mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 14:45:40 +00:00
1012 lines
37 KiB
C++
1012 lines
37 KiB
C++
#include "GameLoader.h"
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#include "OSD/Logger.h"
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#include "Util/NewConfig.h"
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#include "Util/ConfigBuilders.h"
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#include "Util/ByteSwap.h"
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#include "Util/Format.h"
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#include <algorithm>
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#include <cctype>
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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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{
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unzFile zf = unzOpen(zipfilename.c_str());
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if (NULL == zf)
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{
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ErrorLog("Could not open '%s'.", zipfilename.c_str());
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return true;
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}
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zip->zipfilenames.push_back(zipfilename);
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zip->zfs.push_back(zf);
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// Identify all files in zip archive
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int err;
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for (err = unzGoToFirstFile(zf); err == UNZ_OK; err = unzGoToNextFile(zf))
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{
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unz_file_info file_info;
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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;
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zip->files_by_crc[file_info.crc].zipfilename = filename_buffer;
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zip->files_by_crc[file_info.crc].filename = filename_buffer;
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zip->files_by_crc[file_info.crc].uncompressed_size = file_info.uncompressed_size;
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zip->files_by_crc[file_info.crc].crc32 = file_info.crc;
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}
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if (err != UNZ_END_OF_LIST_OF_FILE)
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{
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ErrorLog("Unable to read the contents of '%s' (code 0x%x).", zipfilename.c_str(), err);
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return true;
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}
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InfoLog("Opened %s.", zipfilename.c_str());
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return false;
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}
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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);
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return it != zip.files_by_crc.end();
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}
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// Try to lookup by name
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for (auto &v: zip.files_by_crc)
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{
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if (Util::ToLower(v.second.filename) == file->filename)
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return true;
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}
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return false;
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}
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const GameLoader::ZippedFile *GameLoader::LookupFile(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);
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if (it == zip.files_by_crc.end())
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{
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if (zip.zfs.size() == 1)
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ErrorLog("'%s' with CRC32 0x%08x not found in '%s'.", file->filename.c_str(), file->crc32, zip.zipfilenames[0].c_str());
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else
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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;
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}
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return &it->second;
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}
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// Try to lookup by name
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for (auto &v: zip.files_by_crc)
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{
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if (Util::ToLower(v.second.filename) == file->filename)
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return &v.second;
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}
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if (zip.zfs.size() == 1)
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ErrorLog("'%s' not found in '%s'.", file->filename.c_str(), zip.zipfilenames[0].c_str());
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else
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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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}
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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
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{
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// Locate file
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const ZippedFile *zipped_file = LookupFile(file, zip);
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if (!zipped_file)
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return true;
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if (UNZ_OK != unzLocateFile(zipped_file->zf, zipped_file->filename.c_str(), 2))
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{
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ErrorLog("Unable to locate '%s' in '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
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return true;
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}
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// Read it in
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if (UNZ_OK != unzOpenCurrentFile(zipped_file->zf))
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{
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ErrorLog("Unable to read '%s' from '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
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return true;
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}
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*file_size = zipped_file->uncompressed_size;
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buffer->reset(new uint8_t[*file_size], std::default_delete<uint8_t[]>());
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size_t bytes_read = (size_t) unzReadCurrentFile(zipped_file->zf, buffer->get(), *file_size);
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if (bytes_read != *file_size)
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{
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ErrorLog("Unable to read '%s' from '%s'. Is zip file corrupt?", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
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unzCloseCurrentFile(zipped_file->zf);
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return true;
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}
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// And close it
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if (UNZ_CRCERROR == unzCloseCurrentFile(zipped_file->zf))
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ErrorLog("CRC error reading '%s' from '%s'. File may be corrupt.", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str());
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return false;
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}
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bool GameLoader::MissingAttrib(const GameLoader &loader, const Util::Config::Node &node, const std::string &attribute)
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{
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if (node[attribute].Empty())
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{
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ErrorLog("%s: <%s> tag is missing required attribute '%s'.", loader.m_xml_filename.c_str(), node.Key().c_str(), attribute.c_str());
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return true;
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}
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return false;
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}
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GameLoader::File::ptr_t GameLoader::File::Create(const GameLoader &loader, const Util::Config::Node &file_node)
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{
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if (GameLoader::MissingAttrib(loader, file_node, "name") | GameLoader::MissingAttrib(loader, file_node, "offset")) // no || to easier detect errors
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return ptr_t();
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ptr_t file = std::make_shared<File>();
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file->offset = file_node["offset"].ValueAs<uint32_t>();
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file->filename = Util::ToLower(file_node["name"].ValueAs<std::string>());
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file->has_crc32 = file_node["crc32"].Exists();
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file->crc32 = file->has_crc32 ? file_node["crc32"].ValueAs<uint32_t>() : 0;
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return file;
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}
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bool GameLoader::File::Matches(const std::string &filename_to_match, uint32_t crc32_to_match) const
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{
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if (has_crc32)
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return crc32_to_match == crc32;
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return Util::ToLower(filename_to_match) == filename;
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}
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bool GameLoader::File::operator==(const File &rhs) const
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{
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return Matches(rhs.filename, rhs.crc32);
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}
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GameLoader::Region::ptr_t GameLoader::Region::Create(const GameLoader &loader, const Util::Config::Node ®ion_node)
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{
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if (GameLoader::MissingAttrib(loader, region_node, "name") | MissingAttrib(loader, region_node, "stride") | GameLoader::MissingAttrib(loader, region_node, "chunk_size")) // no || to easier detect errors
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return ptr_t();
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if (region_node["byte_swap"].Exists() && region_node["byte_layout"].Exists())
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{
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ErrorLog("%s: '%s' region has both 'byte_swap' and 'byte_layout' attributes. Use one or the other.", loader.m_xml_filename.c_str(), region_node["name"].Value<std::string>().c_str());
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return ptr_t();
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}
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ptr_t region = std::make_shared<Region>();
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region->region_name = region_node["name"].Value<std::string>();
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region->stride = region_node["stride"].ValueAs<size_t>();
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if (region->stride == 0)
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{
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ErrorLog("%s: '%s' stride length must be greater than 0.", loader.m_xml_filename.c_str(), region->region_name.c_str());
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return ptr_t();
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}
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region->chunk_size = region_node["chunk_size"].ValueAs<size_t>();
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if (region->chunk_size == 0)
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{
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ErrorLog("%s: '%s' chunk size must be greater than 0.", loader.m_xml_filename.c_str(), region->region_name.c_str());
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return ptr_t();
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}
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region->required = region_node["required"].ValueAsDefault<bool>(true);
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// Byte layout. If byte_swap was specified, construct the byte swapped layout string based on
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// stride size. If byte_swap is set to false, empty layout string is fine.
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if (region_node["byte_swap"].Exists())
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{
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if (region_node["byte_swap"].ValueAs<bool>())
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{
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// Special case: if chunk size and stride are both 1, change them both to 2 so we can allow byte
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// swapping (these values are used for singular ROMs that don't need to be merged; technically,
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// the stride and chunk size should be 2 since they are 16-bit ROMs).
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if (region->stride == 1 && region->chunk_size == 1)
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{
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region->stride = 2;
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region->chunk_size = 2;
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}
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std::string byte_layout;
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for (size_t i = 0; i < region->stride; i++)
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{
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byte_layout += '0' + (i ^ 1);
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}
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region->byte_layout = byte_layout;
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}
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}
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else
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{
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region->byte_layout = region_node["byte_layout"].ValueAsDefault<std::string>(std::string());
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}
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return region;
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}
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bool GameLoader::Region::AttribsMatch(const ptr_t &other) const
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{
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return stride == other->stride && chunk_size == other->chunk_size && byte_layout == other->byte_layout;
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}
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bool GameLoader::Region::FindFileIndexByOffset(size_t *idx, uint32_t offset) const
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{
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for (size_t i = 0; i < files.size(); i++)
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{
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if (files[i]->offset == offset)
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{
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*idx = i;
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return true;
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}
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}
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return false;
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}
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static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
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{
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game->name = game_node["name"].ValueAs<std::string>();
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game->parent = game_node["parent"].ValueAsDefault<std::string>("");
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game->title = game_node["identity/title"].ValueAsDefault<std::string>("Unknown");
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game->version = game_node["identity/version"].ValueAsDefault<std::string>("");
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game->manufacturer = game_node["identity/manufacturer"].ValueAsDefault<std::string>("Unknown");
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game->year = game_node["identity/year"].ValueAsDefault<unsigned>(0);
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game->stepping = game_node["hardware/stepping"].ValueAsDefault<std::string>("");
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game->mpeg_board = game_node["hardware/mpeg_board"].ValueAsDefault<std::string>("");
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std::map<std::string, Game::AudioTypes> audio_types
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{
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{ "", Game::STEREO_LR }, // default to stereo
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{ "Mono", Game::MONO },
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{ "Stereo", Game::STEREO_LR },
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{ "StereoReversed", Game::STEREO_RL },
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{ "QuadFrontRear", Game::QUAD_1_FLR_2_RLR },
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{ "QuadFrontRearReversed", Game::QUAD_1_FRL_2_RRL },
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{ "QuadRearFront", Game::QUAD_1_RLR_2_FLR },
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{ "QuadRearFrontReversed", Game::QUAD_1_RRL_2_FRL },
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{ "QuadMix", Game::QUAD_1_LR_2_FR_MIX}
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};
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std::string audio_type = game_node["hardware/audio"].ValueAsDefault<std::string>("");
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game->audio = audio_types[audio_type];
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game->pci_bridge = game_node["hardware/pci_bridge"].ValueAsDefault<std::string>("");
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game->real3d_pci_id = game_node["hardware/real3d_pci_id"].ValueAsDefault<uint32_t>(0);
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game->real3d_status_bit_set_percent_of_frame = game_node["hardware/real3d_status_bit_set_percent_of_frame"].ValueAsDefault<float>(0);
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game->encryption_key = game_node["hardware/encryption_key"].ValueAsDefault<uint32_t>(0);
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game->netboard_present = game_node["hardware/netboard"].ValueAsDefault<bool>(false);
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std::map<std::string, uint32_t> input_flags
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{
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{ "common", Game::INPUT_COMMON },
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{ "vehicle", Game::INPUT_VEHICLE },
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{ "joystick1", Game::INPUT_JOYSTICK1 },
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{ "joystick2", Game::INPUT_JOYSTICK2 },
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{ "fighting", Game::INPUT_FIGHTING },
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{ "vr4", Game::INPUT_VR4 },
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{ "viewchange", Game::INPUT_VIEWCHANGE },
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{ "shift4", Game::INPUT_SHIFT4 },
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{ "shiftupdown", Game::INPUT_SHIFTUPDOWN },
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{ "handbrake", Game::INPUT_HANDBRAKE },
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{ "harley", Game::INPUT_HARLEY },
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{ "gun1", Game::INPUT_GUN1 },
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{ "gun2", Game::INPUT_GUN2 },
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{ "analog_joystick", Game::INPUT_ANALOG_JOYSTICK },
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{ "twin_joysticks", Game::INPUT_TWIN_JOYSTICKS },
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{ "soccer", Game::INPUT_SOCCER },
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{ "spikeout", Game::INPUT_SPIKEOUT },
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{ "analog_gun1", Game::INPUT_ANALOG_GUN1 },
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{ "analog_gun2", Game::INPUT_ANALOG_GUN2 },
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{ "ski", Game::INPUT_SKI },
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{ "magtruck", Game::INPUT_MAGTRUCK },
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{ "fishing", Game::INPUT_FISHING }
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};
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for (auto &node: game_node["hardware/inputs"])
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{
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if (node.Key() == "input" && node["type"].Exists())
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{
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const std::string input_type = node["type"].ValueAs<std::string>();
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game->inputs |= input_flags[input_type];
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}
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}
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std::map<std::string, Game::DriveBoardType> drive_board_types
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{
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{ "Wheel", Game::DRIVE_BOARD_WHEEL },
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{ "Joystick", Game::DRIVE_BOARD_JOYSTICK },
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{ "Ski", Game::DRIVE_BOARD_SKI },
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{ "Billboard", Game::DRIVE_BOARD_BILLBOARD}
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};
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std::string drive_board_type = game_node["hardware/drive_board"].ValueAsDefault<std::string>(std::string());
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game->driveboard_type = drive_board_types[drive_board_type];
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}
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bool GameLoader::LoadGamesFromXML(const Util::Config::Node &xml)
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{
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for (auto it = xml.begin(); it != xml.end(); ++it)
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{
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// Root games node
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auto &root_node = *it;
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if (root_node.Key() != "games")
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continue;
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for (auto &game_node: root_node)
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{
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// Game node
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if (game_node.Key() != "game")
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continue;
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if (game_node["name"].Empty())
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{
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//TODO: associate line numbers in config
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//ErrorLog("%s: Ignoring <game> tag with missing 'name' attribute.", m_xml_filename.c_str());
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continue;
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}
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std::string game_name = game_node["name"].ValueAs<std::string>();
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if (m_regions_by_game.find(game_name) != m_regions_by_game.end())
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{
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ErrorLog("%s: Ignoring redefinition of game '%s'.", m_xml_filename.c_str(), game_name.c_str());
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continue;
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}
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RegionsByName_t ®ions_by_name = m_regions_by_game[game_name];
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PatchesByRegion_t &patches_by_region = m_patches_by_game[game_name];
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PopulateGameInfo(&m_game_info_by_game[game_name], game_node);
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for (auto &roms_node: game_node)
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{
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if (roms_node.Key() != "roms")
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continue;
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/*
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* Regions define contiguous memory areas that individual ROM files are
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* loaded into. It is possible to have multiple region tags identifying
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* the same region. They will be aggregated. This is useful for parent
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* and child ROM sets, which each may need to define the same region,
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* with the child set loading in different files to overwrite the parent
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* set.
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*/
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for (auto ®ion_node: roms_node)
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{
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if (region_node.Key() != "region")
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continue;
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// Look up region structure or create new one if needed
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std::string region_name = region_node["name"].Value<std::string>();
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auto it = regions_by_name.find(region_name);
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Region::ptr_t region = (it != regions_by_name.end()) ? it->second : Region::Create(*this, region_node);
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if (!region)
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continue;
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/*
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* Files are defined by the offset they are loaded at. Normally, there
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* should be one file per offset but parent/child ROM sets will violate
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* this, and so it is allowed.
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*/
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std::vector<File::ptr_t> &files = region->files;
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for (auto &file_node: region_node)
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{
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if (file_node.Key() != "file")
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continue;
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File::ptr_t file = File::Create(*this, file_node);
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if (!file)
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continue;
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files.push_back(file);
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}
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// Check to ensure that some files were defined in the region
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if (files.empty())
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ErrorLog("%s: No files defined in region '%s' of '%s'.", m_xml_filename.c_str(), region->region_name.c_str(), game_name.c_str());
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else
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regions_by_name[region->region_name] = region;
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}
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// ROM patches, if any
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for (auto &patches_node: roms_node)
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{
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if (patches_node.Key() != "patches")
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continue;
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for (auto &patch_node: patches_node)
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{
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if (MissingAttrib(*this, patch_node, "region") ||
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MissingAttrib(*this, patch_node, "bits") ||
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MissingAttrib(*this, patch_node, "offset") ||
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MissingAttrib(*this, patch_node, "value"))
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continue;
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std::string region = patch_node["region"].ValueAs<std::string>();
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unsigned bits = patch_node["bits"].ValueAs<unsigned>();
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uint32_t offset = patch_node["offset"].ValueAs<uint32_t>();
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uint64_t value = patch_node["value"].ValueAs<uint64_t>();
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if (bits != 8 && bits != 16 && bits != 32 && bits != 64)
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ErrorLog("%s: Ignoring ROM patch in '%s' with invalid bit length. Must be 8, 16, 32, or 64!", m_xml_filename.c_str(), game_name.c_str());
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else
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patches_by_region[region].push_back(ROM::BigEndianPatch(offset, value, bits));
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}
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}
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}
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// Check to ensure that some ROM regions were defined for the game
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if (regions_by_name.empty())
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ErrorLog("%s: No ROM regions defined for '%s'.", m_xml_filename.c_str(), game_name.c_str());
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}
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}
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// Check to ensure some games were defined
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if (m_regions_by_game.empty())
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{
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ErrorLog("%s: No games defined.", m_xml_filename.c_str());
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return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool IsChildSet(const Game &game)
|
|
{
|
|
return game.parent.length() > 0;
|
|
}
|
|
|
|
bool GameLoader::MergeChildrenWithParents()
|
|
{
|
|
bool error = false;
|
|
|
|
for (auto &v1: m_regions_by_game)
|
|
{
|
|
auto &game = m_game_info_by_game[v1.first];
|
|
if (!IsChildSet(game)) // we want child sets
|
|
continue;
|
|
|
|
auto &child_regions = v1.second;
|
|
auto &parent_regions = m_regions_by_game[game.parent];
|
|
|
|
// 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 ®ion_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 ®ions_by_name) const
|
|
{
|
|
InfoLog("%s:", game_name.c_str());
|
|
for (auto &v2: regions_by_name)
|
|
{
|
|
InfoLog(" %s: stride=%zu, chunk size=%zu, byte layout=%s", v2.first.c_str(), v2.second->stride, v2.second->chunk_size, v2.second->byte_layout.c_str());
|
|
for (auto &file: v2.second->files)
|
|
{
|
|
InfoLog(" %s, crc32=0x%08x, offset=0x%08x", file->filename.c_str(), file->crc32, file->offset);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GameLoader::ParseXML(const Util::Config::Node &xml)
|
|
{
|
|
if (LoadGamesFromXML(xml))
|
|
return true;
|
|
|
|
// More than one level of parents not allowed
|
|
bool error = false;
|
|
std::set<std::string> parents_with_parents;
|
|
for (auto &v: m_game_info_by_game)
|
|
{
|
|
if (IsChildSet(v.second))
|
|
{
|
|
if (IsChildSet(m_game_info_by_game[v.second.parent]))
|
|
{
|
|
parents_with_parents.insert(v.second.parent);
|
|
error = true;
|
|
}
|
|
}
|
|
}
|
|
for (auto &game_name: parents_with_parents)
|
|
{
|
|
ErrorLog("%s: Parent ROM set '%s' also has parent defined, which is not allowed.", m_xml_filename.c_str(), game_name.c_str());
|
|
}
|
|
|
|
if (MergeChildrenWithParents())
|
|
return true;
|
|
|
|
return error;
|
|
}
|
|
|
|
bool GameLoader::LoadDefinitionXML(const std::string &filename)
|
|
{
|
|
m_xml_filename = filename;
|
|
Util::Config::Node xml("xml");
|
|
if (Util::Config::FromXMLFile(&xml, filename))
|
|
{
|
|
ErrorLog("Game and ROM set definitions could not be loaded! ROMs will not be detected.");
|
|
return true;
|
|
}
|
|
return ParseXML(xml);
|
|
}
|
|
|
|
void GameLoader::FindEquivalentFiles(std::set<File::ptr_t> *equivalent_files, const std::set<File::ptr_t> &a, const std::set<File::ptr_t> &b)
|
|
{
|
|
// Copy files that are equivalent between a and b from a (doesn't matter
|
|
// which we actually use) to output
|
|
for (auto &file1: a)
|
|
{
|
|
for (auto &file2: b)
|
|
{
|
|
if (*file1 == *file2)
|
|
equivalent_files->insert(file1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameLoader::IdentifyGamesInZipArchive(
|
|
std::set<std::string> *complete_games,
|
|
std::map<std::string, std::set<File::ptr_t>> *files_missing_by_game,
|
|
const ZipArchive &zip,
|
|
const std::map<std::string, RegionsByName_t> ®ions_by_game) const
|
|
{
|
|
std::map<std::string, std::set<File::ptr_t>> files_required_by_game;
|
|
std::map<std::string, std::set<File::ptr_t>> files_found_by_game;
|
|
|
|
// Determine which files each game requires and which files are present in
|
|
// the zip archive. Files belonging to optional regions cannot be used to
|
|
// identify games.
|
|
for (auto &v1: regions_by_game)
|
|
{
|
|
const std::string &game_name = v1.first;
|
|
auto ®ions_by_name = v1.second;
|
|
for (auto &v2: regions_by_name)
|
|
{
|
|
Region::ptr_t region = v2.second;
|
|
if (!region->required)
|
|
continue;
|
|
for (auto file: region->files)
|
|
{
|
|
// Add each file to the set of required files per game
|
|
files_required_by_game[game_name].insert(file);
|
|
// Check file in ROM definition against all files in zip
|
|
if (FileExistsInZipArchive(file, zip))
|
|
files_found_by_game[game_name].insert(file);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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
|
|
auto compare = [](const File::ptr_t &a, const File::ptr_t &b) { return a->filename < b->filename; };
|
|
for (auto &v: files_found_by_game)
|
|
{
|
|
auto &files_found = v.second;
|
|
auto &files_required = files_required_by_game[v.first];
|
|
auto &files_missing = (*files_missing_by_game)[v.first];
|
|
// Need to sort by filename for set_difference to work
|
|
std::vector<File::ptr_t> files_found_v(files_found.begin(), files_found.end());
|
|
std::vector<File::ptr_t> files_required_v(files_required.begin(), files_required.end());
|
|
std::sort(files_found_v.begin(), files_found_v.end(), compare);
|
|
std::sort(files_required_v.begin(), files_required_v.end(), compare);
|
|
// Use set difference to find missing files
|
|
std::set_difference(
|
|
files_required_v.begin(), files_required_v.end(),
|
|
files_found_v.begin(), files_found_v.end(),
|
|
std::inserter(files_missing, files_missing.end()),
|
|
compare);
|
|
// Is the whole game present?
|
|
if (files_found == files_required)
|
|
complete_games->insert(v.first);
|
|
// Clean up: if no files missing, don't want empty entry in map
|
|
if (files_missing.empty())
|
|
files_missing_by_game->erase(v.first);
|
|
}
|
|
}
|
|
|
|
void GameLoader::ChooseGameInZipArchive(std::string *chosen_game, bool *missing_parent_roms, const ZipArchive &zip, const std::string &zipfilename) const
|
|
{
|
|
chosen_game->clear();
|
|
*missing_parent_roms = false;
|
|
|
|
// Find complete unmerged games (those that do not need to be merged with a
|
|
// parent). This will pick up child-only ROMs, too, which we prune out later.
|
|
std::set<std::string> complete_games;
|
|
std::map<std::string, std::set<File::ptr_t>> files_missing_by_game;
|
|
IdentifyGamesInZipArchive(&complete_games, &files_missing_by_game, zip, m_regions_by_game);
|
|
|
|
// 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, zipfilename.c_str(), v.first.c_str());
|
|
}
|
|
ErrorLog("Ignoring game '%s' in '%s' because it is missing files.", v.first.c_str(), zipfilename.c_str());
|
|
}
|
|
|
|
// Choose game: complete merged game > incomplete child game > complete
|
|
// unmerged game
|
|
if (!complete_merged_games.empty())
|
|
chosen_game->assign(*complete_merged_games.begin());
|
|
else if (!incomplete_child_games.empty())
|
|
{
|
|
// TODO: could use scoring to pick game with most files?
|
|
chosen_game->assign(*incomplete_child_games.begin());
|
|
*missing_parent_roms = true; // try to find missing files in parent ROM zip file
|
|
}
|
|
else if (!complete_games.empty())
|
|
chosen_game->assign(*complete_games.begin());
|
|
else
|
|
{
|
|
ErrorLog("No complete Model 3 games found in '%s'.", zipfilename.c_str());
|
|
return;
|
|
}
|
|
|
|
// 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 ®ion, const ZipArchive &zip) const
|
|
{
|
|
// Files in region need not be loaded contiguously. To find region size,
|
|
// use maximum end_addr = offset + stride * (num_chunks - 1) + chunk_size.
|
|
std::vector<uint32_t> end_addr;
|
|
bool error = false;
|
|
for (auto file: region->files)
|
|
{
|
|
const ZippedFile *zipped_file = LookupFile(file, zip);
|
|
if (zipped_file)
|
|
{
|
|
if (zipped_file->uncompressed_size % region->chunk_size != 0)
|
|
{
|
|
ErrorLog("File '%s' in '%s' is not sized in %d-byte chunks.", zipped_file->filename.c_str(), zipped_file->zipfilename.c_str(), region->chunk_size);
|
|
error = true;
|
|
}
|
|
uint32_t num_chunks = (uint32_t)(zipped_file->uncompressed_size / region->chunk_size);
|
|
end_addr.push_back(file->offset + region->stride * (num_chunks - 1) + region->chunk_size);
|
|
}
|
|
else
|
|
error = true;
|
|
}
|
|
if (!error)
|
|
*region_size = *std::max_element(end_addr.begin(), end_addr.end());
|
|
return error;
|
|
}
|
|
|
|
static bool ApplyLayout(ROM *rom, const std::string &byte_layout, size_t stride, const std::string ®ion_name)
|
|
{
|
|
// Empty layout means do nothing
|
|
if (byte_layout.size() == 0)
|
|
return false;
|
|
|
|
// Validate that the layout string includes the same number of bytes as the region stride. The
|
|
// stride is block size that the ROM files all contribute to. We also verify that each byte is
|
|
// used once and only once.
|
|
if (byte_layout.size() != stride)
|
|
{
|
|
ErrorLog("Byte layout of '%s' region does not match the stride length (%d bytes but should be %d bytes).", region_name.c_str(), byte_layout.size(), stride);
|
|
return true;
|
|
}
|
|
|
|
if (stride > 8)
|
|
{
|
|
ErrorLog("Region '%s' has stride larger than 8 (%d), which is currently unsupported.", region_name.c_str(), stride);
|
|
return true;
|
|
}
|
|
|
|
std::vector<size_t> byte_offsets;
|
|
for (char c: byte_layout)
|
|
{
|
|
if (isdigit(c))
|
|
{
|
|
byte_offsets.push_back(c - '0');
|
|
}
|
|
else
|
|
{
|
|
ErrorLog("Byte layout of '%s' region contains non-numeric characters. Use single-digit byte indices only.", region_name.c_str());
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Check all byte indices 0..N-1 are present
|
|
std::vector<size_t> sorted(byte_offsets);
|
|
std::sort(sorted.begin(), sorted.end()); // ascending order
|
|
size_t expected_offset = 0;
|
|
for (size_t offset: sorted)
|
|
{
|
|
if (offset != expected_offset)
|
|
{
|
|
ErrorLog("Byte layout of '%s' region must specify all byte offsets exactly once.", region_name.c_str());
|
|
return true;
|
|
}
|
|
expected_offset += 1;
|
|
}
|
|
|
|
// Okay, all good. Now we can reshuffle the region memory according to layout.
|
|
uint8_t *buffer = new uint8_t[stride];
|
|
uint8_t *dest = rom->data.get();
|
|
for (size_t dest_offset = 0; (dest_offset + stride) <= rom->size; dest_offset += stride)
|
|
{
|
|
// Copy current region bytes to temporary buffer. The layout offsets refer to this original layout.
|
|
memcpy(buffer, dest + dest_offset, stride);
|
|
|
|
// Place the bytes back into the ROM region in the layout order specified.
|
|
for (size_t i = 0; i < stride; i++)
|
|
{
|
|
dest[dest_offset + i] = buffer[byte_offsets[i]];
|
|
}
|
|
}
|
|
delete [] buffer;
|
|
|
|
return false; // no error
|
|
}
|
|
|
|
bool GameLoader::LoadRegion(ROM *rom, const GameLoader::Region::ptr_t ®ion, const ZipArchive &zip) const
|
|
{
|
|
bool error = false;
|
|
|
|
for (auto &file: region->files)
|
|
{
|
|
std::shared_ptr<uint8_t> tmp;
|
|
size_t file_size;
|
|
error |= LoadZippedFile(&tmp, &file_size, file, zip);
|
|
if (!error)
|
|
{
|
|
uint8_t *dest = rom->data.get();
|
|
uint8_t *src = tmp.get();
|
|
if (region->chunk_size == region->stride)
|
|
{
|
|
memcpy(dest + file->offset, src, file_size);
|
|
}
|
|
else
|
|
{
|
|
uint32_t num_chunks = (uint32_t)file_size / region->chunk_size;
|
|
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;
|
|
for (uint32_t i = 0; i < num_chunks; i++)
|
|
{
|
|
memcpy(dest + dest_offset, src + src_offset, chunk_size);
|
|
dest_offset += stride;
|
|
src_offset += chunk_size;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!error)
|
|
{
|
|
error = ApplyLayout(rom, region->byte_layout, region->stride, region->region_name);
|
|
}
|
|
|
|
return error;
|
|
}
|
|
|
|
bool GameLoader::LoadROMs(ROMSet *rom_set, const std::string &game_name, const ZipArchive &zip) const
|
|
{
|
|
auto it = m_game_info_by_game.find(game_name);
|
|
if (it == m_game_info_by_game.end())
|
|
{
|
|
ErrorLog("Cannot load unknown game '%s'. Is it defined in '%s'?", game_name.c_str(), m_xml_filename.c_str());
|
|
return true;
|
|
}
|
|
|
|
// Load up the ROMs
|
|
auto ®ions_by_name = IsChildSet(it->second) ? m_regions_by_merged_game.find(game_name)->second : m_regions_by_game.find(game_name)->second;
|
|
LogROMDefinition(game_name, regions_by_name);
|
|
bool error = false;
|
|
for (auto &v: regions_by_name)
|
|
{
|
|
auto ®ion = v.second;
|
|
uint32_t region_size = 0;
|
|
bool error_loading_region = false;
|
|
|
|
// Attempt to load the region
|
|
if (ComputeRegionSize(®ion_size, region, zip))
|
|
error_loading_region = true;
|
|
else
|
|
{
|
|
// Load up the ROM region
|
|
auto &rom = rom_set->rom_by_region[region->region_name];
|
|
rom.data.reset(new uint8_t[region_size], std::default_delete<uint8_t[]>());
|
|
rom.size = region_size;
|
|
error_loading_region = LoadRegion(&rom, region, zip);
|
|
}
|
|
|
|
if (error_loading_region && !region->required)
|
|
{
|
|
// Failed to load the region but it wasn't required anyway, so remove it
|
|
// and proceed
|
|
rom_set->rom_by_region.erase(region->region_name);
|
|
ErrorLog("Optional ROM region '%s' in '%s' could not be loaded.", region->region_name.c_str(), game_name.c_str());
|
|
}
|
|
else
|
|
{
|
|
// Proceed normally: accumulate errors
|
|
error |= error_loading_region;
|
|
}
|
|
}
|
|
|
|
// Attach the patches and do some more error checking here
|
|
auto &patches_by_region = m_patches_by_game.find(game_name)->second;
|
|
for (auto &v: patches_by_region)
|
|
{
|
|
auto ®ion_name = v.first;
|
|
auto &patches = v.second;
|
|
if (regions_by_name.find(region_name) == regions_by_name.end())
|
|
ErrorLog("%s: Ignoring ROM patch for undefined region '%s' in '%s'.", m_xml_filename.c_str(), region_name.c_str(), game_name.c_str());
|
|
else if (rom_set->rom_by_region.find(region_name) != rom_set->rom_by_region.end())
|
|
rom_set->rom_by_region[region_name].patches = patches;
|
|
}
|
|
return error;
|
|
}
|
|
|
|
std::string StripFilename(const std::string &filepath)
|
|
{
|
|
// Search for last '/' or '\', if any
|
|
size_t last_slash = std::string::npos;
|
|
for (size_t i = filepath.length() - 1; i < filepath.length(); i--)
|
|
{
|
|
if (filepath[i] == '/' || filepath[i] =='\\')
|
|
{
|
|
last_slash = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If none found, there is directory component here
|
|
if (last_slash == std::string::npos)
|
|
return std::string();
|
|
|
|
// Otherwise, strip everything after the slash
|
|
return std::string(filepath, 0, last_slash + 1);
|
|
}
|
|
|
|
bool GameLoader::Load(Game *game, ROMSet *rom_set, const std::string &zipfilename) const
|
|
{
|
|
*game = Game();
|
|
|
|
// Read the zip contents
|
|
ZipArchive zip;
|
|
if (LoadZipArchive(&zip, zipfilename))
|
|
return true;
|
|
|
|
// Pick the game to load (there could be multiple ROM sets in a zip file)
|
|
std::string chosen_game;
|
|
bool missing_parent_roms = false;
|
|
ChooseGameInZipArchive(&chosen_game, &missing_parent_roms, zip, zipfilename);
|
|
if (chosen_game.empty())
|
|
return true;
|
|
|
|
// Return game information to caller
|
|
*game = m_game_info_by_game.find(chosen_game)->second;
|
|
|
|
// Bring in additional parent ROM set if needed
|
|
if (missing_parent_roms)
|
|
{
|
|
std::string parent_zipfilename = StripFilename(zipfilename) + game->parent + ".zip";
|
|
if (LoadZipArchive(&zip, parent_zipfilename))
|
|
{
|
|
ErrorLog("Expected to find parent ROM set of '%s' at '%s'.", game->name.c_str(), parent_zipfilename.c_str());
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Load
|
|
bool error = LoadROMs(rom_set, game->name, zip);
|
|
if (error)
|
|
*game = Game();
|
|
return error;
|
|
}
|
|
|
|
GameLoader::GameLoader(const std::string &xml_file)
|
|
{
|
|
LoadDefinitionXML(xml_file);
|
|
}
|