Files
ppsspp/Core/SaveStateRewind.h
T
Henrik RydgårdandClaude Opus 5.5 ca72577702 Rewind: Keep the restored state, and measure "seconds ago" in game time
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>
2026-10-19 17:58:36 +02:00

98 lines
2.9 KiB
C++

#pragma once
#include <mutex>
#include <thread>
#include "Common/Serialize/Serializer.h"
#include "Common/CommonTypes.h"
#include "Common/TimeUtil.h"
namespace SaveState {
// This ring buffer of states is for rewind save states, which are kept in RAM.
// Save states are compressed against one of two reference saves (bases_), and the reference
// is switched to a fresh save every N saves, where N is BASE_USAGE_INTERVAL.
// The compression is a simple block based scheme where 0 means to copy a block from the base,
// and 1 means that the following bytes are the next block. See Compress/LockedDecompress.
class StateRingbuffer {
public:
StateRingbuffer() {
size_ = REWIND_NUM_STATES;
states_.resize(size_);
baseMapping_.resize(size_);
}
~StateRingbuffer() {
if (compressThread_.joinable()) {
compressThread_.join();
}
}
CChunkFileReader::Error Save();
CChunkFileReader::Error Restore(std::string *errorString, std::string *metadata);
void ScheduleCompress(std::vector<u8> *result, const std::vector<u8> *state, const std::vector<u8> *base);
void Compress(std::vector<u8> &result, const std::vector<u8> &state, const std::vector<u8> &base);
void LockedDecompress(std::vector<u8> &result, const std::vector<u8> &compressed, const std::vector<u8> &base);
void Clear();
bool Empty() const {
return count_ == 0;
}
void Process();
void NotifyState();
double NextStateTimestamp() const;
private:
bool BaseAlive(int generation) const;
void DropNewest();
const int BLOCK_SIZE = 8192;
const int REWIND_NUM_STATES = 20;
// TODO: Instead, based on size of compressed state?
const int BASE_USAGE_INTERVAL = 15;
// A rewind this soon after the last one steps back past the state that one restored.
const double STEP_BACK_SECONDS = 0.8;
typedef std::vector<u8> StateBuffer;
struct RewindState {
StateBuffer stateBuffer;
// CoreTiming's clock when the state was taken, in seconds.
double emuTime = 0.0;
bool empty() const { return stateBuffer.empty(); }
void clear() { stateBuffer.clear(); emuTime = 0.0; }
};
// The slot the next save goes in, and how many slots before it hold states we can restore.
int next_ = 0;
int count_ = 0;
int size_;
std::vector<RewindState> states_;
StateBuffer bases_[2];
// Which generation each base slot currently holds, and which generation each state was
// compressed against. There are more states than bases, so states do go stale.
int baseGeneration_[2] = {-1, -1};
int nextBaseGeneration_ = 0;
std::vector<int> baseMapping_;
std::mutex lock_;
std::thread compressThread_;
std::vector<u8> buffer_;
int base_ = -1;
int baseUsage_ = 0;
double rewindLastTime_ = 0.0f;
// Whether the newest state is the one the last rewind restored, and when that was.
bool newestRestored_ = false;
double lastRestoreTime_ = 0.0;
// CoreTiming's clock when the current run of rewinds started, for "seconds ago".
double rewindFromEmuTime_ = 0.0;
bool retryingAfterFailure_ = false;
};
} // namespace SaveState