Rewrote large parts of ROM loading code to more gracefully handle merged sets where overwritten parent ROMs are not present. Better handling of multiple zip files. Optimized ROM loading when stride and chunk size are equal and got rid of safety checks that I don't believe are necessary any longer.

This commit is contained in:
Bart Trzynadlowski 2017-04-03 01:03:38 +00:00
parent f0e00c5dc7
commit 2aa9dc7967
2 changed files with 436 additions and 245 deletions

View file

@ -3,27 +3,31 @@
#include "Util/NewConfig.h"
#include "Util/ConfigBuilders.h"
#include "Util/ByteSwap.h"
#include "Util/Format.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)
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);
// Identify all files in zip archive
int err = UNZ_OK;
for (err = unzGoToFirstFile(zip->zf); err == UNZ_OK; err = unzGoToNextFile(zip->zf))
for (err = unzGoToFirstFile(zf); err == UNZ_OK; err = unzGoToNextFile(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))
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;
@ -38,37 +42,20 @@ bool GameLoader::LoadZipArchive(ZipArchive *zip, const std::string &zipfilename)
return false;
}
bool GameLoader::LoadZippedFile(std::shared_ptr<uint8_t> *buffer, size_t *file_size, const GameLoader::File::ptr_t &file, const ZipArchive &zip)
bool GameLoader::FileExistsInZipArchive(const 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(zip.zf, zipped_file->filename.c_str(), 2))
if (file->has_crc32)
{
ErrorLog("Unable to locate '%s' in '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zip.zipfilename.c_str());
return true;
auto it = zip.files_by_crc.find(file->crc32);
return it != zip.files_by_crc.end();
}
// Read it in
if (UNZ_OK != unzOpenCurrentFile(zip.zf))
// Try to lookup by name
for (auto &v: zip.files_by_crc)
{
ErrorLog("Unable to read '%s' from '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zip.zipfilename.c_str());
return true;
if (Util::ToLower(v.second.filename) == file->filename)
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;
}
@ -79,7 +66,10 @@ const GameLoader::ZippedFile *GameLoader::LookupFile(const File::ptr_t &file, co
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());
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;
@ -91,10 +81,47 @@ const GameLoader::ZippedFile *GameLoader::LookupFile(const File::ptr_t &file, co
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());
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;
}
// 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;
}
bool GameLoader::MissingAttrib(const GameLoader &loader, const Util::Config::Node &node, const std::string &attribute)
{
if (node[attribute].Empty())
@ -124,6 +151,11 @@ bool GameLoader::File::Matches(const std::string &filename_to_match, uint32_t cr
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)
{
if (GameLoader::MissingAttrib(loader, region_node, "name") | MissingAttrib(loader, region_node, "stride") | GameLoader::MissingAttrib(loader, region_node, "chunk_size"))
@ -136,6 +168,24 @@ GameLoader::Region::ptr_t GameLoader::Region::Create(const GameLoader &loader, c
return region;
}
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;
}
static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
{
game->name = game_node["name"].ValueAs<std::string>();
@ -182,7 +232,7 @@ static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
}
}
bool GameLoader::ParseXML(const Util::Config::Node &xml)
bool GameLoader::LoadGamesFromXML(const Util::Config::Node &xml)
{
for (auto it = xml.begin(); it != xml.end(); ++it)
{
@ -268,6 +318,116 @@ bool GameLoader::ParseXML(const Util::Config::Node &xml)
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];
// 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;
}
bool GameLoader::LoadDefinitionXML(const std::string &filename)
{
m_xml_filename = filename;
@ -277,21 +437,32 @@ bool GameLoader::LoadDefinitionXML(const std::string &filename)
return ParseXML(xml);
}
bool GameLoader::CompareFilesByName(const File::ptr_t &a, const File::ptr_t &b)
void GameLoader::FindEquivalentFiles(std::set<File::ptr_t> *equivalent_files, const std::set<File::ptr_t> &a, const std::set<File::ptr_t> &b)
{
return a->filename < b->filename;
// 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);
}
}
}
std::set<std::string> GameLoader::IdentifyCompleteGamesInZipArchive(const ZipArchive &zip) const
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::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;
std::map<std::string, std::set<File::ptr_t>> files_missing_per_game; // only for those games which are at least partially present
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 for each game
for (auto &v1: m_regions_by_game)
// the zip archive
for (auto &v1: regions_by_game)
{
const std::string &game_name = v1.first;
auto &regions_by_name = v1.second;
@ -301,57 +472,165 @@ std::set<std::string> GameLoader::IdentifyCompleteGamesInZipArchive(const ZipArc
for (auto file: region->files)
{
// Add each file to the set of required files per game
files_required_per_game[game_name].insert(file);
files_required_by_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);
}
if (FileExistsInZipArchive(file, zip))
files_found_by_game[game_name].insert(file);
}
}
}
// 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; };
for (auto &v: files_found_per_game)
/*
* 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 &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
std::set_difference(
files_required.begin(), files_required.end(),
files_found.begin(), files_found.end(),
std::inserter(files_missing, files_missing.end()),
compare);
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
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);
}
}
// Print missing files
for (auto &v: files_missing_per_game)
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)
{
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());
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());
}
if (v.second.size() > 0)
ErrorLog("Ignoring game '%s' in '%s' because it is missing files.", v.first.c_str(), zip.zipfilename.c_str());
ErrorLog("Ignoring game '%s' in '%s' because it is missing files.", v.first.c_str(), zipfilename.c_str());
}
// Determine whether we have any complete ROM sets in this zip archive
for (auto &v: files_found_per_game)
// 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())
{
if (v.second == files_required_per_game[v.first])
complete_games.insert(v.first);
// 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
}
return complete_games;
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;
}
// 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
@ -367,7 +646,7 @@ bool GameLoader::ComputeRegionSize(uint32_t *region_size, const GameLoader::Regi
{
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);
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);
@ -383,7 +662,7 @@ bool GameLoader::ComputeRegionSize(uint32_t *region_size, const GameLoader::Regi
// 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)
static inline 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++)
@ -392,7 +671,7 @@ static void CopyBytes(uint8_t *dest_base, size_t dest_offset, const uint8_t *src
}
}
bool GameLoader::LoadRegion(ROM *rom, const GameLoader::Region::ptr_t &region, const ZipArchive &zip)
bool GameLoader::LoadRegion(ROM *rom, const GameLoader::Region::ptr_t &region, const ZipArchive &zip) const
{
bool error = false;
for (auto &file: region->files)
@ -402,106 +681,56 @@ bool GameLoader::LoadRegion(ROM *rom, const GameLoader::Region::ptr_t &region, c
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++)
uint8_t *dest = rom->data.get();
uint8_t *src = tmp.get();
if (region->chunk_size == region->stride)
{
/*
* 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)
memcpy(dest + file->offset, src, file_size);
if (region->byte_swap)
Util::FlipEndian16(dest + file->offset, file_size);
}
else
{
size_t num_chunks = file_size / region->chunk_size;
size_t dest_offset = file->offset;
size_t src_offset = 0;
for (size_t i = 0; i < num_chunks; i++)
{
ErrorLog("ROM region '%s' could not be created or loaded.", region->region_name.c_str());
error |= true;
break;
CopyBytes(dest, dest_offset, src, src_offset, region->chunk_size, region->byte_swap);
dest_offset += region->stride;
src_offset += region->chunk_size;
}
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)
bool GameLoader::LoadROMs(ROMSet *rom_set, const std::string &game_name, const ZipArchive &zip) const
{
// 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())
auto it = m_game_info_by_game.find(game_name);
if (it == m_game_info_by_game.end())
{
ErrorLog("Game '%s' not found in '%s'.", game_name.c_str(), zip->zipfilename.c_str());
ErrorLog("Cannot load unknown game '%s'. Is it defined in '%s'?", game_name.c_str(), m_xml_filename.c_str());
return true;
}
auto *regions_by_name = &it->second;
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)
for (auto &v: regions_by_name)
{
auto &region = v.second;
uint32_t region_size = 0;
if (ComputeRegionSize(&region_size, region, *zip))
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
rom.data.reset(new uint8_t[region_size], std::default_delete<uint8_t[]>());
rom.size = region_size;
error |= LoadRegion(&rom, region, zip);
}
}
// 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;
}
@ -526,94 +755,38 @@ std::string StripFilename(const std::string &filepath)
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)
bool GameLoader::Load(Game *game, ROMSet *rom_set, const std::string &zipfilename) const
{
*game = Game();
// Load the zip file and identify all games in it
// Read the zip contents
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());
// 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;
}
// 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];
*game = m_game_info_by_game.find(chosen_game)->second;
// 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())
// Bring in additional parent ROM set if needed
if (missing_parent_roms)
{
if (games_found.count(game->parent) > 0)
parent_zip = &zip;
else
std::string parent_zipfilename = StripFilename(zipfilename) + game->parent + ".zip";
if (LoadZipArchive(&zip, parent_zipfilename))
{
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;
ErrorLog("Expected to find parent ROM set of '%s' at '%s'.", game->name.c_str(), parent_zipfilename.c_str());
return true;
}
}
// 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);
// Load
bool error = LoadROMs(rom_set, game->name, zip);
if (error)
*game = Game();
return error;

View file

@ -21,6 +21,7 @@ private:
bool has_crc32;
static ptr_t Create(const GameLoader &loader, const Util::Config::Node &file_node);
bool Matches(const std::string &filename, uint32_t crc32) const;
bool operator==(const File &rhs) const;
};
// Describes a region node in the game XML
@ -33,52 +34,69 @@ private:
bool byte_swap;
std::vector<File::ptr_t> files;
static ptr_t Create(const GameLoader &loader, const Util::Config::Node &region_node);
bool AttribsMatch(const ptr_t &other) const;
bool FindFileIndexByOffset(size_t *idx, uint32_t offset) const;
};
std::map<std::string, Game> m_game_info_by_game; // ROMs not loaded here
// Parsed XML
typedef std::map<std::string, Region::ptr_t> RegionsByName_t;
std::map<std::string, RegionsByName_t> m_regions_by_game;
std::map<std::string, RegionsByName_t> m_regions_by_game; // all games as defined in XML
std::map<std::string, RegionsByName_t> m_regions_by_merged_game; // only child sets merged w/ parents
std::string m_xml_filename;
// Zip file info
struct ZippedFile
{
std::string filename;
size_t uncompressed_size;
uint32_t crc32;
unzFile zf = nullptr;
std::string zipfilename; // zip archive
std::string filename; // file inside the zip archive
size_t uncompressed_size = 0;
uint32_t crc32 = 0;
};
struct ZipArchive
{
std::string zipfilename;
unzFile zf = nullptr;
std::vector<std::string> zipfilenames;
std::vector<unzFile> zfs;
std::map<uint32_t, ZippedFile> files_by_crc;
~ZipArchive()
{
if (zf != nullptr)
for (auto &zf: zfs)
{
unzClose(zf);
}
}
};
bool LoadZipArchive(ZipArchive *zip, const std::string &zipfilename) const;
bool LoadZippedFile(std::shared_ptr<uint8_t> *buffer, size_t *file_size, const GameLoader::File::ptr_t &file, const ZipArchive &zip);
const ZippedFile *LookupFile(const File::ptr_t &file, const ZipArchive &zip) const;
bool FileExistsInZipArchive(const File::ptr_t &file, const ZipArchive &zip) const;
bool LoadZippedFile(std::shared_ptr<uint8_t> *buffer, size_t *file_size, const GameLoader::File::ptr_t &file, const ZipArchive &zip) const;
static bool MissingAttrib(const GameLoader &loader, const Util::Config::Node &node, const std::string &attribute);
bool LoadGamesFromXML(const Util::Config::Node &xml);
bool MergeChildrenWithParents();
void LogROMDefinition(const std::string &game_name, const RegionsByName_t &regions_by_name) const;
bool ParseXML(const Util::Config::Node &xml);
bool LoadDefinitionXML(const std::string &filename);
std::set<std::string> IdentifyCompleteGamesInZipArchive(const ZipArchive &zip) const;
static void FindEquivalentFiles(std::set<File::ptr_t> *equivalent_files, const std::set<File::ptr_t> &a, const std::set<File::ptr_t> &b);
void 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;
bool ComputeRegionSize(uint32_t *region_size, const Region::ptr_t &region, const ZipArchive &zip) const;
bool LoadRegion(ROM *buffer, const GameLoader::Region::ptr_t &region, const ZipArchive &zip);
bool LoadROMs(ROMSet *rom_set, const std::string &game_name, const ZipArchive *zip, const std::string &parent_name, const ZipArchive *parent_zip);
void ChooseGameInZipArchive(std::string *chosen_game, bool *missing_parent_roms, const ZipArchive &zip, const std::string &zipfilename) const;
bool LoadRegion(ROM *buffer, const GameLoader::Region::ptr_t &region, const ZipArchive &zip) const;
bool LoadROMs(ROMSet *rom_set, const std::string &game_name, const ZipArchive &zip) const;
std::string ChooseGame(const std::set<std::string> &games_found, const std::string &zipfilename) const;
static bool CompareFilesByName(const File::ptr_t &a,const File::ptr_t &b);
public:
GameLoader(const std::string &xml_file);
bool Load(Game *game, ROMSet *rom_set, const std::string &zipfilename);
bool Load(Game *game, ROMSet *rom_set, const std::string &zipfilename) const;
const std::map<std::string, Game> &GetGames() const
{
return m_game_info_by_game;