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A rewind used up the state it restored, so rewinding, playing on a bit and rewinding again went further back than the state you just came from. Now the state stays, and only a rewind within 0.8 seconds of the last one steps back past it. "Seconds ago" was wall-clock time since the snapshot, which counted pauses, fast-forward and time spent in states rewound to earlier. It's now emulated time from where the rewinding started. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
260 lines
7.8 KiB
C++
260 lines
7.8 KiB
C++
#include "Common/Thread/ThreadUtil.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/StringUtils.h"
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#include "Core/SaveState.h"
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#include "Core/SaveStateRewind.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/Config.h"
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namespace SaveState {
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CChunkFileReader::Error StateRingbuffer::Save() {
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rewindLastTime_ = time_now_d();
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// Make sure we're not processing a previous save. That'll cause a hitch though, but at least won't
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// crash due to contention over buffer_.
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if (compressThread_.joinable())
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compressThread_.join();
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std::lock_guard<std::mutex> guard(lock_);
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const int n = next_;
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std::vector<u8> *compressBuffer = &buffer_;
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CChunkFileReader::Error err;
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if (base_ == -1 || ++baseUsage_ > BASE_USAGE_INTERVAL)
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{
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base_ = (base_ + 1) % ARRAY_SIZE(bases_);
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baseUsage_ = 0;
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baseGeneration_[base_] = nextBaseGeneration_++;
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err = SaveToRam(bases_[base_]);
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// Let's not bother savestating twice.
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compressBuffer = &bases_[base_];
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} else
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err = SaveToRam(buffer_);
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if (err == CChunkFileReader::ERROR_NONE) {
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ScheduleCompress(&states_[n].stateBuffer, compressBuffer, &bases_[base_]);
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states_[n].emuTime = CoreTiming::GetGlobalTimeUs() / 1000000.0;
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baseMapping_[n] = baseGeneration_[base_];
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next_ = (next_ + 1) % size_;
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if (count_ < size_) {
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count_++;
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}
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} else {
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states_[n].clear();
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}
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// The state a rewind restored isn't the newest any more, so the next rewind comes back to this one.
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newestRestored_ = false;
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// States compressed against a base that has since been replaced can't be decoded any more.
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// They're the oldest ones, so drop them from the end.
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while (count_ > 0) {
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const int oldest = (next_ - count_ + size_) % size_;
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if (BaseAlive(baseMapping_[oldest])) {
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break;
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}
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states_[oldest].clear();
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count_--;
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}
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return err;
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}
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bool StateRingbuffer::BaseAlive(int generation) const {
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return generation >= 0 && baseGeneration_[generation % ARRAY_SIZE(bases_)] == generation;
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}
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CChunkFileReader::Error StateRingbuffer::Restore(std::string *errorString, std::string *metadata) {
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// The newest state may still be compressing.
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if (compressThread_.joinable())
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compressThread_.join();
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std::lock_guard<std::mutex> guard(lock_);
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// No valid states left.
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if (Empty())
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return CChunkFileReader::ERROR_BAD_FILE;
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// Restoring a state doesn't use it up: rewind, play on a bit, rewind again, and you're back at the
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// same state. Rewinding again quickly steps further back instead (except from the oldest state).
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const double now = time_now_d();
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const double emuNow = CoreTiming::GetGlobalTimeUs() / 1000000.0;
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const bool quick = newestRestored_ && now - lastRestoreTime_ < STEP_BACK_SECONDS;
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if (quick) {
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if (count_ > 1) {
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DropNewest();
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}
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} else if (!retryingAfterFailure_) {
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rewindFromEmuTime_ = emuNow;
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}
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retryingAfterFailure_ = false;
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const int n = (next_ - 1 + size_) % size_;
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const int generation = baseMapping_[n];
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if (states_[n].empty() || !BaseAlive(generation)) {
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// Save() drops states whose base is gone, so this shouldn't happen.
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WARN_LOG(Log::SaveState, "Rewind: state %d can't be decoded", n);
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DropNewest();
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return CChunkFileReader::ERROR_BAD_FILE;
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}
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const int baseSlot = generation % (int)ARRAY_SIZE(bases_);
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static std::vector<u8> buffer;
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LockedDecompress(buffer, states_[n].stateBuffer, bases_[baseSlot]);
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CChunkFileReader::Error error = LoadFromRam(buffer, errorString);
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if (error != CChunkFileReader::ERROR_NONE) {
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// Don't come back to it. HandleLoadFailure() tries the next one, and after a partial load the
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// clock is meaningless, so that keeps rewindFromEmuTime_.
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DropNewest();
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retryingAfterFailure_ = true;
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return error;
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}
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newestRestored_ = true;
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lastRestoreTime_ = now;
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auto pa = GetI18NCategory(I18NCat::PAUSE);
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*metadata = pa->T("Rewind");
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// In emulated time, from where the rewinding started: wall-clock time would count pauses,
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// fast-forward, and the time spent in states rewound to earlier.
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const double secondsBack = rewindFromEmuTime_ - states_[n].emuTime;
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if (secondsBack >= 0.0) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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metadata->append(" (");
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metadata->append(ApplySafeSubstitutions(di->T("%1 seconds ago"), (int)(secondsBack + 0.5)));
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metadata->append(")");
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}
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rewindLastTime_ = now;
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return error;
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}
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void StateRingbuffer::DropNewest() {
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next_ = (next_ - 1 + size_) % size_;
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states_[next_].clear();
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count_--;
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newestRestored_ = false;
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}
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void StateRingbuffer::ScheduleCompress(std::vector<u8> *result, const std::vector<u8> *state, const std::vector<u8> *base) {
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if (compressThread_.joinable())
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compressThread_.join();
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compressThread_ = std::thread([=] {
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SetCurrentThreadName("SaveStateCompress");
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// Should do no I/O, so no JNI thread context needed.
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Compress(*result, *state, *base);
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});
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}
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void StateRingbuffer::Compress(std::vector<u8> &result, const std::vector<u8> &state, const std::vector<u8> &base) {
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std::lock_guard<std::mutex> guard(lock_);
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// Bail if we were cleared before locking.
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if (count_ == 0)
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return;
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double start_time = time_now_d();
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result.clear();
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result.reserve(512 * 1024);
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for (size_t i = 0; i < state.size(); i += BLOCK_SIZE)
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{
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int blockSize = std::min(BLOCK_SIZE, (int)(state.size() - i));
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if (i + blockSize > base.size() || memcmp(&state[i], &base[i], blockSize) != 0) {
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result.push_back(1);
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result.insert(result.end(), state.begin() + i, state.begin() + i + blockSize);
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} else {
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result.push_back(0);
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}
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}
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double taken_s = time_now_d() - start_time;
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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 StateRingbuffer::LockedDecompress(std::vector<u8> &result, const std::vector<u8> &compressed, const std::vector<u8> &base) {
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result.clear();
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result.reserve(base.size());
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auto basePos = base.begin();
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for (size_t i = 0; i < compressed.size(); ) {
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if (compressed[i] == 0) {
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++i;
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// Bound against what's actually left of the base: the subtraction this used to do
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// (base.size() - result.size()) wraps once the output is longer than the base.
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const int blockSize = (int)std::min((size_t)BLOCK_SIZE, (size_t)(base.end() - basePos));
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if (blockSize <= 0) {
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break;
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}
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result.insert(result.end(), basePos, basePos + blockSize);
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basePos += blockSize;
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} else {
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++i;
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int blockSize = std::min(BLOCK_SIZE, (int)(compressed.size() - i));
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result.insert(result.end(), compressed.begin() + i, compressed.begin() + i + blockSize);
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i += blockSize;
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// This check is to avoid advancing basePos out of range, which MSVC catches.
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// When this happens, we're at the end of decoding anyway.
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if (base.end() - basePos >= blockSize) {
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basePos += blockSize;
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}
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}
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}
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}
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void StateRingbuffer::Clear() {
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if (compressThread_.joinable())
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compressThread_.join();
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// This lock is mainly for shutdown.
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std::lock_guard<std::mutex> guard(lock_);
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next_ = 0;
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count_ = 0;
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for (auto &b : bases_) {
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b.clear();
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}
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for (int &g : baseGeneration_) {
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g = -1;
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}
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nextBaseGeneration_ = 0;
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baseMapping_.clear();
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baseMapping_.resize(size_);
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for (auto &s : states_) {
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s.clear();
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}
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buffer_.clear();
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base_ = -1;
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baseUsage_ = 0;
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newestRestored_ = false;
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retryingAfterFailure_ = false;
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rewindLastTime_ = time_now_d();
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}
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void StateRingbuffer::Process() {
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if (g_Config.iRewindSnapshotInterval <= 0) {
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return;
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}
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if (coreState != CORE_RUNNING_CPU) {
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return;
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}
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// For fast-forwarding, otherwise they may be useless and too close.
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double now = time_now_d();
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double diff = now - rewindLastTime_;
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if (diff < g_Config.iRewindSnapshotInterval)
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return;
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DEBUG_LOG(Log::SaveState, "Saving rewind state");
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Save();
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}
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void StateRingbuffer::NotifyState() {
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// Prevent saving snapshots immediately after loading or saving a state.
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rewindLastTime_ = time_now_d();
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}
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double StateRingbuffer::NextStateTimestamp() const {
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return rewindLastTime_ + g_Config.iRewindSnapshotInterval;
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}
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} // namespace SaveState
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