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The boot spinner, in the same corner without the background, while a save, load or rewind is queued or in progress. Only after a quarter of a second, so it doesn't flash up on every quick save; on desktop that's rarely reached, but slow devices get some feedback. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
146 lines
5.8 KiB
C++
146 lines
5.8 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <functional>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Common/File/Path.h"
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#include "Common/Serialize/Serializer.h"
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class ParamSFOData;
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#undef Process
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namespace SaveState {
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enum class Status {
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FAILURE,
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WARNING,
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SUCCESS,
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};
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typedef std::function<void(Status status, std::string_view message, std::string_view metadata)> Callback;
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static const char * const SCREENSHOT_EXTENSION = "jpg";
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void Init();
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void Shutdown();
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// Cycle through the 5 savestate slots
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void PrevSlot();
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void NextSlot();
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std::string GetGamePrefix(const ParamSFOData ¶mSFO);
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// Run the various actions directly.
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void SaveSlot(std::string_view gamePrefix, int slot, Callback callback);
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void LoadSlot(std::string_view gamePrefix, int slot, Callback callback);
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bool UndoSaveSlot(std::string_view gamePrefix, int slot);
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bool UndoLastSave(std::string_view gamePrefix);
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bool UndoLoad(std::string_view gamePrefix, Callback callback);
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void DeleteSlot(std::string_view gamePrefix, int slot);
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// This will rescan the save state directory for files associated with the specified game.
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// Note that when we have many save states, this is really important on Android.
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void Rescan(std::string_view gamePrefix);
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// Checks whether there's an existing save in the specified slot.
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bool HasSaveInSlot(std::string_view gamePrefix, int slot);
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bool HasUndoSaveInSlot(std::string_view gamePrefix, int slot);
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bool HasUndoLastSave(std::string_view gamePrefix);
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bool HasUndoLoad(std::string_view gamePrefix);
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bool HasScreenshotInSlot(std::string_view gamePrefix, int slot);
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// Just returns the current slot from config.
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int GetCurrentSlot();
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// Returns -1 if there's no oldest/newest slot.
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int GetNewestSlot(std::string_view gamePrefix);
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int GetOldestSlot(std::string_view gamePrefix);
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std::string GetSlotDateAsString(std::string_view gamePrefix, int slot);
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std::string GetSlotCustomName(std::string_view gamePrefix, int slot);
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Path GenerateSaveSlotPath(std::string_view gamePrefix, int slot, const char *extension);
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void SetSlotCustomName(std::string_view gamePrefix, int slot, std::string_view newName);
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// The files that sit beside a savestate and mean nothing without it: its screenshot, and the
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// slot's custom name if it was given one. Anything deleting a .ppst from outside DeleteSlot -
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// the savestate browser does exactly that - has to take these along, or they stay in the
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// savestate folder for good. Returns nothing for a path that isn't a savestate.
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std::vector<Path> GetCompanionFilePaths(const Path &statePath);
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std::string GetTitle(const Path &filename);
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// Load the specified file into the current state (async.) The file is read while emulation goes
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// on, and the state applied in a later Process().
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// Returns true if queued. The callback runs from Process(), once the state has been applied.
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bool Load(const Path &filename, int slot, Callback callback = Callback());
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// Save the current state to the specified file (async.) The state is captured in the next
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// Process(), and compressed and written on the worker.
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// Returns true if queued. The callback runs from Process(), once the file has been written.
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// Saving to a path that already has a save pending counts as a repeat of that save.
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bool Save(const Path &filename, int slot, Callback callback = Callback());
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CChunkFileReader::Error SaveToRam(std::vector<u8> &state);
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CChunkFileReader::Error LoadFromRam(std::vector<u8> &state, std::string *errorString);
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// For testing / automated tests. Runs a save state verification pass (async.)
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// Warning: callback will be called on a different thread.
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bool Verify(Callback callback = Callback());
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// To go back to a previous snapshot (only if enabled.)
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// Warning: callback will be called on a different thread.
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bool Rewind(Callback callback = Callback());
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// Returns true if there are rewind snapshots available.
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bool CanRewind();
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// Returns true while a save, load or rewind is queued or still in progress (rewind snapshots
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// don't count). Saves are done once the file is written.
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bool IsBusy();
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// Returns true if a savestate has been used during this session.
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bool HasLoadedState();
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// Returns true if the state has been reused instead of real saves many times.
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bool IsStale();
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// Returns true if state is from an older PPSSPP version.
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bool IsOldVersion();
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// Check if there's any save stating needing to be done. Normally called once per frame.
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void Process();
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// Notify save state code that new save data has been written.
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void NotifySaveData();
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// Checks whether a bad load required the caller to trigger a restart (and if returns true, resets the flag internally).
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bool PollRestartNeeded();
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// Returns the time since last save. -1 if N/A.
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double SecondsSinceLastSavestate();
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// The savestate worker thread, for compression and file I/O away from the emu thread. Jobs run
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// one at a time, in the order they were queued, and mustn't touch emulator state.
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void RunOnWorker(std::function<void()> job);
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// Waits until every job queued so far has finished.
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void WaitForWorker();
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} // namespace SaveState
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