Files
ppsspp/Core/SaveState.h
T
Henrik RydgårdandClaude Opus 5.5 821fd301e6 SaveState: Compress and write savestates on a worker thread
Saving and loading stalled the emu thread for 30-75 ms, long enough to
glitch audio. Now only the snapshot and the apply run there; compression
and file I/O run on a savestate worker thread, in order.

- Save: snapshot in Process(), then compress, write and (for a slot) move
  the old state to its undo name on the worker. The callback runs once the
  file is written. Saving again to a path with a save pending is a repeat
  key press, and gets that save's result without a message.
- Load: read and decompress on the worker while the game runs, then apply.
  A slot load keeps the state it replaces for load undo at that point,
  rather than saving it in full before starting.
- Rewind: compression and decoding are worker jobs, and the deltas get
  zstd level 1 on top, which makes them about a third of the size.
- At most two save snapshots are in memory at once, and buffers are freed
  when their operation is done.
- Shutdown waits for pending writes, and drops callbacks as before.

On desktop, a save now costs the emu thread 2-3 ms, a load or rewind
12-15 ms.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 18:43:27 +02:00

142 lines
5.6 KiB
C++

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