Supermodel/Src/GameLoader.cpp

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#include "GameLoader.h"
#include "OSD/Logger.h"
#include "Util/NewConfig.h"
#include "Util/ConfigBuilders.h"
#include "Util/ByteSwap.h"
#include "Util/Format.h"
#include <algorithm>
#include <cctype>
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#include <cstring>
#include <iostream>
bool GameLoader::LoadZipArchive(ZipArchive *zip, const std::string &zipfilename) const
{
unzFile zf = unzOpen(zipfilename.c_str());
if (NULL == zf)
{
ErrorLog("Could not open '%s'.", zipfilename.c_str());
return true;
}
zip->zipfilenames.push_back(zipfilename);
zip->zfs.push_back(zf);
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// Identify all files in zip archive
int err;
for (err = unzGoToFirstFile(zf); err == UNZ_OK; err = unzGoToNextFile(zf))
{
unz_file_info file_info;
char filename_buffer[256];
if (UNZ_OK != unzGetCurrentFileInfo(zf, &file_info, filename_buffer, sizeof(filename_buffer), NULL, 0, NULL, 0))
continue;
zip->files_by_crc[file_info.crc].zf = zf;
zip->files_by_crc[file_info.crc].zipfilename = filename_buffer;
zip->files_by_crc[file_info.crc].filename = filename_buffer;
zip->files_by_crc[file_info.crc].uncompressed_size = file_info.uncompressed_size;
zip->files_by_crc[file_info.crc].crc32 = file_info.crc;
}
if (err != UNZ_END_OF_LIST_OF_FILE)
{
ErrorLog("Unable to read the contents of '%s' (code 0x%x).", zipfilename.c_str(), err);
return true;
}
InfoLog("Opened %s.", zipfilename.c_str());
return false;
}
bool GameLoader::FileExistsInZipArchive(const File::ptr_t &file, const ZipArchive &zip) const
{
if (file->has_crc32)
{
auto it = zip.files_by_crc.find(file->crc32);
return it != zip.files_by_crc.end();
}
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// Try to lookup by name
for (auto &v: zip.files_by_crc)
{
if (Util::ToLower(v.second.filename) == file->filename)
return true;
}
return false;
}
const GameLoader::ZippedFile *GameLoader::LookupFile(const File::ptr_t &file, const ZipArchive &zip) const
{
if (file->has_crc32)
{
auto it = zip.files_by_crc.find(file->crc32);
if (it == zip.files_by_crc.end())
{
if (zip.zfs.size() == 1)
ErrorLog("'%s' with CRC32 0x%08x not found in '%s'.", file->filename.c_str(), file->crc32, zip.zipfilenames[0].c_str());
else
ErrorLog("'%s' with CRC32 0x%08x not found in '%s'.", file->filename.c_str(), file->crc32, Util::Format("', '").Join(zip.zipfilenames).str().c_str());
return nullptr;
}
return &it->second;
}
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// Try to lookup by name
for (auto &v: zip.files_by_crc)
{
if (Util::ToLower(v.second.filename) == file->filename)
return &v.second;
}
if (zip.zfs.size() == 1)
ErrorLog("'%s' not found in '%s'.", file->filename.c_str(), zip.zipfilenames[0].c_str());
else
ErrorLog("'%s' not found in '%s'.", file->filename.c_str(), Util::Format("', '").Join(zip.zipfilenames).str().c_str());
return nullptr;
}
bool GameLoader::LoadZippedFile(std::shared_ptr<uint8_t> *buffer, size_t *file_size, const GameLoader::File::ptr_t &file, const ZipArchive &zip) const
{
// Locate file
const ZippedFile *zipped_file = LookupFile(file, zip);
if (!zipped_file)
return true;
if (UNZ_OK != unzLocateFile(zipped_file->zf, zipped_file->filename.c_str(), 2))
{
ErrorLog("Unable to locate '%s' in '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
return true;
}
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// Read it in
if (UNZ_OK != unzOpenCurrentFile(zipped_file->zf))
{
ErrorLog("Unable to read '%s' from '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
return true;
}
*file_size = zipped_file->uncompressed_size;
buffer->reset(new uint8_t[*file_size], std::default_delete<uint8_t[]>());
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size_t bytes_read = (size_t) unzReadCurrentFile(zipped_file->zf, buffer->get(), *file_size);
if (bytes_read != *file_size)
{
ErrorLog("Unable to read '%s' from '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
unzCloseCurrentFile(zipped_file->zf);
return true;
}
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// And close it
if (UNZ_CRCERROR == unzCloseCurrentFile(zipped_file->zf))
ErrorLog("CRC error reading '%s' from '%s'. File may be corrupt.", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
return false;
}
bool GameLoader::MissingAttrib(const GameLoader &loader, const Util::Config::Node &node, const std::string &attribute)
{
if (node[attribute].Empty())
{
ErrorLog("%s: <%s> tag is missing required attribute '%s'.", loader.m_xml_filename.c_str(), node.Key().c_str(), attribute.c_str());
return true;
}
return false;
}
GameLoader::File::ptr_t GameLoader::File::Create(const GameLoader &loader, const Util::Config::Node &file_node)
{
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if (GameLoader::MissingAttrib(loader, file_node, "name") | GameLoader::MissingAttrib(loader, file_node, "offset")) // no || to easier detect errors
return ptr_t();
ptr_t file = std::make_shared<File>();
file->offset = file_node["offset"].ValueAs<uint32_t>();
file->filename = Util::ToLower(file_node["name"].ValueAs<std::string>());
file->has_crc32 = file_node["crc32"].Exists();
file->crc32 = file->has_crc32 ? file_node["crc32"].ValueAs<uint32_t>() : 0;
return file;
}
bool GameLoader::File::Matches(const std::string &filename_to_match, uint32_t crc32_to_match) const
{
if (has_crc32)
return crc32_to_match == crc32;
return Util::ToLower(filename_to_match) == filename;
}
bool GameLoader::File::operator==(const File &rhs) const
{
return Matches(rhs.filename, rhs.crc32);
}
GameLoader::Region::ptr_t GameLoader::Region::Create(const GameLoader &loader, const Util::Config::Node &region_node)
{
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if (GameLoader::MissingAttrib(loader, region_node, "name") | MissingAttrib(loader, region_node, "stride") | GameLoader::MissingAttrib(loader, region_node, "chunk_size")) // no || to easier detect errors
return ptr_t();
if (region_node["byte_swap"].Exists() && region_node["byte_layout"].Exists())
{
ErrorLog("%s: '%s' region has both 'byte_swap' and 'byte_layout' attributes. Use one or the other.", loader.m_xml_filename.c_str(), region_node["name"].Value<std::string>().c_str());
return ptr_t();
}
ptr_t region = std::make_shared<Region>();
region->region_name = region_node["name"].Value<std::string>();
region->stride = region_node["stride"].ValueAs<size_t>();
if (region->stride == 0)
{
ErrorLog("%s: '%s' stride length must be greater than 0.", loader.m_xml_filename.c_str(), region->region_name.c_str());
return ptr_t();
}
region->chunk_size = region_node["chunk_size"].ValueAs<size_t>();
if (region->chunk_size == 0)
{
ErrorLog("%s: '%s' chunk size must be greater than 0.", loader.m_xml_filename.c_str(), region->region_name.c_str());
return ptr_t();
}
region->required = region_node["required"].ValueAsDefault<bool>(true);
// Byte layout. If byte_swap was specified, construct the byte swapped layout string based on
// stride size. If byte_swap is set to false, empty layout string is fine.
if (region_node["byte_swap"].Exists())
{
if (region_node["byte_swap"].ValueAs<bool>())
{
// Special case: if chunk size and stride are both 1, change them both to 2 so we can allow byte
// swapping (these values are used for singular ROMs that don't need to be merged; technically,
// the stride and chunk size should be 2 since they are 16-bit ROMs).
if (region->stride == 1 && region->chunk_size == 1)
{
region->stride = 2;
region->chunk_size = 2;
}
std::string byte_layout;
for (size_t i = 0; i < region->stride; i++)
{
byte_layout += '0' + (i ^ 1);
}
region->byte_layout = byte_layout;
}
}
else
{
region->byte_layout = region_node["byte_layout"].ValueAsDefault<std::string>(std::string());
}
return region;
}
bool GameLoader::Region::AttribsMatch(const ptr_t &other) const
{
return stride == other->stride && chunk_size == other->chunk_size && byte_layout == other->byte_layout;
}
bool GameLoader::Region::FindFileIndexByOffset(size_t *idx, uint32_t offset) const
{
for (size_t i = 0; i < files.size(); i++)
{
if (files[i]->offset == offset)
{
*idx = i;
return true;
}
}
return false;
}
static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
{
game->name = game_node["name"].ValueAs<std::string>();
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game->parent = game_node["parent"].ValueAsDefault<std::string>("");
game->title = game_node["identity/title"].ValueAsDefault<std::string>("Unknown");
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game->version = game_node["identity/version"].ValueAsDefault<std::string>("");
game->manufacturer = game_node["identity/manufacturer"].ValueAsDefault<std::string>("Unknown");
game->year = game_node["identity/year"].ValueAsDefault<unsigned>(0);
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game->stepping = game_node["hardware/stepping"].ValueAsDefault<std::string>("");
game->mpeg_board = game_node["hardware/mpeg_board"].ValueAsDefault<std::string>("");
std::map<std::string, Game::AudioTypes> audio_types
{
{ "", Game::STEREO_LR }, // default to stereo
{ "Mono", Game::MONO },
{ "Stereo", Game::STEREO_LR },
{ "StereoReversed", Game::STEREO_RL },
{ "QuadFrontRear", Game::QUAD_1_FLR_2_RLR },
{ "QuadFrontRearReversed", Game::QUAD_1_FRL_2_RRL },
{ "QuadRearFront", Game::QUAD_1_RLR_2_FLR },
{ "QuadRearFrontReversed", Game::QUAD_1_RRL_2_FRL },
{ "QuadMix", Game::QUAD_1_LR_2_FR_MIX}
};
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std::string audio_type = game_node["hardware/audio"].ValueAsDefault<std::string>("");
game->audio = audio_types[audio_type];
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game->pci_bridge = game_node["hardware/pci_bridge"].ValueAsDefault<std::string>("");
game->real3d_pci_id = game_node["hardware/real3d_pci_id"].ValueAsDefault<uint32_t>(0);
game->real3d_status_bit_set_percent_of_frame = game_node["hardware/real3d_status_bit_set_percent_of_frame"].ValueAsDefault<float>(0);
game->encryption_key = game_node["hardware/encryption_key"].ValueAsDefault<uint32_t>(0);
game->netboard_present = game_node["hardware/netboard"].ValueAsDefault<bool>(false);
std::map<std::string, uint32_t> input_flags
{
{ "common", Game::INPUT_COMMON },
{ "vehicle", Game::INPUT_VEHICLE },
{ "joystick1", Game::INPUT_JOYSTICK1 },
{ "joystick2", Game::INPUT_JOYSTICK2 },
{ "fighting", Game::INPUT_FIGHTING },
{ "vr4", Game::INPUT_VR4 },
{ "viewchange", Game::INPUT_VIEWCHANGE },
{ "shift4", Game::INPUT_SHIFT4 },
{ "shiftupdown", Game::INPUT_SHIFTUPDOWN },
{ "handbrake", Game::INPUT_HANDBRAKE },
{ "harley", Game::INPUT_HARLEY },
{ "gun1", Game::INPUT_GUN1 },
{ "gun2", Game::INPUT_GUN2 },
{ "analog_joystick", Game::INPUT_ANALOG_JOYSTICK },
{ "twin_joysticks", Game::INPUT_TWIN_JOYSTICKS },
{ "soccer", Game::INPUT_SOCCER },
{ "spikeout", Game::INPUT_SPIKEOUT },
{ "analog_gun1", Game::INPUT_ANALOG_GUN1 },
{ "analog_gun2", Game::INPUT_ANALOG_GUN2 },
{ "ski", Game::INPUT_SKI },
{ "magtruck", Game::INPUT_MAGTRUCK },
{ "fishing", Game::INPUT_FISHING }
};
for (auto &node: game_node["hardware/inputs"])
{
if (node.Key() == "input" && node["type"].Exists())
{
const std::string input_type = node["type"].ValueAs<std::string>();
game->inputs |= input_flags[input_type];
}
}
std::map<std::string, Game::DriveBoardType> drive_board_types
{
{ "Wheel", Game::DRIVE_BOARD_WHEEL },
{ "Joystick", Game::DRIVE_BOARD_JOYSTICK },
{ "Ski", Game::DRIVE_BOARD_SKI },
{ "Billboard", Game::DRIVE_BOARD_BILLBOARD}
};
std::string drive_board_type = game_node["hardware/drive_board"].ValueAsDefault<std::string>(std::string());
game->driveboard_type = drive_board_types[drive_board_type];
}
bool GameLoader::LoadGamesFromXML(const Util::Config::Node &xml)
{
for (auto it = xml.begin(); it != xml.end(); ++it)
{
// Root games node
auto &root_node = *it;
if (root_node.Key() != "games")
continue;
for (auto &game_node: root_node)
{
// Game node
if (game_node.Key() != "game")
continue;
if (game_node["name"].Empty())
{
//TODO: associate line numbers in config
//ErrorLog("%s: Ignoring <game> tag with missing 'name' attribute.", m_xml_filename.c_str());
continue;
}
std::string game_name = game_node["name"].ValueAs<std::string>();
if (m_regions_by_game.find(game_name) != m_regions_by_game.end())
{
ErrorLog("%s: Ignoring redefinition of game '%s'.", m_xml_filename.c_str(), game_name.c_str());
continue;
}
RegionsByName_t &regions_by_name = m_regions_by_game[game_name];
PatchesByRegion_t &patches_by_region = m_patches_by_game[game_name];
PopulateGameInfo(&m_game_info_by_game[game_name], game_node);
for (auto &roms_node: game_node)
{
if (roms_node.Key() != "roms")
continue;
/*
* Regions define contiguous memory areas that individual ROM files are
* loaded into. It is possible to have multiple region tags identifying
* the same region. They will be aggregated. This is useful for parent
* and child ROM sets, which each may need to define the same region,
* with the child set loading in different files to overwrite the parent
* set.
*/
for (auto &region_node: roms_node)
{
if (region_node.Key() != "region")
continue;
// Look up region structure or create new one if needed
std::string region_name = region_node["name"].Value<std::string>();
auto it = regions_by_name.find(region_name);
Region::ptr_t region = (it != regions_by_name.end()) ? it->second : Region::Create(*this, region_node);
if (!region)
continue;
/*
* Files are defined by the offset they are loaded at. Normally, there
* should be one file per offset but parent/child ROM sets will violate
* this, and so it is allowed.
*/
std::vector<File::ptr_t> &files = region->files;
for (auto &file_node: region_node)
{
if (file_node.Key() != "file")
continue;
File::ptr_t file = File::Create(*this, file_node);
if (!file)
continue;
files.push_back(file);
}
// Check to ensure that some files were defined in the region
if (files.empty())
ErrorLog("%s: No files defined in region '%s' of '%s'.", m_xml_filename.c_str(), region->region_name.c_str(), game_name.c_str());
else
regions_by_name[region->region_name] = region;
}
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// ROM patches, if any
for (auto &patches_node: roms_node)
{
if (patches_node.Key() != "patches")
continue;
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for (auto &patch_node: patches_node)
{
if (MissingAttrib(*this, patch_node, "region") ||
MissingAttrib(*this, patch_node, "bits") ||
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MissingAttrib(*this, patch_node, "offset") ||
MissingAttrib(*this, patch_node, "value"))
continue;
std::string region = patch_node["region"].ValueAs<std::string>();
unsigned bits = patch_node["bits"].ValueAs<unsigned>();
uint32_t offset = patch_node["offset"].ValueAs<uint32_t>();
uint64_t value = patch_node["value"].ValueAs<uint64_t>();
if (bits != 8 && bits != 16 && bits != 32 && bits != 64)
ErrorLog("%s: Ignoring ROM patch in '%s' with invalid bit length. Must be 8, 16, 32, or 64!", m_xml_filename.c_str(), game_name.c_str());
else
patches_by_region[region].push_back(ROM::BigEndianPatch(offset, value, bits));
}
}
}
// Check to ensure that some ROM regions were defined for the game
if (regions_by_name.empty())
ErrorLog("%s: No ROM regions defined for '%s'.", m_xml_filename.c_str(), game_name.c_str());
}
}
// Check to ensure some games were defined
if (m_regions_by_game.empty())
{
ErrorLog("%s: No games defined.", m_xml_filename.c_str());
return true;
}
return false;
}
static bool IsChildSet(const Game &game)
{
return game.parent.length() > 0;
}
bool GameLoader::MergeChildrenWithParents()
{
bool error = false;
for (auto &v1: m_regions_by_game)
{
auto &game = m_game_info_by_game[v1.first];
if (!IsChildSet(game)) // we want child sets
continue;
auto &child_regions = v1.second;
auto &parent_regions = m_regions_by_game[game.parent];
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// Rebuild child regions by copying over all parent regions first, then
// merge in files from equivalent child regions
RegionsByName_t new_regions;
for (auto &v2: parent_regions)
{
// Copy over parent region (shallow copy is sufficient, vector of files
// will be copied over correctly)
auto &region_name = v2.first;
new_regions[region_name] = std::make_shared<Region>(*v2.second);
auto &new_region = new_regions[region_name];
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// Replace equivalent files from child in parent region, appending any
// new ones
if (child_regions.find(region_name) != child_regions.end())
{
auto &child_region = child_regions[region_name];
if (!new_region->AttribsMatch(child_region))
{
ErrorLog("%s: Attributes of region '%s' in parent '%s' and child '%s' do not match.", m_xml_filename.c_str(), region_name.c_str(), game.parent.c_str(), game.name.c_str());
error = true;
}
for (size_t i = 0; i < child_region->files.size(); i++)
{
size_t idx;
if (new_region->FindFileIndexByOffset(&idx, child_region->files[i]->offset))
new_region->files[idx] = child_region->files[i];
else
new_region->files.push_back(child_region->files[i]);
}
}
}
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// Simply append any region in child that does *not* exist in parent
for (auto &v2: child_regions)
{
if (new_regions.find(v2.first) == new_regions.end())
{
// Since these are pointers anyway, just insert directly
new_regions[v2.first] = v2.second;
}
}
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// Save the final result
m_regions_by_merged_game[v1.first] = new_regions;
}
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return error;
}
void GameLoader::LogROMDefinition(const std::string &game_name, const RegionsByName_t &regions_by_name) const
{
InfoLog("%s:", game_name.c_str());
for (auto &v2: regions_by_name)
{
InfoLog(" %s: stride=%zu, chunk size=%zu, byte layout=%s", v2.first.c_str(), v2.second->stride, v2.second->chunk_size, v2.second->byte_layout.c_str());
for (auto &file: v2.second->files)
{
InfoLog(" %s, crc32=0x%08x, offset=0x%08x", file->filename.c_str(), file->crc32, file->offset);
}
}
}
bool GameLoader::ParseXML(const Util::Config::Node &xml)
{
if (LoadGamesFromXML(xml))
return true;
// More than one level of parents not allowed
bool error = false;
std::set<std::string> parents_with_parents;
for (auto &v: m_game_info_by_game)
{
if (IsChildSet(v.second))
{
if (IsChildSet(m_game_info_by_game[v.second.parent]))
{
parents_with_parents.insert(v.second.parent);
error = true;
}
}
}
for (auto &game_name: parents_with_parents)
{
ErrorLog("%s: Parent ROM set '%s' also has parent defined, which is not allowed.", m_xml_filename.c_str(), game_name.c_str());
}
if (MergeChildrenWithParents())
return true;
return error;
}
bool GameLoader::LoadDefinitionXML(const std::string &filename)
{
m_xml_filename = filename;
Util::Config::Node xml("xml");
if (Util::Config::FromXMLFile(&xml, filename))
{
ErrorLog("Game and ROM set definitions could not be loaded! ROMs will not be detected.");
return true;
}
return ParseXML(xml);
}
void GameLoader::FindEquivalentFiles(std::set<File::ptr_t> *equivalent_files, const std::set<File::ptr_t> &a, const std::set<File::ptr_t> &b)
{
// Copy files that are equivalent between a and b from a (doesn't matter
// which we actually use) to output
for (auto &file1: a)
{
for (auto &file2: b)
{
if (*file1 == *file2)
equivalent_files->insert(file1);
}
}
}
void GameLoader::IdentifyGamesInZipArchive(
std::set<std::string> *complete_games,
std::map<std::string, std::set<File::ptr_t>> *files_missing_by_game,
const ZipArchive &zip,
const std::map<std::string, RegionsByName_t> &regions_by_game) const
{
std::map<std::string, std::set<File::ptr_t>> files_required_by_game;
std::map<std::string, std::set<File::ptr_t>> files_found_by_game;
// Determine which files each game requires and which files are present in
// the zip archive. Files belonging to optional regions cannot be used to
// identify games.
for (auto &v1: regions_by_game)
{
const std::string &game_name = v1.first;
auto &regions_by_name = v1.second;
for (auto &v2: regions_by_name)
{
Region::ptr_t region = v2.second;
if (!region->required)
continue;
for (auto file: region->files)
{
// Add each file to the set of required files per game
files_required_by_game[game_name].insert(file);
// Check file in ROM definition against all files in zip
if (FileExistsInZipArchive(file, zip))
files_found_by_game[game_name].insert(file);
}
}
}
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/*
* Corner case: some child ROM sets legitimately share files, which can fool
* us into thinking two games are partially present. Need to remove the one
* that is not really there by detecting case when only overlapping files
* exist (the ROM set with more present files is the intended one).
*/
std::vector<std::string> to_remove;
for (auto &v1: files_found_by_game)
{
auto &game1_name = v1.first;
auto &game1_files = v1.second;
for (auto &v2: files_found_by_game)
{
auto &game2_name = v2.first;
auto &game2_files = v2.second;
if (game1_name == game2_name)
continue;
std::set<File::ptr_t> equivalent_files;
FindEquivalentFiles(&equivalent_files, game1_files, game2_files);
/*
* If the these two games have a different number of files in the zip
* archive, but one consists only of the overlapping files, we can safely
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* conclude that these files represent only the game with the larger
* number of files present. Otherwise, if only the overlapping files are
* present for both, we have a genuine ambiguity and hence do nothing.
*/
if (game1_files.size() != game2_files.size() && equivalent_files.size() == game2_files.size())
to_remove.push_back(game2_name);
}
}
for (auto &game_name: to_remove)
{
files_found_by_game.erase(game_name);
}
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// Find the missing files for each game we found in the zip archive, then use
// this to determine whether the complete game exists
auto compare = [](const File::ptr_t &a, const File::ptr_t &b) { return a->filename < b->filename; };
for (auto &v: files_found_by_game)
{
auto &files_found = v.second;
auto &files_required = files_required_by_game[v.first];
auto &files_missing = (*files_missing_by_game)[v.first];
// Need to sort by filename for set_difference to work
std::vector<File::ptr_t> files_found_v(files_found.begin(), files_found.end());
std::vector<File::ptr_t> files_required_v(files_required.begin(), files_required.end());
std::sort(files_found_v.begin(), files_found_v.end(), compare);
std::sort(files_required_v.begin(), files_required_v.end(), compare);
// Use set difference to find missing files
std::set_difference(
files_required_v.begin(), files_required_v.end(),
files_found_v.begin(), files_found_v.end(),
std::inserter(files_missing, files_missing.end()),
compare);
// Is the whole game present?
if (files_found == files_required)
complete_games->insert(v.first);
// Clean up: if no files missing, don't want empty entry in map
if (files_missing.empty())
files_missing_by_game->erase(v.first);
}
}
void GameLoader::ChooseGameInZipArchive(std::string *chosen_game, bool *missing_parent_roms, const ZipArchive &zip, const std::string &zipfilename) const
{
chosen_game->clear();
*missing_parent_roms = false;
// Find complete unmerged games (those that do not need to be merged with a
// parent). This will pick up child-only ROMs, too, which we prune out later.
std::set<std::string> complete_games;
std::map<std::string, std::set<File::ptr_t>> files_missing_by_game;
IdentifyGamesInZipArchive(&complete_games, &files_missing_by_game, zip, m_regions_by_game);
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// Find complete, merged games
std::set<std::string> complete_merged_games;
std::map<std::string, std::set<File::ptr_t>> files_missing_by_merged_game;
IdentifyGamesInZipArchive(&complete_merged_games, &files_missing_by_merged_game, zip, m_regions_by_merged_game);
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/*
* Find incomplete child games by sorting child games out from the unmerged
* games results and pruning out complete merged games. Don't care about
* missing files because they are not neccessarily an error for these games.
* If one ends up being chosen, we would try to load from a second, parent
* ROM set.
*/
std::set<std::string> incomplete_child_games;
for (auto &v: m_game_info_by_game)
{
auto &game_name = v.first;
if (IsChildSet(v.second))
{
if (complete_games.count(game_name) || files_missing_by_game.find(game_name) != files_missing_by_game.end())
{
incomplete_child_games.insert(game_name);
complete_games.erase(game_name);
files_missing_by_game.erase(game_name);
}
}
}
for (auto &game_name: complete_merged_games)
{
incomplete_child_games.erase(game_name);
}
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// Complete merged games take highest precedence
for (auto &game_name: complete_merged_games)
{
const std::string &parent = m_game_info_by_game.find(game_name)->second.parent;
// Complete merged game will be used, so ignore the parent entirely
complete_games.erase(parent);
// Complete merged sets will often have some parent ROMs missing (those
// replaced by the child games). This is not an error, so remove parents of
// complete merged games from missing file list.
files_missing_by_game.erase(parent);
}
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// Any remaining incomplete games from the unmerged set are legitimate errors
for (auto &v: files_missing_by_game)
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{
for (auto &file: v.second)
{
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ErrorLog("'%s' (CRC32 0x%08x) not found in '%s' for game '%s'.", file->filename.c_str(), file->crc32, zipfilename.c_str(), v.first.c_str());
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}
ErrorLog("Ignoring game '%s' in '%s' because it is missing files.", v.first.c_str(), zipfilename.c_str());
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}
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// Choose game: complete merged game > incomplete child game > complete
// unmerged game
if (!complete_merged_games.empty())
chosen_game->assign(*complete_merged_games.begin());
else if (!incomplete_child_games.empty())
{
// TODO: could use scoring to pick game with most files?
chosen_game->assign(*incomplete_child_games.begin());
*missing_parent_roms = true; // try to find missing files in parent ROM zip file
}
else if (!complete_games.empty())
chosen_game->assign(*complete_games.begin());
else
{
ErrorLog("No complete Model 3 games found in '%s'.", zipfilename.c_str());
return;
}
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// Print out which game we chose from valid candidates in the zip file
std::set<std::string> candidates(complete_games);
candidates.insert(complete_merged_games.begin(), complete_merged_games.end());
candidates.insert(incomplete_child_games.begin(), incomplete_child_games.end());
if (candidates.size() > 1)
ErrorLog("Multiple games found in '%s' (%s). Loading '%s'.", zipfilename.c_str(), Util::Format(", ").Join(candidates).str().c_str(), chosen_game->c_str());
}
bool GameLoader::ComputeRegionSize(uint32_t *region_size, const GameLoader::Region::ptr_t &region, const ZipArchive &zip) const
{
// Files in region need not be loaded contiguously. To find region size,
// use maximum end_addr = offset + stride * (num_chunks - 1) + chunk_size.
std::vector<uint32_t> end_addr;
bool error = false;
for (auto file: region->files)
{
const ZippedFile *zipped_file = LookupFile(file, zip);
if (zipped_file)
{
if (zipped_file->uncompressed_size % region->chunk_size != 0)
{
ErrorLog("File '%s' in '%s' is not sized in %d-byte chunks.", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str(), region->chunk_size);
error = true;
}
uint32_t num_chunks = (uint32_t)(zipped_file->uncompressed_size / region->chunk_size);
end_addr.push_back(file->offset + region->stride * (num_chunks - 1) + region->chunk_size);
}
else
error = true;
}
if (!error)
*region_size = *std::max_element(end_addr.begin(), end_addr.end());
return error;
}
static bool ApplyLayout(ROM *rom, const std::string &byte_layout, size_t stride, const std::string &region_name)
{
// Empty layout means do nothing
if (byte_layout.size() == 0)
return false;
// Validate that the layout string includes the same number of bytes as the region stride. The
// stride is block size that the ROM files all contribute to. We also verify that each byte is
// used once and only once.
if (byte_layout.size() != stride)
{
ErrorLog("Byte layout of '%s' region does not match the stride length (%d bytes but should be %d bytes).", region_name.c_str(), byte_layout.size(), stride);
return true;
}
if (stride > 8)
{
ErrorLog("Region '%s' has stride larger than 8 (%d), which is currently unsupported.", region_name.c_str(), stride);
return true;
}
std::vector<size_t> byte_offsets;
for (char c: byte_layout)
{
if (isdigit(c))
{
byte_offsets.push_back(c - '0');
}
else
{
ErrorLog("Byte layout of '%s' region contains non-numeric characters. Use single-digit byte indices only.", region_name.c_str());
return true;
}
}
// Check all byte indices 0..N-1 are present
std::vector<size_t> sorted(byte_offsets);
std::sort(sorted.begin(), sorted.end()); // ascending order
size_t expected_offset = 0;
for (size_t offset: sorted)
{
if (offset != expected_offset)
{
ErrorLog("Byte layout of '%s' region must specify all byte offsets exactly once.", region_name.c_str());
return true;
}
expected_offset += 1;
}
// Okay, all good. Now we can reshuffle the region memory according to layout.
uint8_t *buffer = new uint8_t[stride];
uint8_t *dest = rom->data.get();
for (size_t dest_offset = 0; (dest_offset + stride) <= rom->size; dest_offset += stride)
{
// Copy current region bytes to temporary buffer. The layout offsets refer to this original layout.
memcpy(buffer, dest + dest_offset, stride);
// Place the bytes back into the ROM region in the layout order specified.
for (size_t i = 0; i < stride; i++)
{
dest[dest_offset + i] = buffer[byte_offsets[i]];
}
}
delete [] buffer;
return false; // no error
}
bool GameLoader::LoadRegion(ROM *rom, const GameLoader::Region::ptr_t &region, const ZipArchive &zip) const
{
bool error = false;
for (auto &file: region->files)
{
std::shared_ptr<uint8_t> tmp;
size_t file_size;
error |= LoadZippedFile(&tmp, &file_size, file, zip);
if (!error)
{
uint8_t *dest = rom->data.get();
uint8_t *src = tmp.get();
if (region->chunk_size == region->stride)
{
memcpy(dest + file->offset, src, file_size);
}
else
{
uint32_t num_chunks = (uint32_t)file_size / region->chunk_size;
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uint32_t dest_offset = file->offset;
uint32_t src_offset = 0;
uint32_t chunk_size = (uint32_t)region->chunk_size; // cache these as pointer dereferencing cripples performance in a tight loop
uint32_t stride = (uint32_t)region->stride;
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for (uint32_t i = 0; i < num_chunks; i++)
{
memcpy(dest + dest_offset, src + src_offset, chunk_size);
dest_offset += stride;
src_offset += chunk_size;
}
}
}
}
if (!error)
{
error = ApplyLayout(rom, region->byte_layout, region->stride, region->region_name);
}
return error;
}
bool GameLoader::LoadROMs(ROMSet *rom_set, const std::string &game_name, const ZipArchive &zip) const
{
auto it = m_game_info_by_game.find(game_name);
if (it == m_game_info_by_game.end())
{
ErrorLog("Cannot load unknown game '%s'. Is it defined in '%s'?", game_name.c_str(), m_xml_filename.c_str());
return true;
}
// Load up the ROMs
auto &regions_by_name = IsChildSet(it->second) ? m_regions_by_merged_game.find(game_name)->second : m_regions_by_game.find(game_name)->second;
LogROMDefinition(game_name, regions_by_name);
bool error = false;
for (auto &v: regions_by_name)
{
auto &region = v.second;
uint32_t region_size = 0;
bool error_loading_region = false;
// Attempt to load the region
if (ComputeRegionSize(&region_size, region, zip))
error_loading_region = true;
else
{
// Load up the ROM region
auto &rom = rom_set->rom_by_region[region->region_name];
rom.data.reset(new uint8_t[region_size], std::default_delete<uint8_t[]>());
rom.size = region_size;
error_loading_region = LoadRegion(&rom, region, zip);
}
if (error_loading_region && !region->required)
{
// Failed to load the region but it wasn't required anyway, so remove it
// and proceed
rom_set->rom_by_region.erase(region->region_name);
ErrorLog("Optional ROM region '%s' in '%s' could not be loaded.", region->region_name.c_str(), game_name.c_str());
}
else
{
// Proceed normally: accumulate errors
error |= error_loading_region;
}
}
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// Attach the patches and do some more error checking here
auto &patches_by_region = m_patches_by_game.find(game_name)->second;
for (auto &v: patches_by_region)
{
auto &region_name = v.first;
auto &patches = v.second;
if (regions_by_name.find(region_name) == regions_by_name.end())
ErrorLog("%s: Ignoring ROM patch for undefined region '%s' in '%s'.", m_xml_filename.c_str(), region_name.c_str(), game_name.c_str());
else if (rom_set->rom_by_region.find(region_name) != rom_set->rom_by_region.end())
rom_set->rom_by_region[region_name].patches = patches;
}
return error;
}
std::string StripFilename(const std::string &filepath)
{
// Search for last '/' or '\', if any
size_t last_slash = std::string::npos;
for (size_t i = filepath.length() - 1; i < filepath.length(); i--)
{
if (filepath[i] == '/' || filepath[i] =='\\')
{
last_slash = i;
break;
}
}
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// If none found, there is directory component here
if (last_slash == std::string::npos)
return std::string();
// Otherwise, strip everything after the slash
return std::string(filepath, 0, last_slash + 1);
}
bool GameLoader::Load(Game *game, ROMSet *rom_set, const std::string &zipfilename) const
{
*game = Game();
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// Read the zip contents
ZipArchive zip;
if (LoadZipArchive(&zip, zipfilename))
return true;
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// Pick the game to load (there could be multiple ROM sets in a zip file)
std::string chosen_game;
bool missing_parent_roms = false;
ChooseGameInZipArchive(&chosen_game, &missing_parent_roms, zip, zipfilename);
if (chosen_game.empty())
return true;
// Return game information to caller
*game = m_game_info_by_game.find(chosen_game)->second;
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// Bring in additional parent ROM set if needed
if (missing_parent_roms)
{
std::string parent_zipfilename = StripFilename(zipfilename) + game->parent + ".zip";
if (LoadZipArchive(&zip, parent_zipfilename))
{
ErrorLog("Expected to find parent ROM set of '%s' at '%s'.", game->name.c_str(), parent_zipfilename.c_str());
return true;
}
}
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// Load
bool error = LoadROMs(rom_set, game->name, zip);
if (error)
*game = Game();
return error;
}
GameLoader::GameLoader(const std::string &xml_file)
{
LoadDefinitionXML(xml_file);
}