Avoid getting stuck in a load-loop when auto-loading a bad savestate. Make some code clearer.

This commit is contained in:
Henrik Rydgård
2025-05-16 00:34:10 +02:00
parent a698486f9c
commit 9a86101769
8 changed files with 70 additions and 55 deletions
+3 -6
View File
@@ -1139,15 +1139,12 @@ double g_lastSaveTime = -1.0;
lastSaveDataGeneration = saveDataGeneration;
}
void Cleanup() {
// TODO: Handle this better.
bool PollRestartNeeded() {
if (needsRestart) {
std::string error_string;
PSP_Reboot(&error_string);
System_Notify(SystemNotification::BOOT_DONE);
System_Notify(SystemNotification::DISASSEMBLY);
needsRestart = false;
return true;
}
return false;
}
void Init()
+2 -2
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@@ -108,8 +108,8 @@ namespace SaveState {
// Notify save state code that new save data has been written.
void NotifySaveData();
// Cleanup by triggering a restart if needed.
void Cleanup();
// Checks whether a bad load required the caller to trigger a restart (and if returns true, resets the flag internally).
bool PollRestartNeeded();
// Returns the time since last save. -1 if N/A.
double SecondsSinceLastSavestate();
-13
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@@ -702,19 +702,6 @@ BootState PSP_Reboot(std::string *error_string) {
return PSP_Init(PSP_CoreParameter(), error_string);
}
void PSP_BeginHostFrame() {
if (gpu) {
gpu->BeginHostFrame();
}
}
void PSP_EndHostFrame() {
if (gpu) {
gpu->EndHostFrame();
}
SaveState::Cleanup();
}
void PSP_RunLoopWhileState() {
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
+1 -3
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@@ -102,12 +102,10 @@ BootState PSP_Reboot(std::string *error_string);
FileLoader *PSP_LoadedFile();
void PSP_BeginHostFrame();
void PSP_EndHostFrame();
void PSP_RunLoopWhileState();
void PSP_RunLoopFor(int cycles);
// Call before PSP_BeginHostFrame() in order to not miss any GPU stats.
// Call before gpu->BeginHostFrame() in order to not miss any GPU stats.
void PSP_UpdateDebugStats(bool collectStats);
// Increments or decrements an internal counter. Intended to be used by debuggers.
void PSP_ForceDebugStats(bool enable);
+55 -25
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@@ -545,6 +545,7 @@ void EmuScreen::sendMessage(UIMessage message, const char *value) {
RecreateViews();
_dbg_assert_(coreState == CORE_POWERDOWN);
if (!PSP_InitStart(PSP_CoreParameter())) {
bootPending_ = false;
WARN_LOG(Log::Loader, "Error resetting");
screenManager()->switchScreen(new MainScreen());
return;
@@ -773,17 +774,6 @@ void EmuScreen::onVKey(VirtKey virtualKeyCode, bool down) {
}
break;
case VIRTKEY_PAUSE_NO_MENU:
if (down && !NetworkWarnUserIfOnlineAndCantSpeed()) {
// We re-use debug break/resume to implement pause/resume without a menu.
if (coreState == CORE_STEPPING_CPU) { // should we check reason?
Core_Resume();
} else {
Core_Break(BreakReason::UIPause);
}
}
break;
case VIRTKEY_RESET_EMULATION:
if (down) {
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
@@ -812,15 +802,6 @@ void EmuScreen::onVKey(VirtKey virtualKeyCode, bool down) {
break;
#endif
case VIRTKEY_REWIND:
if (down && !Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
if (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("norewind", "No rewind save states available"), 2.0);
}
}
break;
case VIRTKEY_SAVE_STATE:
if (down && !Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
@@ -964,6 +945,27 @@ void EmuScreen::ProcessVKey(VirtKey virtKey) {
}
break;
case VIRTKEY_REWIND:
if (!Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
if (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
g_OSD.Show(OSDType::MESSAGE_WARNING, sc->T("norewind", "No rewind save states available"), 2.0);
}
}
break;
case VIRTKEY_PAUSE_NO_MENU:
if (!NetworkWarnUserIfOnlineAndCantSpeed()) {
// We re-use debug break/resume to implement pause/resume without a menu.
if (coreState == CORE_STEPPING_CPU) { // should we check reason?
Core_Resume();
} else {
Core_Break(BreakReason::UIPause);
}
}
break;
case VIRTKEY_EXIT_APP:
{
std::string confirmExitMessage = GetConfirmExitMessage();
@@ -1578,9 +1580,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
// Just to make sure.
if (PSP_IsInited() && !skipBufferEffects) {
_dbg_assert_(gpu);
PSP_BeginHostFrame();
gpu->BeginHostFrame();
gpu->CopyDisplayToOutput(true);
PSP_EndHostFrame();
gpu->EndHostFrame();
}
if (gpu && gpu->PresentedThisFrame()) {
framebufferBound = true;
@@ -1644,7 +1646,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
bool blockedExecution = Achievements::IsBlockingExecution();
uint32_t clearColor = 0;
if (!blockedExecution) {
PSP_BeginHostFrame();
if (gpu) {
gpu->BeginHostFrame();
}
if (SaveState::Process()) {
// We might have lost the framebuffer bind if we had one, due to a readback.
if (framebufferBound) {
@@ -1697,7 +1701,24 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
break;
}
PSP_EndHostFrame();
if (gpu) {
gpu->EndHostFrame();
}
if (SaveState::PollRestartNeeded() && !bootPending_) {
PSP_Shutdown(true);
Achievements::UnloadGame();
// Restart the boot process
bootPending_ = true;
RecreateViews();
_dbg_assert_(coreState == CORE_POWERDOWN);
if (!PSP_InitStart(PSP_CoreParameter())) {
bootPending_ = false;
WARN_LOG(Log::Loader, "Error resetting");
screenManager()->switchScreen(new MainScreen());
}
}
}
if (frameStep_) {
@@ -1942,6 +1963,10 @@ void EmuScreen::renderUI() {
}
void EmuScreen::AutoLoadSaveState() {
if (autoLoadFailed_) {
return;
}
int autoSlot = -1;
//check if save state has save, if so, load
@@ -1960,7 +1985,12 @@ void EmuScreen::AutoLoadSaveState() {
}
if (g_Config.iAutoLoadSaveState && autoSlot != -1) {
SaveState::LoadSlot(gamePath_, autoSlot, &AfterSaveStateAction);
SaveState::LoadSlot(gamePath_, autoSlot, [this](SaveState::Status status, std::string_view message) {
AfterSaveStateAction(status, message);
if (status == SaveState::Status::FAILURE) {
autoLoadFailed_ = true;
}
});
g_Config.iCurrentStateSlot = autoSlot;
}
}
+1
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@@ -155,6 +155,7 @@ private:
#ifndef MOBILE_DEVICE
bool startDumping_ = false;
#endif
bool autoLoadFailed_ = false; // to prevent repeat reloads
};
bool MustRunBehind();
-3
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@@ -127,8 +127,6 @@ bool RunTests() {
return false;
}
PSP_BeginHostFrame();
// Run the emu until the test exits
INFO_LOG(Log::System, "Test: Entering runloop.");
while (true) {
@@ -145,7 +143,6 @@ bool RunTests() {
break;
}
}
PSP_EndHostFrame();
std::string expect_results;
if (!File::ReadTextFileToString(expectedFile, &expect_results)) {
+8 -3
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@@ -215,10 +215,13 @@ bool RunAutoTest(HeadlessHost *headlessHost, CoreParameter &coreParameter, const
PSP_UpdateDebugStats((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::DEBUG_STATS || g_Config.bLogFrameDrops);
PSP_BeginHostFrame();
if (gpu) {
gpu->BeginHostFrame();
}
Draw::DrawContext *draw = coreParameter.graphicsContext ? coreParameter.graphicsContext->GetDrawContext() : nullptr;
if (draw)
if (draw) {
draw->BeginFrame(Draw::DebugFlags::NONE);
}
bool passed = true;
double deadline = time_now_d() + opt.timeout;
@@ -255,7 +258,9 @@ bool RunAutoTest(HeadlessHost *headlessHost, CoreParameter &coreParameter, const
Core_Stop();
}
}
PSP_EndHostFrame();
if (gpu) {
gpu->EndHostFrame();
}
if (draw) {
draw->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "Headless");