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# include "GameLoader.h"
# include "OSD/Logger.h"
# include "Util/NewConfig.h"
# include "Util/ConfigBuilders.h"
# include "Util/ByteSwap.h"
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# include "Util/Format.h"
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# include <algorithm>
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# include <cstring>
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# include <iostream>
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bool GameLoader : : LoadZipArchive ( ZipArchive * zip , const std : : string & zipfilename ) const
{
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unzFile zf = unzOpen ( zipfilename . c_str ( ) ) ;
if ( NULL = = zf )
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{
ErrorLog ( " Could not open '%s'. " , zipfilename . c_str ( ) ) ;
return true ;
}
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zip - > zipfilenames . push_back ( zipfilename ) ;
zip - > zfs . push_back ( zf ) ;
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// Identify all files in zip archive
int err = UNZ_OK ;
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for ( err = unzGoToFirstFile ( zf ) ; err = = UNZ_OK ; err = unzGoToNextFile ( zf ) )
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{
unz_file_info file_info ;
char filename_buffer [ 256 ] ;
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if ( UNZ_OK ! = unzGetCurrentFileInfo ( zf , & file_info , filename_buffer , sizeof ( filename_buffer ) , NULL , 0 , NULL , 0 ) )
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continue ;
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zip - > files_by_crc [ file_info . crc ] . zf = zf ;
zip - > files_by_crc [ file_info . crc ] . zipfilename = filename_buffer ;
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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 ;
}
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InfoLog ( " Opened %s. " , zipfilename . c_str ( ) ) ;
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return false ;
}
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bool GameLoader : : FileExistsInZipArchive ( const File : : ptr_t & file , const ZipArchive & zip ) const
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{
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if ( file - > has_crc32 )
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{
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auto it = zip . files_by_crc . find ( file - > crc32 ) ;
return it ! = zip . files_by_crc . end ( ) ;
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}
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// Try to lookup by name
for ( auto & v : zip . files_by_crc )
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{
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if ( Util : : ToLower ( v . second . filename ) = = file - > filename )
return true ;
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}
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 ( ) )
{
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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 ( ) ) ;
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return nullptr ;
}
return & it - > second ;
}
// Try to lookup by name
for ( auto & v : zip . files_by_crc )
{
if ( Util : : ToLower ( v . second . filename ) = = file - > filename )
return & v . second ;
}
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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 ( ) ) ;
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return nullptr ;
}
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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 ;
}
// 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 [ ] > ( ) ) ;
ZPOS64_T bytes_read = 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 ;
}
// 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 ;
}
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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 )
{
if ( GameLoader : : MissingAttrib ( loader , file_node , " name " ) | GameLoader : : MissingAttrib ( loader , file_node , " offset " ) )
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 ;
}
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bool GameLoader : : File : : operator = = ( const File & rhs ) const
{
return Matches ( rhs . filename , rhs . crc32 ) ;
}
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GameLoader : : Region : : ptr_t GameLoader : : Region : : Create ( const GameLoader & loader , const Util : : Config : : Node & region_node )
{
if ( GameLoader : : MissingAttrib ( loader , region_node , " name " ) | MissingAttrib ( loader , region_node , " stride " ) | GameLoader : : MissingAttrib ( loader , region_node , " chunk_size " ) )
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 > ( ) ;
region - > chunk_size = region_node [ " chunk_size " ] . ValueAs < size_t > ( ) ;
region - > byte_swap = region_node [ " byte_swap " ] . ValueAsDefault < bool > ( false ) ;
return region ;
}
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bool GameLoader : : Region : : AttribsMatch ( const ptr_t & other ) const
{
return stride = = other - > stride & & chunk_size = = other - > chunk_size & & byte_swap = = other - > byte_swap ;
}
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 ;
}
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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 > ( std : : string ( ) ) ;
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game - > title = game_node [ " identity/title " ] . ValueAsDefault < std : : string > ( " Unknown " ) ;
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 ) ;
game - > stepping = game_node [ " hardware/stepping " ] . ValueAsDefault < std : : string > ( " " ) ;
game - > mpeg_board = game_node [ " hardware/mpeg_board " ] . ValueAsDefault < std : : string > ( " " ) ;
game - > encryption_key = game_node [ " hardware/encryption_key " ] . ValueAsDefault < uint32_t > ( 0 ) ;
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 ] ;
}
}
}
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bool GameLoader : : LoadGamesFromXML ( const Util : : Config : : Node & xml )
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{
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 ] ;
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 ;
}
}
// 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 ( ) )
{
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ErrorLog ( " %s: No games defined. " , m_xml_filename . c_str ( ) ) ;
return true ;
}
return false ;
}
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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 ] ;
// 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 ] ;
// 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 ] ) ;
}
}
}
// 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 ;
}
}
// Save the final result
m_regions_by_merged_game [ v1 . first ] = new_regions ;
}
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 swap=%d " , v2 . first . c_str ( ) , v2 . second - > stride , v2 . second - > chunk_size , v2 . second - > byte_swap ? 1 : 0 ) ;
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 ;
}
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bool GameLoader : : LoadDefinitionXML ( const std : : string & filename )
{
m_xml_filename = filename ;
Util : : Config : : Node xml ( " xml " ) ;
if ( Util : : Config : : FromXMLFile ( & xml , filename ) )
return true ;
return ParseXML ( xml ) ;
}
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void GameLoader : : FindEquivalentFiles ( std : : set < File : : ptr_t > * equivalent_files , const std : : set < File : : ptr_t > & a , const std : : set < File : : ptr_t > & b )
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{
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// 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 ) ;
}
}
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}
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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
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{
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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 ;
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// Determine which files each game requires and which files are present in
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// the zip archive
for ( auto & v1 : regions_by_game )
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{
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const std : : string & game_name = v1 . first ;
auto & regions_by_name = v1 . second ;
for ( auto & v2 : regions_by_name )
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{
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Region : : ptr_t region = v2 . second ;
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for ( auto file : region - > files )
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{
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// Add each file to the set of required files per game
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files_required_by_game [ game_name ] . insert ( file ) ;
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// Check file in ROM definition against all files in zip
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if ( FileExistsInZipArchive ( file , zip ) )
files_found_by_game [ game_name ] . insert ( file ) ;
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}
}
}
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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
* 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 ) ;
}
// Find the missing files for each game we found in the zip archive, then use
// this to determine whether the complete game exists
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auto compare = [ ] ( const File : : ptr_t & a , const File : : ptr_t & b ) { return a - > filename < b - > filename ; } ;
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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 ) ;
// 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 ) ;
/*
* 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 ) ;
}
// 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 ) ;
}
// 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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}
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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
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{
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ErrorLog ( " No complete Model 3 games found in '%s'. " , zipfilename . c_str ( ) ) ;
return ;
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}
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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 ( ) ) ;
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}
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bool GameLoader : : ComputeRegionSize ( uint32_t * region_size , const GameLoader : : Region : : ptr_t & region , const ZipArchive & zip ) const
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{
// 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 ;
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for ( auto file : region - > files )
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{
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const ZippedFile * zipped_file = LookupFile ( file , zip ) ;
if ( zipped_file )
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{
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if ( zipped_file - > uncompressed_size % region - > chunk_size ! = 0 )
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{
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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 ) ;
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error = true ;
}
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uint32_t num_chunks = ( uint32_t ) ( zipped_file - > uncompressed_size / region - > chunk_size ) ;
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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 ;
}
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// We need to preserve the absolute offsets in order for byte swapping to work
// properly when chunk size is 1
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static inline void CopyBytes ( uint8_t * dest_base , uint32_t dest_offset , const uint8_t * src_base , uint32_t src_offset , uint32_t size , uint32_t byte_swap )
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{
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for ( uint32_t i = 0 ; i < size ; i + + )
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{
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dest_base [ ( dest_offset + i ) ^ byte_swap ] = src_base [ src_offset + i ] ;
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}
}
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bool GameLoader : : LoadRegion ( ROM * rom , const GameLoader : : Region : : ptr_t & region , const ZipArchive & zip ) const
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{
bool error = false ;
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for ( auto & file : region - > files )
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{
std : : shared_ptr < uint8_t > tmp ;
size_t file_size ;
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error | = LoadZippedFile ( & tmp , & file_size , file , zip ) ;
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if ( ! error )
{
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uint8_t * dest = rom - > data . get ( ) ;
uint8_t * src = tmp . get ( ) ;
if ( region - > chunk_size = = region - > stride )
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{
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memcpy ( dest + file - > offset , src , file_size ) ;
if ( region - > byte_swap )
Util : : FlipEndian16 ( dest + file - > offset , file_size ) ;
}
else
{
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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 ;
uint32_t byte_swap = region - > byte_swap ;
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for ( uint32_t i = 0 ; i < num_chunks ; i + + )
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{
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CopyBytes ( dest , dest_offset , src , src_offset , chunk_size , byte_swap ) ;
dest_offset + = stride ;
src_offset + = chunk_size ;
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}
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}
}
}
return error ;
}
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bool GameLoader : : LoadROMs ( ROMSet * rom_set , const std : : string & game_name , const ZipArchive & zip ) const
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{
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auto it = m_game_info_by_game . find ( game_name ) ;
if ( it = = m_game_info_by_game . end ( ) )
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{
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ErrorLog ( " Cannot load unknown game '%s'. Is it defined in '%s'? " , game_name . c_str ( ) , m_xml_filename . c_str ( ) ) ;
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return true ;
}
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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 ) ;
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bool error = false ;
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for ( auto & v : regions_by_name )
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{
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auto & region = v . second ;
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uint32_t region_size = 0 ;
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if ( ComputeRegionSize ( & region_size , region , zip ) )
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error | = true ;
else
{
auto & rom = rom_set - > rom_by_region [ region - > region_name ] ;
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rom . data . reset ( new uint8_t [ region_size ] , std : : default_delete < uint8_t [ ] > ( ) ) ;
rom . size = region_size ;
error | = LoadRegion ( & rom , region , zip ) ;
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}
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}
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return error ;
}
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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 ;
}
}
// If none found, there is directory component here
if ( last_slash = = std : : string : : npos )
return " " ;
// Otherwise, strip everything after the slash
return std : : string ( filepath , 0 , last_slash + 1 ) ;
}
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bool GameLoader : : Load ( Game * game , ROMSet * rom_set , const std : : string & zipfilename ) const
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{
* game = Game ( ) ;
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// Read the zip contents
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ZipArchive zip ;
if ( LoadZipArchive ( & zip , zipfilename ) )
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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 ( ) )
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return true ;
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// Return game information to caller
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* 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 ) )
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{
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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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}
}
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// Load
bool error = LoadROMs ( rom_set , game - > name , zip ) ;
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if ( error )
* game = Game ( ) ;
return error ;
}
GameLoader : : GameLoader ( const std : : string & xml_file )
{
LoadDefinitionXML ( xml_file ) ;
}