dolphin/Source/Core/Core/GeckoCode.cpp
JosJuice 7cecb28bdf DolphinQt: Properly lock CPU before accessing emulated memory
This fixes a problem I was having where using frame advance with the
debugger open would frequently cause panic alerts about invalid addresses
due to the CPU thread changing MSR.DR while the host thread was trying
to access memory.

To aid in tracking down all the places where we weren't properly locking
the CPU, I've created a new type (in Core.h) that you have to pass as a
reference or pointer to functions that require running as the CPU thread.
2023-02-12 11:27:50 +01:00

298 lines
10 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/GeckoCode.h"
#include <algorithm>
#include <iterator>
#include <mutex>
#include <tuple>
#include <vector>
#include "Common/ChunkFile.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/FileUtil.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/PowerPC/MMU.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/System.h"
namespace Gecko
{
static constexpr u32 CODE_SIZE = 8;
bool operator==(const GeckoCode& lhs, const GeckoCode& rhs)
{
return lhs.codes == rhs.codes;
}
bool operator!=(const GeckoCode& lhs, const GeckoCode& rhs)
{
return !operator==(lhs, rhs);
}
bool operator==(const GeckoCode::Code& lhs, const GeckoCode::Code& rhs)
{
return std::tie(lhs.address, lhs.data) == std::tie(rhs.address, rhs.data);
}
bool operator!=(const GeckoCode::Code& lhs, const GeckoCode::Code& rhs)
{
return !operator==(lhs, rhs);
}
// return true if a code exists
bool GeckoCode::Exist(u32 address, u32 data) const
{
return std::find_if(codes.begin(), codes.end(), [&](const Code& code) {
return code.address == address && code.data == data;
}) != codes.end();
}
enum class Installation
{
Uninstalled,
Installed,
Failed
};
static Installation s_code_handler_installed = Installation::Uninstalled;
// the currently active codes
static std::vector<GeckoCode> s_active_codes;
static std::vector<GeckoCode> s_synced_codes;
static std::mutex s_active_codes_lock;
void SetActiveCodes(std::span<const GeckoCode> gcodes)
{
std::lock_guard lk(s_active_codes_lock);
s_active_codes.clear();
if (Config::Get(Config::MAIN_ENABLE_CHEATS))
{
s_active_codes.reserve(gcodes.size());
std::copy_if(gcodes.begin(), gcodes.end(), std::back_inserter(s_active_codes),
[](const GeckoCode& code) { return code.enabled; });
}
s_active_codes.shrink_to_fit();
s_code_handler_installed = Installation::Uninstalled;
}
void SetSyncedCodesAsActive()
{
s_active_codes.clear();
s_active_codes.reserve(s_synced_codes.size());
s_active_codes = s_synced_codes;
}
void UpdateSyncedCodes(std::span<const GeckoCode> gcodes)
{
s_synced_codes.clear();
s_synced_codes.reserve(gcodes.size());
std::copy_if(gcodes.begin(), gcodes.end(), std::back_inserter(s_synced_codes),
[](const GeckoCode& code) { return code.enabled; });
s_synced_codes.shrink_to_fit();
}
std::vector<GeckoCode> SetAndReturnActiveCodes(std::span<const GeckoCode> gcodes)
{
std::lock_guard lk(s_active_codes_lock);
s_active_codes.clear();
if (Config::Get(Config::MAIN_ENABLE_CHEATS))
{
s_active_codes.reserve(gcodes.size());
std::copy_if(gcodes.begin(), gcodes.end(), std::back_inserter(s_active_codes),
[](const GeckoCode& code) { return code.enabled; });
}
s_active_codes.shrink_to_fit();
s_code_handler_installed = Installation::Uninstalled;
return s_active_codes;
}
// Requires s_active_codes_lock
// NOTE: Refer to "codehandleronly.s" from Gecko OS.
static Installation InstallCodeHandlerLocked(const Core::CPUThreadGuard& guard)
{
std::string data;
if (!File::ReadFileToString(File::GetSysDirectory() + GECKO_CODE_HANDLER, data))
{
ERROR_LOG_FMT(ACTIONREPLAY,
"Could not enable cheats because " GECKO_CODE_HANDLER " was missing.");
return Installation::Failed;
}
if (data.size() > INSTALLER_END_ADDRESS - INSTALLER_BASE_ADDRESS - CODE_SIZE)
{
ERROR_LOG_FMT(ACTIONREPLAY, GECKO_CODE_HANDLER " is too big. The file may be corrupt.");
return Installation::Failed;
}
u8 mmio_addr = 0xCC;
if (SConfig::GetInstance().bWii)
{
mmio_addr = 0xCD;
}
// Install code handler
for (u32 i = 0; i < data.size(); ++i)
PowerPC::HostWrite_U8(guard, data[i], INSTALLER_BASE_ADDRESS + i);
// Patch the code handler to the current system type (Gamecube/Wii)
for (unsigned int h = 0; h < data.length(); h += 4)
{
// Patch MMIO address
if (PowerPC::HostRead_U32(guard, INSTALLER_BASE_ADDRESS + h) ==
(0x3f000000u | ((mmio_addr ^ 1) << 8)))
{
NOTICE_LOG_FMT(ACTIONREPLAY, "Patching MMIO access at {:08x}", INSTALLER_BASE_ADDRESS + h);
PowerPC::HostWrite_U32(guard, 0x3f000000u | mmio_addr << 8, INSTALLER_BASE_ADDRESS + h);
}
}
const u32 codelist_base_address =
INSTALLER_BASE_ADDRESS + static_cast<u32>(data.size()) - CODE_SIZE;
const u32 codelist_end_address = INSTALLER_END_ADDRESS;
// Write a magic value to 'gameid' (codehandleronly does not actually read this).
// This value will be read back and modified over time by HLE_Misc::GeckoCodeHandlerICacheFlush.
PowerPC::HostWrite_U32(guard, MAGIC_GAMEID, INSTALLER_BASE_ADDRESS);
// Create GCT in memory
PowerPC::HostWrite_U32(guard, 0x00d0c0de, codelist_base_address);
PowerPC::HostWrite_U32(guard, 0x00d0c0de, codelist_base_address + 4);
// Each code is 8 bytes (2 words) wide. There is a starter code and an end code.
const u32 start_address = codelist_base_address + CODE_SIZE;
const u32 end_address = codelist_end_address - CODE_SIZE;
u32 next_address = start_address;
// NOTE: Only active codes are in the list
for (const GeckoCode& active_code : s_active_codes)
{
// If the code is not going to fit in the space we have left then we have to skip it
if (next_address + active_code.codes.size() * CODE_SIZE > end_address)
{
NOTICE_LOG_FMT(ACTIONREPLAY,
"Too many GeckoCodes! Ran out of storage space in Game RAM. Could "
"not write: \"{}\". Need {} bytes, only {} remain.",
active_code.name, active_code.codes.size() * CODE_SIZE,
end_address - next_address);
continue;
}
for (const GeckoCode::Code& code : active_code.codes)
{
PowerPC::HostWrite_U32(guard, code.address, next_address);
PowerPC::HostWrite_U32(guard, code.data, next_address + 4);
next_address += CODE_SIZE;
}
}
WARN_LOG_FMT(ACTIONREPLAY, "GeckoCodes: Using {} of {} bytes", next_address - start_address,
end_address - start_address);
// Stop code. Tells the handler that this is the end of the list.
PowerPC::HostWrite_U32(guard, 0xF0000000, next_address);
PowerPC::HostWrite_U32(guard, 0x00000000, next_address + 4);
PowerPC::HostWrite_U32(guard, 0, HLE_TRAMPOLINE_ADDRESS);
// Turn on codes
PowerPC::HostWrite_U8(guard, 1, INSTALLER_BASE_ADDRESS + 7);
auto& system = Core::System::GetInstance();
auto& ppc_state = system.GetPPCState();
// Invalidate the icache and any asm codes
for (unsigned int j = 0; j < (INSTALLER_END_ADDRESS - INSTALLER_BASE_ADDRESS); j += 32)
{
ppc_state.iCache.Invalidate(INSTALLER_BASE_ADDRESS + j);
}
return Installation::Installed;
}
// Gecko needs to participate in the savestate system because the handler is embedded within the
// game directly. The PC may be inside the code handler in the save state and the codehandler.bin
// on the disk may be different resulting in the PC pointing at a different instruction and then
// the game malfunctions or crashes. [Also, self-modifying codes will break since the
// modifications will be reset]
void DoState(PointerWrap& p)
{
std::lock_guard codes_lock(s_active_codes_lock);
p.Do(s_code_handler_installed);
// FIXME: The active codes list will disagree with the embedded GCT
}
void Shutdown()
{
std::lock_guard codes_lock(s_active_codes_lock);
s_active_codes.clear();
s_code_handler_installed = Installation::Uninstalled;
}
void RunCodeHandler(const Core::CPUThreadGuard& guard)
{
if (!Config::Get(Config::MAIN_ENABLE_CHEATS))
return;
// NOTE: Need to release the lock because of GUI deadlocks with PanicAlert in HostWrite_*
{
std::lock_guard codes_lock(s_active_codes_lock);
if (s_code_handler_installed != Installation::Installed)
{
// Don't spam retry if the install failed. The corrupt / missing disk file is not likely to be
// fixed within 1 frame of the last error.
if (s_active_codes.empty() || s_code_handler_installed == Installation::Failed)
return;
s_code_handler_installed = InstallCodeHandlerLocked(guard);
// A warning was already issued for the install failing
if (s_code_handler_installed != Installation::Installed)
return;
}
}
auto& system = Core::System::GetInstance();
auto& ppc_state = system.GetPPCState();
// We always do this to avoid problems with the stack since we're branching in random locations.
// Even with function call return hooks (PC == LR), hand coded assembler won't necessarily
// follow the ABI. [Volatile FPR, GPR, CR may not be volatile]
// The codehandler will STMW all of the GPR registers, but we need to fix the Stack's Red
// Zone, the LR, PC (return address) and the volatile floating point registers.
// Build a function call stack frame.
u32 SFP = ppc_state.gpr[1]; // Stack Frame Pointer
ppc_state.gpr[1] -= 256; // Stack's Red Zone
ppc_state.gpr[1] -= 16 + 2 * 14 * sizeof(u64); // Our stack frame
// (HLE_Misc::GeckoReturnTrampoline)
ppc_state.gpr[1] -= 8; // Fake stack frame for codehandler
ppc_state.gpr[1] &= 0xFFFFFFF0; // Align stack to 16bytes
u32 SP = ppc_state.gpr[1]; // Stack Pointer
PowerPC::HostWrite_U32(guard, SP + 8, SP);
// SP + 4 is reserved for the codehandler to save LR to the stack.
PowerPC::HostWrite_U32(guard, SFP, SP + 8); // Real stack frame
PowerPC::HostWrite_U32(guard, ppc_state.pc, SP + 12);
PowerPC::HostWrite_U32(guard, LR(ppc_state), SP + 16);
PowerPC::HostWrite_U32(guard, ppc_state.cr.Get(), SP + 20);
// Registers FPR0->13 are volatile
for (int i = 0; i < 14; ++i)
{
PowerPC::HostWrite_U64(guard, ppc_state.ps[i].PS0AsU64(), SP + 24 + 2 * i * sizeof(u64));
PowerPC::HostWrite_U64(guard, ppc_state.ps[i].PS1AsU64(), SP + 24 + (2 * i + 1) * sizeof(u64));
}
DEBUG_LOG_FMT(ACTIONREPLAY,
"GeckoCodes: Initiating phantom branch-and-link. "
"PC = {:#010x}, SP = {:#010x}, SFP = {:#010x}",
ppc_state.pc, SP, SFP);
LR(ppc_state) = HLE_TRAMPOLINE_ADDRESS;
ppc_state.pc = ppc_state.npc = ENTRY_POINT;
}
} // namespace Gecko