately collide's with KDE Plasma's file manager which also happens to be named "Dolphin"
// Fortunately the latter uses a lowercase name so we can differentiate.
QStringList VersionParts = VersionString.split(' ');
if (VersionParts.count() != 2 || VersionParts[0] != "Dolphin")
{
if (!bSilent)
{
UICommon::ErrorMsg(pParentWidget, "The selected file is not a Dolphin executable!");
}
return false;
}
debugf("Found dolphin version %s", *TO_TSTRING(VersionParts[1]));
// Build is legit, stash it
QSettings Settings;
Settings.setValue(gkDolphinPathSetting, kDolphinPath);
gDolphinPath = kDolphinPath;
debugf("Setting Dolphin path to %s.", *TO_TSTRING(kDolphinPath));
return true;
}
/** Retrieves the user path to Dolphin. */
QString GetDolphinPath()
{
// Check if we have a path to Dolphin
QString Path = gDolphinPath;
if (Path.isEmpty())
{
// If the user configured Dolphin on a previous run, it should be stashed in settings
QSettings Settings;
Path = Settings.value(gkDolphinPathSetting).toString();
if (!Path.isEmpty())
{
gDolphinPath = Path;
}
else
{
#if defined(__APPLE__)
gDolphinPath = MacOSPathToDolphinBinary();
#endif
}
}
return Path;
}
QString AskForDolphinPath(QWidget* pParentWidget) {
#if defined(Q_OS_WIN)
QString Path = UICommon::OpenFileDialog(pParentWidget, "Open Dolphin", "*.exe");
#elif defined(Q_OS_MACOS)
QString Path = UICommon::OpenFileDialog(pParentWidget, "Open Dolphin", "*.app");
if (Path.endsWith(".app"))
Path += "/Contents/MacOS/Dolphin";
#else
QString Path = UICommon::OpenFileDialog(pParentWidget, "Open Dolphin", {});
#endif
return Path;
}
/** Saves/retrieves the given quickplay settings to/from QSettings. */
void SaveQuickplayParameters(const SQuickplayParameters& kParms)
{
QSettings Settings;
Settings.setValue(gkFeaturesSetting, kParms.Features.ToInt32());
}
void LoadQuickplayParameters(SQuickplayParameters& Parms)
{
QSettings Settings;
Parms.Features = Settings.value(gkFeaturesSetting, (uint32) EQuickplayFeature::DefaultFeatures).toInt();
}
}