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Logging API change (refactor) (#19324)
* Rename LogType to Log * Explicitly use the Log:: enum when logging. Allows for autocomplete when editing. * Mac/ARM64 buildfix * Do the same with the hle result log macros * Rename the log names to mixed case while at it. * iOS buildfix * Qt buildfix attempt, ARM32 buildfix
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@@ -211,7 +211,7 @@ namespace SaveState
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}
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double taken_s = time_now_d() - start_time;
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DEBUG_LOG(SAVESTATE, "Rewind: Compressed save from %d bytes to %d in %0.2f ms.", (int)state.size(), (int)result.size(), taken_s * 1000.0);
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DEBUG_LOG(Log::SaveState, "Rewind: Compressed save from %d bytes to %d in %0.2f ms.", (int)state.size(), (int)result.size(), taken_s * 1000.0);
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}
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void LockedDecompress(std::vector<u8> &result, const std::vector<u8> &compressed, const std::vector<u8> &base)
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@@ -285,7 +285,7 @@ namespace SaveState
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if (diff < g_Config.iRewindSnapshotInterval)
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return;
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DEBUG_LOG(SAVESTATE, "Saving rewind state");
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DEBUG_LOG(Log::SaveState, "Saving rewind state");
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Save();
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}
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@@ -588,7 +588,7 @@ namespace SaveState
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g_Config.sStateLoadUndoGame = GenerateFullDiscId(gameFilename);
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g_Config.Save("Saving config for savestate last load undo");
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} else {
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ERROR_LOG(SAVESTATE, "Saving load undo state failed: %.*s", (int)message.size(), message.data());
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ERROR_LOG(Log::SaveState, "Saving load undo state failed: %.*s", (int)message.size(), message.data());
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}
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Load(fn, slot, callback, cbUserData);
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};
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@@ -596,7 +596,7 @@ namespace SaveState
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if (!backup.empty()) {
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Save(backup.WithExtraExtension(".tmp"), LOAD_UNDO_SLOT, saveCallback, cbUserData);
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} else {
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ERROR_LOG(SAVESTATE, "Saving load undo state failed. Error in the file system.");
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ERROR_LOG(Log::SaveState, "Saving load undo state failed. Error in the file system.");
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Load(fn, slot, callback, cbUserData);
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}
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} else {
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@@ -837,7 +837,7 @@ namespace SaveState
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bool HandleLoadFailure()
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{
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WARN_LOG(SAVESTATE, "HandleLoadFailure - trying a rewind state.");
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WARN_LOG(Log::SaveState, "HandleLoadFailure - trying a rewind state.");
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// Okay, first, let's give the rewind state a shot - maybe we can at least not reset entirely.
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// Even if this was a rewind, maybe we can still load a previous one.
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@@ -922,7 +922,7 @@ namespace SaveState
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if (!__KernelIsRunning())
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{
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ERROR_LOG(SAVESTATE, "Savestate failure: Unable to load without kernel, this should never happen.");
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ERROR_LOG(Log::SaveState, "Savestate failure: Unable to load without kernel, this should never happen.");
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return;
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}
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@@ -948,7 +948,7 @@ namespace SaveState
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switch (op.type)
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{
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case SAVESTATE_LOAD:
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INFO_LOG(SAVESTATE, "Loading state from '%s'", op.filename.c_str());
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INFO_LOG(Log::SaveState, "Loading state from '%s'", op.filename.c_str());
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// Use the state's latest version as a guess for saveStateInitialGitVersion.
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result = CChunkFileReader::Load(op.filename, &saveStateInitialGitVersion, state, &errorString);
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if (result == CChunkFileReader::ERROR_NONE) {
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@@ -974,7 +974,7 @@ namespace SaveState
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} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
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HandleLoadFailure();
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callbackMessage = std::string(i18nLoadFailure) + ": " + errorString;
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ERROR_LOG(SAVESTATE, "Load state failure: %s", errorString.c_str());
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ERROR_LOG(Log::SaveState, "Load state failure: %s", errorString.c_str());
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callbackResult = Status::FAILURE;
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} else {
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callbackMessage = sc->T(errorString.c_str(), i18nLoadFailure);
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@@ -983,7 +983,7 @@ namespace SaveState
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break;
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case SAVESTATE_SAVE:
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INFO_LOG(SAVESTATE, "Saving state to %s", op.filename.c_str());
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INFO_LOG(Log::SaveState, "Saving state to %s", op.filename.c_str());
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title = g_paramSFO.GetValueString("TITLE");
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if (title.empty()) {
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// Homebrew title
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@@ -1009,7 +1009,7 @@ namespace SaveState
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} else if (result == CChunkFileReader::ERROR_BROKEN_STATE) {
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// TODO: What else might we want to do here? This should be very unusual.
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callbackMessage = i18nSaveFailure;
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ERROR_LOG(SAVESTATE, "Save state failure");
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ERROR_LOG(Log::SaveState, "Save state failure");
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callbackResult = Status::FAILURE;
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} else {
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callbackMessage = i18nSaveFailure;
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@@ -1021,14 +1021,14 @@ namespace SaveState
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tempResult = CChunkFileReader::Verify(state) == CChunkFileReader::ERROR_NONE;
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callbackResult = tempResult ? Status::SUCCESS : Status::FAILURE;
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if (tempResult) {
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INFO_LOG(SAVESTATE, "Verified save state system");
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INFO_LOG(Log::SaveState, "Verified save state system");
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} else {
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ERROR_LOG(SAVESTATE, "Save state system verification failed");
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ERROR_LOG(Log::SaveState, "Save state system verification failed");
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}
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break;
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case SAVESTATE_REWIND:
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INFO_LOG(SAVESTATE, "Rewinding to recent savestate snapshot");
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INFO_LOG(Log::SaveState, "Rewinding to recent savestate snapshot");
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result = rewindStates.Restore(&errorString);
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if (result == CChunkFileReader::ERROR_NONE) {
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callbackMessage = sc->T("Loaded State");
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@@ -1059,7 +1059,7 @@ namespace SaveState
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tempResult = TakeGameScreenshot(nullptr, op.filename, ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, maxResMultiplier);
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callbackResult = tempResult ? Status::SUCCESS : Status::FAILURE;
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if (!tempResult) {
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ERROR_LOG(SAVESTATE, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
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ERROR_LOG(Log::SaveState, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
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if (screenshotFailures++ < SCREENSHOT_FAILURE_RETRIES) {
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// Requeue for next frame.
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SaveScreenshot(op.filename, op.callback, op.cbUserData);
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@@ -1070,7 +1070,7 @@ namespace SaveState
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break;
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}
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default:
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ERROR_LOG(SAVESTATE, "Savestate failure: unknown operation type %d", op.type);
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ERROR_LOG(Log::SaveState, "Savestate failure: unknown operation type %d", op.type);
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callbackResult = Status::FAILURE;
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break;
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}
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@@ -1094,7 +1094,7 @@ namespace SaveState
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PSP_Shutdown();
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std::string resetError;
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if (!PSP_Init(PSP_CoreParameter(), &resetError)) {
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ERROR_LOG(BOOT, "Error resetting: %s", resetError.c_str());
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ERROR_LOG(Log::Boot, "Error resetting: %s", resetError.c_str());
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// TODO: This probably doesn't clean up well enough.
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Core_Stop();
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return;
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