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 <algorithm>
#include <iostream>
bool GameLoader::LoadZipArchive(ZipArchive *zip, const std::string &zipfilename) const
{
zip->zipfilename = zipfilename;
zip->zf = unzOpen(zipfilename.c_str());
if (NULL == zip->zf)
{
ErrorLog("Could not open '%s'.", zipfilename.c_str());
return true;
}
// Identify all files in zip archive
int err = UNZ_OK;
for (err = unzGoToFirstFile(zip->zf); err == UNZ_OK; err = unzGoToNextFile(zip->zf))
{
unz_file_info file_info;
char filename_buffer[256];
if (UNZ_OK != unzGetCurrentFileInfo(zip->zf, &file_info, filename_buffer, sizeof(filename_buffer), NULL, 0, NULL, 0))
continue;
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::LoadZippedFile(std::shared_ptr<uint8_t> *buffer, size_t *file_size, const GameLoader::File::ptr_t &file, const ZipArchive &zip)
{
// Locate file
const ZippedFile *zipped_file = LookupFile(file, zip);
if (!zipped_file)
return true;
if (UNZ_OK != unzLocateFile(zip.zf, zipped_file->filename.c_str(), 2))
{
ErrorLog("Unable to locate '%s' in '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zip.zipfilename.c_str());
return true;
}
// Read it in
if (UNZ_OK != unzOpenCurrentFile(zip.zf))
{
ErrorLog("Unable to read '%s' from '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zip.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(zip.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(), zip.zipfilename.c_str());
unzCloseCurrentFile(zip.zf);
return true;
}
// And close it
if (UNZ_CRCERROR == unzCloseCurrentFile(zip.zf))
ErrorLog("CRC error reading '%s' from '%s'. File may be corrupt.", zipped_file->filename.c_str(), zip.zipfilename.c_str());
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())
{
ErrorLog("'%s' with CRC32 0x%08x not found in '%s'.", file->filename.c_str(), file->crc32, zip.zipfilename.c_str());
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;
}
ErrorLog("'%s' not found in '%s'.", file->filename.c_str(), zip.zipfilename.c_str());
return nullptr;
}
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;
}
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;
}
static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
{
game->name = game_node["name"].ValueAs<std::string>();
game->parent = game_node["parent"].ValueAsDefault<std::string>(std::string());
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];
}
}
}
bool GameLoader::ParseXML(const Util::Config::Node &xml)
{
for (auto it = xml.begin(); it != xml.end(); ++it)
{
// Game node
auto &game_node = *it;
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())
{
ErrorLog("%s: No games defined.", m_xml_filename.c_str());
return true;
}
return false;
}
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);
}
bool GameLoader::CompareFilesByName(const File::ptr_t &a, const File::ptr_t &b)
{
return a->filename < b->filename;
}
std::set<std::string> GameLoader::IdentifyCompleteGamesInZipArchive(const ZipArchive &zip) const
{
std::set<std::string> complete_games;
std::map<std::string, std::set<File::ptr_t>> files_required_per_game;
std::map<std::string, std::set<File::ptr_t>> files_found_per_game;
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std::map<std::string, std::set<File::ptr_t>> files_missing_per_game; // only for those games which are at least partially present
// Determine which files each game requires and which files are present in
// the zip archive for each game
for (auto &v1: m_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;
for (auto file: region->files)
{
// Add each file to the set of required files per game
files_required_per_game[game_name].insert(file);
// Check file in ROM definition against all files in zip
for (auto &v3: zip.files_by_crc)
{
const std::string &filename = v3.second.filename;
uint32_t crc32 = v3.first;
if (file->Matches(filename, crc32))
files_found_per_game[game_name].insert(file);
}
}
}
}
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// Of those games for which any files were found, find the missing files
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_per_game)
{
auto &files_found = v.second;
auto &files_required = files_required_per_game[v.first];
auto &files_missing = files_missing_per_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
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std::set_difference(
files_required.begin(), files_required.end(),
files_found.begin(), files_found.end(),
std::inserter(files_missing, files_missing.end()),
compare);
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}
// Print missing files
for (auto &v: files_missing_per_game)
{
for (auto &file: v.second)
{
ErrorLog("'%s' (CRC32 0x%08x) not found in '%s' for game '%s'.", file->filename.c_str(), file->crc32, zip.zipfilename.c_str(), v.first.c_str());
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}
if (v.second.size() > 0)
ErrorLog("Ignoring game '%s' in '%s' because it is missing files.", v.first.c_str(), zip.zipfilename.c_str());
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}
// Determine whether we have any complete ROM sets in this zip archive
for (auto &v: files_found_per_game)
{
if (v.second == files_required_per_game[v.first])
complete_games.insert(v.first);
}
return complete_games;
}
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(), zip.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;
}
// We need to preserve the absolute offsets in order for byte swapping to work
// properly when chunk size is 1
static void CopyBytes(uint8_t *dest_base, size_t dest_offset, const uint8_t *src_base, size_t src_offset, size_t size, bool byte_swap)
{
size_t swap = byte_swap ? 1 : 0;
for (size_t i = 0; i < size; i++)
{
dest_base[(dest_offset + i) ^ swap] = src_base[src_offset + i];
}
}
bool GameLoader::LoadRegion(ROM *rom, const GameLoader::Region::ptr_t &region, const ZipArchive &zip)
{
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)
{
size_t num_chunks = file_size / region->chunk_size;
for (size_t i = 0; i < num_chunks; i++)
{
/*
* We have to check bounds because LoadROMs() may attempt to load
* regions whose size was computed incorrectly because a file was
* missing.
*
* It is also possible for ROM memory not to have been allocated at
* all in such a case, hence the check for that.
*/
size_t dest_offset = file->offset + i * region->stride;
size_t src_offset = i * region->chunk_size;
size_t bytes_to_copy = region->chunk_size;
if ((dest_offset + bytes_to_copy) > rom->size || (src_offset + bytes_to_copy) > file_size)
{
ErrorLog("ROM region '%s' could not be created or loaded.", region->region_name.c_str());
error |= true;
break;
}
if (!rom->data.get() || !tmp.get())
{
ErrorLog("ROM region '%s' could not be created or loaded.", region->region_name.c_str());
error |= true;
break;
}
CopyBytes(rom->data.get(), dest_offset, tmp.get(), src_offset, region->chunk_size, region->byte_swap);
}
}
}
return error;
}
bool GameLoader::LoadROMs(ROMSet *rom_set, const std::string &game_name, const ZipArchive *zip, const std::string &parent_name, const ZipArchive *parent_zip)
{
// First pass: scan child set and create ROM structures (but without
// allocating data)
auto it = m_regions_by_game.find(game_name);
if (it == m_regions_by_game.end())
{
ErrorLog("Game '%s' not found in '%s'.", game_name.c_str(), zip->zipfilename.c_str());
return true;
}
auto *regions_by_name = &it->second;
bool error = false;
for (auto &v: *regions_by_name)
{
auto &region = v.second;
uint32_t region_size = 0;
if (ComputeRegionSize(&region_size, region, *zip))
error |= true;
else
{
auto &rom = rom_set->rom_by_region[region->region_name];
rom.size = region_size; // get size only
rom.data = nullptr; // don't allocate yet
}
}
// Second pass: scan parent set and create ROMs or resize existing ones.
// Memory is allocated here and parent ROMs are loaded.
if (parent_zip)
{
it = m_regions_by_game.find(parent_name);
if (it == m_regions_by_game.end())
{
ErrorLog("Parent game '%s' not found in '%s'.", parent_name.c_str(), parent_zip->zipfilename.c_str());
return true;
}
regions_by_name = &it->second;
for (auto &v: *regions_by_name)
{
auto &region = v.second;
uint32_t region_size = 0;
if (ComputeRegionSize(&region_size, region, *parent_zip))
error |= true;
else
{
// Caution: if region size computation fails above, ROM buffer will not
// be allocated here!
auto &rom = rom_set->rom_by_region[region->region_name];
rom.size = std::max(rom.size, size_t(region_size));
rom.data.reset(new uint8_t[rom.size], std::default_delete<uint8_t[]>());
error |= LoadRegion(&rom, region, *parent_zip);
}
}
}
// Third pass: load child ROMs atop existing parent ROMs. If there is no
// parent, memory is allocated here.
regions_by_name = &(m_regions_by_game.find(game_name)->second);
for (auto &v: *regions_by_name)
{
auto &region = v.second;
auto &rom = rom_set->rom_by_region[region->region_name];
if (!rom.data) // not yet allocated
rom.data.reset(new uint8_t[rom.size], std::default_delete<uint8_t[]>());
error |= LoadRegion(&rom, region, *zip);
}
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;
}
}
// 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);
}
// A heuristic is used that favors child sets with present parent
std::string GameLoader::ChooseGame(const std::set<std::string> &games_found, const std::string &zipfilename) const
{
// Identify children sets and parent sets
std::set<std::string> parents;
std::set<std::string> children;
for (auto &game_name: games_found)
{
auto it = m_game_info_by_game.find(game_name);
const Game &game = it->second;
if (game.parent.empty())
parents.insert(game_name);
else
children.insert(game_name);
}
// Find the first child set whose parent is also present
for (auto &child: children)
{
auto it = m_game_info_by_game.find(child);
const Game &game = it->second;
const std::string &parent = game.parent;
if (parents.count(parent) > 0)
{
if (games_found.size() > 2) // warn if more than just parent/child present
ErrorLog("Multiple games found in '%s' (%s). Loading '%s'.", zipfilename.c_str(), std::string(Util::Format(", ").Join(games_found)).c_str(), child.c_str());
return child;
}
}
// Otherwise, just grab whatever is first
std::string chosen_game = *games_found.begin();
if (games_found.size() > 1)
ErrorLog("Multiple games found in '%s' (%s). Loading '%s'.", zipfilename.c_str(), std::string(Util::Format(", ").Join(games_found)).c_str(), chosen_game.c_str());
return chosen_game;
}
bool GameLoader::Load(Game *game, ROMSet *rom_set, const std::string &zipfilename)
{
*game = Game();
// Load the zip file and identify all games in it
ZipArchive zip;
if (LoadZipArchive(&zip, zipfilename))
return true;
std::set<std::string> games_found = IdentifyCompleteGamesInZipArchive(zip);
if (games_found.empty())
{
ErrorLog("No complete Model 3 games found in '%s'.", zipfilename.c_str());
return true;
}
// Pick the game to load (if there are multiple games present)
std::string chosen_game = ChooseGame(games_found, zipfilename);
// Return game information to caller
*game = m_game_info_by_game[chosen_game];
// If there is a parent ROM set, determine where it is 1) contained in the
// same zip file or 2) try loading it from the same directory
ZipArchive zip2;
ZipArchive *parent_zip = nullptr;
if (!game->parent.empty())
{
if (games_found.count(game->parent) > 0)
parent_zip = &zip;
else
{
std::string parent_zipfilename = StripFilename(zipfilename) + game->parent + ".zip";
if (LoadZipArchive(&zip2, parent_zipfilename))
{
ErrorLog("Expected to find parent ROM set of '%s' at '%s'.", game->name.c_str(), parent_zipfilename.c_str());
return true;
}
parent_zip = &zip2;
}
}
// Sanity check: a parent set should not itself have a parent
if (!game->parent.empty())
{
auto it = m_game_info_by_game.find(game->parent);
if (it != m_game_info_by_game.end() && !it->second.parent.empty())
ErrorLog("Parent ROM set '%s' also has parent defined in '%s', which is invalid and ignored.", game->parent.c_str(), m_xml_filename.c_str());
}
// Load
bool error = LoadROMs(rom_set, game->name, &zip, game->parent, parent_zip);
if (error)
*game = Game();
return error;
}
GameLoader::GameLoader(const std::string &xml_file)
{
LoadDefinitionXML(xml_file);
}