Files
ppsspp/Core/SaveStateRewind.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

111 lines
3.9 KiB
C++

#pragma once
#include <atomic>
#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, then zstd on top. See Compress/ApplyDelta.
//
// The emu thread owns the ring itself (which slots hold what). Compressing and decoding run as jobs
// on the savestate worker, and the emu thread leaves the buffers a job uses alone until it's done.
class StateRingbuffer {
public:
StateRingbuffer() {
size_ = REWIND_NUM_STATES;
states_.resize(size_);
baseMapping_.resize(size_);
}
CChunkFileReader::Error Save();
// A rewind in two halves: StartRestore picks the state and has the worker decode it (false if
// there's nothing to rewind to), and once RestoreDecoded, FinishRestore applies it.
bool StartRestore();
bool RestoreDecoded() const { return restoreDecoded_; }
CChunkFileReader::Error FinishRestore(std::string *errorString, std::string *metadata);
// Both halves, waiting for the worker in between.
CChunkFileReader::Error Restore(std::string *errorString, std::string *metadata);
void Clear();
bool Empty() const {
return count_ == 0;
}
void Process();
void NotifyState();
double NextStateTimestamp() const;
private:
bool BaseAlive(int generation) const;
void DropNewest();
void Compress(std::vector<u8> &result, const std::vector<u8> &state, const std::vector<u8> &base);
bool Decompress(std::vector<u8> &result, const std::vector<u8> &compressed, const std::vector<u8> &base);
void ApplyDelta(std::vector<u8> &result, const std::vector<u8> &delta, const std::vector<u8> &base);
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;
// Fast. Higher levels shrink the deltas a little more for a lot more time.
const int ZSTD_COMPRESSION_LEVEL = 1;
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::vector<u8> buffer_;
int base_ = -1;
int baseUsage_ = 0;
double rewindLastTime_ = 0.0f;
// A snapshot being compressed on the worker, from buffer_ or a base.
std::atomic<bool> compressPending_{ false };
// The rewind under way: its slot, when it started, and the state the worker decodes it into.
bool restoreActive_ = false;
int restoreSlot_ = -1;
double restoreTime_ = 0.0;
std::atomic<bool> restoreDecoded_{ false };
CChunkFileReader::Error restoreError_ = CChunkFileReader::ERROR_NONE;
std::vector<u8> restoreBuffer_;
// 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