Files
jak-project/game/kernel/jak3/klink.cpp
2025-04-12 15:59:13 -04:00

1090 lines
38 KiB
C++

#include "klink.h"
#include "common/common_types.h"
#include "common/goal_constants.h"
#include "common/symbols.h"
#include "game/kernel/common/fileio.h"
#include "game/kernel/common/klink.h"
#include "game/kernel/common/kprint.h"
#include "game/kernel/common/memory_layout.h"
#include "game/kernel/jak3/kmalloc.h"
#include "game/kernel/jak3/kscheme.h"
#include "game/mips2c/mips2c_table.h"
#include "fmt/format.h"
namespace {
bool is_opengoal_object(void* data) {
u32 first_word;
memcpy(&first_word, data, 4);
return first_word != 0 && first_word != UINT32_MAX;
}
constexpr bool link_debug_printfs = false;
} // namespace
void link_control::jak3_begin(Ptr<uint8_t> object_file,
const char* name,
int32_t size,
Ptr<kheapinfo> heap,
uint32_t flags) {
if (is_opengoal_object(object_file.c())) {
m_opengoal = true;
// save data from call to begin
m_object_data = object_file;
kstrcpy(m_object_name, name);
m_object_size = size;
m_heap = heap;
m_flags = flags;
// initialize link control
m_entry.offset = 0;
m_heap_top = m_heap->top;
m_keep_debug = false;
m_opengoal = true;
m_busy = true;
if (link_debug_printfs) {
char* goal_name = object_file.cast<char>().c();
printf("link %s\n", m_object_name);
printf("link_control::begin %c%c%c%c\n", goal_name[0], goal_name[1], goal_name[2],
goal_name[3]);
}
// points to the beginning of the linking data
m_link_block_ptr = object_file + BASIC_OFFSET;
m_code_size = 0;
m_code_start = object_file;
m_state = 0;
m_segment_process = 0;
ObjectFileHeader* ofh = m_link_block_ptr.cast<ObjectFileHeader>().c();
if (ofh->goal_version_major != versions::GOAL_VERSION_MAJOR) {
fprintf(
stderr,
"VERSION ERROR: C Kernel built from GOAL %d.%d, but object file %s is from GOAL %d.%d\n",
versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR, name, ofh->goal_version_major,
ofh->goal_version_minor);
ASSERT(false);
}
if (link_debug_printfs) {
printf("Object file header:\n");
printf(" GOAL ver %d.%d obj %d len %d\n", ofh->goal_version_major, ofh->goal_version_minor,
ofh->object_file_version, ofh->link_block_length);
printf(" segment count %d\n", ofh->segment_count);
for (int i = 0; i < N_SEG; i++) {
printf(" seg %d link 0x%04x, 0x%04x data 0x%04x, 0x%04x\n", i, ofh->link_infos[i].offset,
ofh->link_infos[i].size, ofh->code_infos[i].offset, ofh->code_infos[i].size);
}
}
m_version = ofh->object_file_version;
if (ofh->object_file_version < 4) {
// three segment file
// seek past the header
m_object_data.offset += ofh->link_block_length;
// todo, set m_code_size
if (m_link_block_ptr.offset < m_heap->base.offset ||
m_link_block_ptr.offset >= m_heap->top.offset) {
// the link block is outside our heap, or in the top of our heap. It's somebody else's
// problem.
if (link_debug_printfs) {
printf("Link block somebody else's problem\n");
}
if (m_heap->base.offset <= m_object_data.offset && // above heap base
m_object_data.offset < m_heap->top.offset && // less than heap top (not needed?)
m_object_data.offset < m_heap->current.offset) { // less than heap current
if (link_debug_printfs) {
printf("Code block in the heap, kicking it out for copy into heap\n");
}
m_heap->current = m_object_data;
}
} else {
// in our heap, we need to move it so we can free up its space later on
if (link_debug_printfs) {
printf("Link block needs to be moved!\n");
}
// allocate space for a new one
auto new_link_block = kmalloc(m_heap, ofh->link_block_length, KMALLOC_TOP, "link-block");
auto old_link_block = m_link_block_ptr - BASIC_OFFSET;
// copy it (was ultimate memcpy, but just use normal one to make it easier)
memmove(new_link_block.c(), old_link_block.c(), ofh->link_block_length);
m_link_block_ptr = new_link_block + BASIC_OFFSET;
// if we can save some memory here
if (old_link_block.offset < m_heap->current.offset) {
if (link_debug_printfs) {
printf("Kick out old link block\n");
}
m_heap->current = old_link_block;
}
}
} else {
ASSERT_MSG(false, "UNHANDLED OBJECT FILE VERSION");
}
if ((m_flags & LINK_FLAG_FORCE_DEBUG) && MasterDebug && !DiskBoot) {
m_keep_debug = true;
}
} else {
m_opengoal = false;
if (heap == kglobalheap) {
jak3::kmemopen_from_c(heap, name);
m_on_global_heap = true;
} else {
m_on_global_heap = false;
}
m_object_data = object_file;
kstrcpy(this->m_object_name, name);
m_object_size = size;
// l_hdr = (LinkHdrWithType*)this->m_object_data;
LinkHeaderV5* l_hdr = (LinkHeaderV5*)m_object_data.c();
m_flags = flags;
u16 version = l_hdr->core.version;
if (version == 4 || version == 2) {
// it's a v4 produced by opengoal... lets just try using jak2's linker
m_version = version;
printf("got version 4, falling back to jak1/jak2\n");
jak1_jak2_begin(object_file, name, size, heap, flags);
return;
}
ASSERT(version == 5);
m_heap_top = heap->top;
// this->unk_init1 = 1; TODO
m_busy = true;
m_heap = heap;
m_entry.offset = 0;
m_keep_debug = false;
m_link_hdr = &l_hdr->core; // m_hdr_ptr
m_code_size = 0;
// this->m_ptr_2 = l_hdr; just used for cache flush, so skip it! not really the right thing??
m_state = 0;
m_segment_process = 0;
m_moved_link_block = 0;
if (version == 4) {
ASSERT_NOT_REACHED();
} else {
m_object_data.offset = object_file.offset + l_hdr->core.length_to_get_to_code;
if (version == 5) {
static_assert(0x50 == sizeof(LinkHeaderV5));
size = (size - l_hdr->core.link_length) - sizeof(LinkHeaderV5);
} else {
ASSERT_NOT_REACHED();
}
m_code_size = size;
if ((u8*)m_link_hdr < m_heap->base.c() || (u8*)m_link_hdr >= m_heap->top.c()) {
// the link block is outside our heap, or in the allocated top part.
// so we ignore it, and leave it as somebody else's problem.
// let's try to move the code part:
if (m_heap->base.offset <= m_object_data.offset && // above heap base
m_object_data.offset < m_heap->top.offset && // less than heap top (not needed?)
m_object_data.offset < m_heap->current.offset) { // less than heap current
if (link_debug_printfs) {
printf("Code block in the heap, kicking it out for copy into heap\n");
}
m_heap->current = m_object_data;
}
} else {
// the link block is in the heap. This is problematic because we don't want to hang
// on to this long term, but executing the top-level may allocate on this heap, causing
// stuff to get added after the hole left by the link data.
// So, we make a temporary allocation on the top and move it there.
m_moved_link_block = true;
Ptr<u8> new_link_block_mem;
u8* link_block_move_dst;
u8* old_link_block;
u32 link_block_move_size;
if (m_link_hdr->version == 5) {
// the link block is inside our heap, but we'd like to avoid this.
// we'll copy the link block, and the header to the temporary part of our heap:
// where we loaded the link data:
auto offset_to_link_data = m_link_hdr->length_to_get_to_link;
// allocate memory for link data, and header (pvVar5)
new_link_block_mem = kmalloc(m_heap, m_link_hdr->link_length + sizeof(LinkHeaderV5),
KMALLOC_TOP, "link-block");
// we'll place the header and link block back to back in the newly alloated block,
// so patch up the offset for this new layout before copying
m_link_hdr->length_to_get_to_link = sizeof(LinkHeaderV5);
// move header!
memmove(new_link_block_mem.c(), object_file.c(), sizeof(LinkHeaderV5));
// dst: pvVar6
link_block_move_dst = new_link_block_mem.c() + sizeof(LinkHeaderV5);
// move link data! (pcVar8)
old_link_block = object_file.c() + offset_to_link_data;
link_block_move_size = m_link_hdr->link_length;
} else {
// hm, maybe only possible with version 2 or 3??
ASSERT_NOT_REACHED();
}
memmove(link_block_move_dst, old_link_block, link_block_move_size);
// update our pointer to the link header core.
m_link_hdr = &((LinkHeaderV5*)new_link_block_mem.c())->core;
// scary: update the heap to kick out all the link data (and likely the actual data too).
// we'll be relying on the linking process to copy the data as needed.l
if (old_link_block < m_heap->current.c()) {
if (link_debug_printfs) {
printf("Kick out old link block\n");
}
m_heap->current.offset = old_link_block - g_ee_main_mem;
}
}
}
if ((m_flags & LINK_FLAG_FORCE_DEBUG) && MasterDebug && !DiskBoot) {
m_keep_debug = true;
}
// hack:
m_version = m_link_hdr->version;
}
}
uint32_t link_control::jak3_work() {
auto old_debug_segment = DebugSegment;
if (m_keep_debug) {
DebugSegment = s7.offset + true_symbol_offset(g_game_version);
}
// set type tag of link block
uint32_t rv;
if (m_version == 3) {
ASSERT(m_opengoal);
*((m_link_block_ptr - 4).cast<u32>()) =
*((s7 + jak3_symbols::FIX_SYM_LINK_BLOCK - 1).cast<u32>());
rv = jak3_work_opengoal();
} else if (m_version == 5) {
ASSERT(!m_opengoal);
*(u32*)(((u8*)m_link_hdr) - 4) = *((s7 + jak3_symbols::FIX_SYM_LINK_BLOCK - 1).cast<u32>());
rv = jak3_work_v5();
} else if (m_version == 4 || m_version == 2) {
// Note: this is a bit of a hack. Jak 3 doesn't support v2/v4. But, OpenGOAL generates data
// objects in this format. We will just try reusing the jak 2 v2/v4 linker here and see if it
// works. See corresponding call to jak1_jak2_begin in begin.
rv = jak3_work_v2_v4();
} else {
ASSERT_MSG(false, fmt::format("UNHANDLED OBJECT FILE VERSION {} IN WORK!", m_version));
return 0;
}
DebugSegment = old_debug_segment;
return rv;
}
namespace jak3 {
void ultimate_memcpy(void* dst, void* src, uint32_t size);
}
uint32_t link_control::jak3_work_v5() {
if (m_state == 0) {
// here, we change length_to_get_to_link to an actual pointer to the link table.
// since we need 32-bits, we'll store offset from g_ee_mem.
u8* link_data = ((u8*)m_link_hdr) - 4 + m_link_hdr->length_to_get_to_link;
m_link_hdr->length_to_get_to_link = link_data - g_ee_main_mem;
m_n_segments = m_link_hdr->n_segments;
// the link segments table is just at the start of the link data:
m_link_segments_table = (SegmentInfoV5*)link_data;
/*
for (int i = 0; i < m_n_segments; i++) {
printf(" %d: reloc %d, data %d, size %d, magic %d\n", i, m_link_segments_table[i].relocs,
m_link_segments_table[i].data, m_link_segments_table[i].size,
m_link_segments_table[i].magic);
}
*/
// for now, only supporting 1 segment
ASSERT(m_n_segments == 1);
// fixup the relocs/data offsets into addresses (again, offsets from g_ee_main_mem)
// relocs is relative to this link data
m_link_segments_table[0].relocs += (link_data - g_ee_main_mem);
// data is relative to usual object_data
m_link_segments_table[0].data += m_object_data.offset;
ASSERT(m_link_segments_table[0].magic == 1);
// see if there's even data
if (m_link_segments_table[0].size == 0) {
// no data.
m_link_segments_table[0].data = 0;
} else {
// check if we need to move the main segment.
if (!m_moved_link_block ||
((m_link_hdr->link_length + 0x50) <= m_link_hdr->length_to_get_to_code)) {
// printf(" v5 linker allocating for main segment... (%d)\n", m_moved_link_block);
auto old_data_offset = m_link_segments_table[0].data; // 25
auto new_data = kmalloc(m_heap, m_link_segments_table[0].size, 0, "main-segment");
m_link_segments_table[0].data = new_data.offset;
if (!new_data.offset) {
MsgErr("dkernel: unable to malloc %d bytes for main-segment\n",
m_link_segments_table[0].size);
return 1;
}
jak3::ultimate_memcpy(new_data.c(), old_data_offset + g_ee_main_mem,
m_link_segments_table[0].size);
} else {
m_heap->current = m_object_data + m_code_size;
if (m_heap->top.offset <= m_heap->current.offset) {
MsgErr("dkernel: heap overflow\n");
return 1;
}
}
}
m_segment_process = 0;
m_state = 1;
m_object_data.offset = m_link_segments_table[0].data;
Ptr<u8> base_ptr(m_link_segments_table[0].data);
Ptr<u8> data_ptr = base_ptr - 4;
Ptr<u8> link_ptr(m_link_segments_table[0].relocs);
bool fixing = false;
if (*link_ptr) {
// we have pointers
while (true) {
while (true) {
if (!fixing) {
// seeking
data_ptr.offset += 4 * (*link_ptr);
} else {
// fixing.
for (uint32_t i = 0; i < *link_ptr; i++) {
// uint32_t old_code = *(const uint32_t*)(&data.at(data_ptr));
u32 old_code = *data_ptr.cast<u32>();
if ((old_code >> 24) == 0) {
// printf("modifying pointer at 0x%x (old 0x%x) : now ", data_ptr.offset,
// *data_ptr.cast<u32>());
*data_ptr.cast<u32>() += base_ptr.offset;
// printf("0x%x\n", *data_ptr.cast<u32>());
} else {
ASSERT_NOT_REACHED();
/*
f.stats.v3_split_pointers++;
auto dest_seg = (old_code >> 8) & 0xf;
auto lo_hi_offset = (old_code >> 12) & 0xf;
ASSERT(lo_hi_offset);
ASSERT(dest_seg < 3);
auto offset_upper = old_code & 0xff;
uint32_t low_code = *(const uint32_t*)(&data.at(data_ptr + 4 * lo_hi_offset));
uint32_t offset = low_code & 0xffff;
if (offset_upper) {
offset += (offset_upper << 16);
}
f.pointer_link_split_word(seg_id, data_ptr - base_ptr,
data_ptr + 4 * lo_hi_offset - base_ptr, dest_seg, offset);
*/
}
data_ptr.offset += 4;
}
}
if (*link_ptr != 0xff)
break;
link_ptr.offset++;
if (*link_ptr == 0) {
link_ptr.offset++;
fixing = !fixing;
}
}
link_ptr.offset++;
fixing = !fixing;
if (*link_ptr == 0)
break;
}
}
link_ptr.offset++;
// symbol linking.
if (*link_ptr) {
auto sub_link_ptr = link_ptr;
while (true) {
auto reloc = *sub_link_ptr;
auto next_link_ptr = sub_link_ptr + 1;
link_ptr = next_link_ptr;
if ((reloc & 0x80) == 0) {
link_ptr = sub_link_ptr + 3; //
const char* sname = link_ptr.cast<char>().c();
link_ptr.offset += strlen(sname) + 1;
// printf("linking symbol %s\n", sname);
auto goalObj = jak3::intern_from_c(-1, 0, sname);
link_ptr = c_symlink2(m_object_data, goalObj.cast<u8>(), link_ptr);
} else if ((reloc & 0x3f) == 0x3f) {
ASSERT(false); // todo, does this ever get hit?
} else {
int n_methods_base = reloc & 0x3f;
int n_methods = n_methods_base * 4;
if (n_methods_base) {
n_methods += 3;
}
link_ptr.offset +=
2; // ghidra misses some aliasing here and would have you think this is +1!
const char* sname = link_ptr.cast<char>().c();
// printf("linking type %s\n", sname);
link_ptr.offset += strlen(sname) + 1;
auto goalObj = jak3::intern_type_from_c(-1, 0, sname, n_methods);
link_ptr = c_symlink2(m_object_data, goalObj.cast<u8>(), link_ptr);
}
sub_link_ptr = link_ptr;
if (!*sub_link_ptr)
break;
}
}
m_entry = m_object_data + 4;
return 1;
} else {
ASSERT_NOT_REACHED();
}
}
namespace {
/*!
* Link a single relative offset (used for RIP)
*/
uint32_t cross_seg_dist_link_v3(Ptr<uint8_t> link,
ObjectFileHeader* ofh,
int current_seg,
int size) {
// target seg, dist into mine, dist into target, patch loc in mine
uint8_t target_seg = *link;
ASSERT(target_seg < ofh->segment_count);
uint32_t* link_data = (link + 1).cast<uint32_t>().c();
int32_t mine = link_data[0] + ofh->code_infos[current_seg].offset;
int32_t tgt = link_data[1] + ofh->code_infos[target_seg].offset;
int32_t diff = tgt - mine;
uint32_t offset_of_patch = link_data[2] + ofh->code_infos[current_seg].offset;
// second debug segment case added for jak 2.
if (!ofh->code_infos[target_seg].offset || (!DebugSegment && target_seg == DEBUG_SEGMENT)) {
// we want to address GOAL 0. In the case where this is a rip-relative load or store, this
// will crash, which is what we want. If it's an lea and just getting an address, this will get
// us a nullptr. If you do a method-set! with a null pointer it does nothing, so it's safe to
// method-set! to things that are in unloaded segments and it'll just keep the old method.
diff = -mine;
}
// printf("link object in seg %d diff %d at %d (%d + %d)\n", target_seg, diff, offset_of_patch,
// link_data[2], ofh->code_infos[current_seg].offset);
// both 32-bit and 64-bit pointer links are supported, though 64-bit ones are no longer in use.
// we still support it just in case we want to run ancient code.
if (size == 4) {
*Ptr<int32_t>(offset_of_patch).c() = diff;
} else if (size == 8) {
*Ptr<int64_t>(offset_of_patch).c() = diff;
} else {
ASSERT(false);
}
return 1 + 3 * 4;
}
uint32_t ptr_link_v3(Ptr<u8> link, ObjectFileHeader* ofh, int current_seg) {
auto* link_data = link.cast<u32>().c();
u32 patch_loc = link_data[0] + ofh->code_infos[current_seg].offset;
u32 patch_value = link_data[1] + ofh->code_infos[current_seg].offset;
*Ptr<u32>(patch_loc).c() = patch_value;
return 8;
}
/*!
* Link type pointers for a single type in "v3 equivalent" link data
* Returns a pointer to the link table data after the typelinking data.
*/
uint32_t typelink_v3(Ptr<uint8_t> link, Ptr<uint8_t> data) {
// get the name of the type
uint32_t seek = 0;
char sym_name[256];
while (link.c()[seek]) {
sym_name[seek] = link.c()[seek];
seek++;
ASSERT(seek < 256);
}
sym_name[seek] = 0;
seek++;
// determine the number of methods
uint32_t method_count = link.c()[seek++];
// jak2 special
method_count *= 4;
if (method_count) {
method_count += 3;
}
// intern the GOAL type, creating the vtable if it doesn't exist.
auto type_ptr = jak3::intern_type_from_c(-1, 0, sym_name, method_count);
// prepare to read the locations of the type pointers
Ptr<uint32_t> offsets = link.cast<uint32_t>() + seek;
uint32_t offset_count = *offsets;
offsets = offsets + 4;
seek += 4;
// write the type pointers into memory
for (uint32_t i = 0; i < offset_count; i++) {
*(data + offsets.c()[i]).cast<int32_t>() = type_ptr.offset;
seek += 4;
}
return seek;
}
/*!
* Link symbols (both offsets and pointers) in "v3 equivalent" link data.
* Returns a pointer to the link table data after the linking data for this symbol.
*/
uint32_t symlink_v3(Ptr<uint8_t> link, Ptr<uint8_t> data) {
// get the symbol name
uint32_t seek = 0;
char sym_name[256];
while (link.c()[seek]) {
sym_name[seek] = link.c()[seek];
seek++;
ASSERT(seek < 256);
}
sym_name[seek] = 0;
seek++;
// intern
auto sym = jak3::intern_from_c(-1, 0, sym_name);
int32_t sym_offset = sym.cast<u32>() - s7;
uint32_t sym_addr = sym.cast<u32>().offset;
// prepare to read locations of symbol links
Ptr<uint32_t> offsets = link.cast<uint32_t>() + seek;
uint32_t offset_count = *offsets;
offsets = offsets + 4;
seek += 4;
for (uint32_t i = 0; i < offset_count; i++) {
uint32_t offset = offsets.c()[i];
seek += 4;
auto data_ptr = (data + offset).cast<int32_t>();
if (*data_ptr == -1) {
// a "-1" indicates that we should store the address.
*(data + offset).cast<int32_t>() = sym_addr;
} else if (*(data_ptr.cast<u32>()) == LINK_SYM_NO_OFFSET_FLAG) {
*(data + offset).cast<int32_t>() = sym_offset - 1;
} else {
// otherwise store the offset to st.
*(data + offset).cast<int32_t>() = sym_offset;
}
}
return seek;
}
} // namespace
uint32_t link_control::jak3_work_opengoal() {
// note: I'm assuming that the allocation we used in jak2/jak1 will still work here. Once work_v5
// is done, we could revisit this.
ObjectFileHeader* ofh = m_link_block_ptr.cast<ObjectFileHeader>().c();
if (m_state == 0) {
// state 0 <- copying data.
// the actual game does all copying in one shot. I assume this is ok because v3 files are just
// code and always small. Large data which takes too long to copy should use v2.
// loop over segments
for (s32 seg_id = ofh->segment_count - 1; seg_id >= 0; seg_id--) {
// link the infos
ofh->link_infos[seg_id].offset += m_link_block_ptr.offset;
ofh->code_infos[seg_id].offset += m_object_data.offset;
if (seg_id == DEBUG_SEGMENT) {
if (!DebugSegment) {
// clear code info if we aren't going to copy the debug segment.
ofh->code_infos[seg_id].offset = 0;
ofh->code_infos[seg_id].size = 0;
} else {
if (ofh->code_infos[seg_id].size == 0) {
// not actually present
ofh->code_infos[seg_id].offset = 0;
} else {
Ptr<u8> src(ofh->code_infos[seg_id].offset);
ofh->code_infos[seg_id].offset =
kmalloc(kdebugheap, ofh->code_infos[seg_id].size, 0, "debug-segment").offset;
if (ofh->code_infos[seg_id].offset == 0) {
MsgErr("dkernel: unable to malloc %d bytes for debug-segment\n",
ofh->code_infos[seg_id].size);
return 1;
}
memmove(Ptr<u8>(ofh->code_infos[seg_id].offset).c(), src.c(),
ofh->code_infos[seg_id].size);
}
}
} else if (seg_id == MAIN_SEGMENT) {
if (ofh->code_infos[seg_id].size == 0) {
ofh->code_infos[seg_id].offset = 0;
} else {
Ptr<u8> src(ofh->code_infos[seg_id].offset);
ofh->code_infos[seg_id].offset =
kmalloc(m_heap, ofh->code_infos[seg_id].size, 0, "main-segment").offset;
if (ofh->code_infos[seg_id].offset == 0) {
MsgErr("dkernel: unable to malloc %d bytes for main-segment\n",
ofh->code_infos[seg_id].size);
return 1;
}
memmove(Ptr<u8>(ofh->code_infos[seg_id].offset).c(), src.c(),
ofh->code_infos[seg_id].size);
}
} else if (seg_id == TOP_LEVEL_SEGMENT) {
if (ofh->code_infos[seg_id].size == 0) {
ofh->code_infos[seg_id].offset = 0;
} else {
Ptr<u8> src(ofh->code_infos[seg_id].offset);
ofh->code_infos[seg_id].offset =
kmalloc(m_heap, ofh->code_infos[seg_id].size, KMALLOC_TOP, "top-level-segment")
.offset;
if (ofh->code_infos[seg_id].offset == 0) {
MsgErr("dkernel: unable to malloc %d bytes for top-level-segment\n",
ofh->code_infos[seg_id].size);
return 1;
}
memmove(Ptr<u8>(ofh->code_infos[seg_id].offset).c(), src.c(),
ofh->code_infos[seg_id].size);
}
} else {
printf("UNHANDLED SEG ID IN WORK V3 STATE 1\n");
}
}
m_state = 1;
m_segment_process = 0;
return 0;
} else if (m_state == 1) {
// state 1: linking. For now all links are done at once. This is probably going to be fine on a
// modern computer. But the game broke this into multiple steps.
if (m_segment_process < ofh->segment_count) {
if (ofh->code_infos[m_segment_process].offset) {
Ptr<u8> lp(ofh->link_infos[m_segment_process].offset);
while (*lp) {
switch (*lp) {
case LINK_TABLE_END:
break;
case LINK_SYMBOL_OFFSET:
lp = lp + 1;
lp = lp + symlink_v3(lp, Ptr<u8>(ofh->code_infos[m_segment_process].offset));
break;
case LINK_TYPE_PTR:
lp = lp + 1; // seek past id
lp = lp + typelink_v3(lp, Ptr<u8>(ofh->code_infos[m_segment_process].offset));
break;
case LINK_DISTANCE_TO_OTHER_SEG_64:
lp = lp + 1;
lp = lp + cross_seg_dist_link_v3(lp, ofh, m_segment_process, 8);
break;
case LINK_DISTANCE_TO_OTHER_SEG_32:
lp = lp + 1;
lp = lp + cross_seg_dist_link_v3(lp, ofh, m_segment_process, 4);
break;
case LINK_PTR:
lp = lp + 1;
lp = lp + ptr_link_v3(lp, ofh, m_segment_process);
break;
default:
ASSERT_MSG(false, fmt::format("unknown link table thing {}", *lp));
break;
}
}
}
m_segment_process++;
} else {
// all done, can set the entry point to the top-level.
m_entry = Ptr<u8>(ofh->code_infos[TOP_LEVEL_SEGMENT].offset) + 4;
return 1;
}
return 0;
}
else {
printf("WORK v3 INVALID STATE\n");
return 1;
}
}
void link_control::jak3_finish(bool jump_from_c_to_goal) {
// CacheFlush(this->m_ptr_2, this->m_code_size);
auto old_debug_segment = DebugSegment;
if (m_keep_debug) {
// note - this probably doesn't work because DebugSegment isn't *debug-segment*.
DebugSegment = s7.offset + jak3_symbols::FIX_SYM_TRUE;
}
if (m_flags & LINK_FLAG_FORCE_FAST_LINK) {
FastLink = 1;
}
*EnableMethodSet = *EnableMethodSet + m_keep_debug;
// printf("finish %s\n", m_object_name);
if (m_opengoal) {
// setup mips2c functions
const auto& it = Mips2C::gMips2CLinkCallbacks[GameVersion::Jak3].find(m_object_name);
if (it != Mips2C::gMips2CLinkCallbacks[GameVersion::Jak3].end()) {
for (auto& x : it->second) {
x();
}
}
// execute top level!
if (m_entry.offset && (m_flags & LINK_FLAG_EXECUTE)) {
if (jump_from_c_to_goal) {
u64 goal_stack = u64(g_ee_main_mem) + EE_MAIN_MEM_SIZE - 8;
call_goal_on_stack(m_entry.cast<Function>(), goal_stack, s7.offset, g_ee_main_mem);
} else {
call_goal(m_entry.cast<Function>(), 0, 0, 0, s7.offset, g_ee_main_mem);
}
}
// inform compiler that we loaded.
if (m_flags & LINK_FLAG_OUTPUT_LOAD) {
output_segment_load(m_object_name, m_link_block_ptr, m_flags);
}
} else {
if (m_flags & LINK_FLAG_EXECUTE) {
auto entry = m_entry;
auto name = basename_goal(m_object_name);
strcpy(Ptr<char>(LINK_CONTROL_NAME_ADDR).c(), name);
// printf(" about to call... (0x%x)\n", entry.offset);
Ptr<jak3::Type> type(*((entry - 4).cast<u32>()));
// printf(" type is %s\n", jak3::sym_to_cstring(type->symbol));
jak3::call_method_of_type_arg2(entry.offset, type, GOAL_RELOC_METHOD, m_heap.offset,
Ptr<char>(LINK_CONTROL_NAME_ADDR).offset);
// printf(" done with call!\n");
}
}
*EnableMethodSet = *EnableMethodSet - this->m_keep_debug;
FastLink = 0;
m_heap->top = m_heap_top;
DebugSegment = old_debug_segment;
m_busy = false;
if (m_on_global_heap) {
jak3::kmemclose();
}
return;
}
namespace jak3 {
Ptr<uint8_t> link_and_exec(Ptr<uint8_t> data,
const char* name,
int32_t size,
Ptr<kheapinfo> heap,
uint32_t flags,
bool jump_from_c_to_goal) {
if (link_busy()) {
printf("-------------> saved link is busy\n");
// probably won't end well...
}
link_control lc;
lc.jak3_begin(data, name, size, heap, flags);
uint32_t done;
do {
done = lc.jak3_work();
} while (!done);
lc.jak3_finish(jump_from_c_to_goal);
return lc.m_entry;
}
u64 link_and_exec_wrapper(u64* args) {
return link_and_exec(Ptr<u8>(args[0]), Ptr<char>(args[1]).c(), args[2], Ptr<kheapinfo>(args[3]),
args[4], false)
.offset;
}
u32 link_busy() {
return saved_link_control.m_busy;
}
void link_reset() {
saved_link_control.m_busy = 0;
}
uint64_t link_begin(u64* args) {
saved_link_control.jak3_begin(Ptr<u8>(args[0]), Ptr<char>(args[1]).c(), args[2],
Ptr<kheapinfo>(args[3]), args[4]);
auto work_result = saved_link_control.jak3_work();
// if we managed to finish in one shot, take care of calling finish
if (work_result) {
// called from goal
saved_link_control.jak3_finish(false);
}
return work_result != 0;
}
uint64_t link_resume() {
auto work_result = saved_link_control.jak3_work();
if (work_result) {
// called from goal
saved_link_control.jak3_finish(false);
}
return work_result != 0;
}
// Note: update_goal_fns changed to skip the hashtable lookup since symlink2/symlink3 are now fixed
// symbols.
/*!
* The ULTIMATE MEMORY COPY
* IT IS VERY FAST
* but it may use the scratchpad. It is implemented in GOAL, and falls back to normal C memcpy
* if GOAL isn't loaded, or if the alignment isn't good enough.
*/
void ultimate_memcpy(void* dst, void* src, uint32_t size) {
// only possible if alignment is good.
if (!(u64(dst) & 0xf) && !(u64(src) & 0xf) && !(u64(size) & 0xf) && size > 0xfff) {
if (!gfunc_774.offset) {
// GOAL function is unknown, lets see if its loaded:
auto sym_val = *((s7 + jak3_symbols::FIX_SYM_ULTIMATE_MEMCPY - 1).cast<u32>());
if (sym_val == 0) {
memmove(dst, src, size);
return;
}
gfunc_774.offset = sym_val;
}
Ptr<u8>(call_goal(gfunc_774, make_u8_ptr(dst).offset, make_u8_ptr(src).offset, size, s7.offset,
g_ee_main_mem))
.c();
} else {
memmove(dst, src, size);
}
}
} // namespace jak3
#define LINK_V2_STATE_INIT_COPY 0
#define LINK_V2_STATE_OFFSETS 1
#define LINK_V2_STATE_SYMBOL_TABLE 2
#define OBJ_V2_CLOSE_ENOUGH 0x90
#define OBJ_V2_MAX_TRANSFER 0x80000
uint32_t link_control::jak3_work_v2_v4() {
// u32 startCycle = kernel.read_clock(); todo
if (m_state == LINK_V2_STATE_INIT_COPY) { // initialization and copying to heap
// we move the data segment to eliminate gaps
// very small gaps can be tolerated, as it is not worth the time penalty to move large objects
// many bytes. if this requires copying a large amount of data, we will do it in smaller chunks,
// allowing the copy to be spread over multiple game frames
// state initialization
if (m_segment_process == 0) {
m_heap_gap =
m_object_data - m_heap->current; // distance between end of heap and start of object
}
if (m_heap_gap <
OBJ_V2_CLOSE_ENOUGH) { // close enough, don't relocate the object, just expand the heap
if (link_debug_printfs) {
printf("[work_v2] close enough, not moving\n");
}
m_heap->current = m_object_data + m_code_size;
if (m_heap->top.offset <= m_heap->current.offset) {
MsgErr("dkernel: heap overflow\n"); // game has ~% instead of \n :P
return 1;
}
// added in jak 2, move the link block to the top of the heap so we can allocate on
// the level heap during linking without overwriting link data. this is used for level types
u32 link_block_size = *m_link_block_ptr.cast<u32>();
auto new_link_block = kmalloc(m_heap, link_block_size, KMALLOC_TOP, "link-block");
memmove(new_link_block.c(), m_link_block_ptr.c() - 4, link_block_size);
m_link_block_ptr = Ptr<uint8_t>(new_link_block.offset + 4); // basic offset
} else { // not close enough, need to move the object
// on the first run of this state...
if (m_segment_process == 0) {
m_original_object_location = m_object_data;
// allocate on heap, will have no gap
m_object_data = kmalloc(m_heap, m_code_size, 0, "data-segment");
if (link_debug_printfs) {
printf("[work_v2] moving from 0x%x to 0x%x\n", m_original_object_location.offset,
m_object_data.offset);
}
if (!m_object_data.offset) {
MsgErr("dkernel: unable to malloc %d bytes for data-segment\n", m_code_size);
return 1;
}
}
// the actual copy
Ptr<u8> source = m_original_object_location + m_segment_process;
u32 size = m_code_size - m_segment_process;
if (size > OBJ_V2_MAX_TRANSFER) { // around .5 MB
jak3::ultimate_memcpy((m_object_data + m_segment_process).c(), source.c(),
OBJ_V2_MAX_TRANSFER);
m_segment_process += OBJ_V2_MAX_TRANSFER;
return 0; // return, don't want to take too long.
}
// if we have bytes to copy, but they are less than the max transfer, do it in one shot!
if (size) {
jak3::ultimate_memcpy((m_object_data + m_segment_process).c(), source.c(), size);
if (m_segment_process > 0) { // if we did a previous copy, we return now....
m_state = LINK_V2_STATE_OFFSETS;
m_segment_process = 0;
return 0;
}
}
}
// otherwise go straight into the next state.
m_state = LINK_V2_STATE_OFFSETS;
m_segment_process = 0;
}
// init offset phase
if (m_state == LINK_V2_STATE_OFFSETS && m_segment_process == 0) {
m_reloc_ptr = m_link_block_ptr + 8; // seek to link table
if (*m_reloc_ptr == 0) { // do we have pointer links to do?
m_reloc_ptr.offset++; // if not, seek past the \0, and go to next state
m_state = LINK_V2_STATE_SYMBOL_TABLE;
m_segment_process = 0;
} else {
m_base_ptr = m_object_data; // base address for offsetting.
m_loc_ptr = m_object_data; // pointer which seeks thru the code
m_table_toggle = 0; // are we seeking or fixing?
m_segment_process = 1; // we've done first time setup
}
}
if (m_state == LINK_V2_STATE_OFFSETS) { // pointer fixup
// this state reads through a table. Values alternate between "seek amount" and "number of
// consecutive 4-byte
// words to fix up". The counts are encoded using a variable length encoding scheme. They use
// a very stupid
// method of encoding values which requires O(n) bytes to store the value n.
// to avoid dropping a frame, we check every 0x400 relocations to see if 0.5 milliseconds have
// elapsed.
u32 relocCounter = 0x400;
while (true) { // loop over entire table
while (true) { // loop over current mode
// read and seek table
u8 count = *m_reloc_ptr;
m_reloc_ptr.offset++;
if (!m_table_toggle) { // seek mode
m_loc_ptr.offset +=
4 *
count; // perform seek (MIPS instructions are 4 bytes, so we >> 2 the seek amount)
} else { // offset mode
for (u32 i = 0; i < count; i++) {
if (m_loc_ptr.offset % 4) {
ASSERT(false);
}
u32 code = *(m_loc_ptr.cast<u32>());
code += m_base_ptr.offset;
*(m_loc_ptr.cast<u32>()) = code;
m_loc_ptr.offset += 4;
}
}
if (count != 0xff) {
break;
}
if (*m_reloc_ptr == 0) {
m_reloc_ptr.offset++;
m_table_toggle = m_table_toggle ^ 1;
}
}
// reached the end of the tableToggle mode
m_table_toggle = m_table_toggle ^ 1;
if (*m_reloc_ptr == 0) {
break; // end of the state
}
relocCounter--;
if (relocCounter == 0) {
// u32 clock_value = kernel.read_clock();
// if(clock_value - startCycle > 150000) { // 0.5 milliseconds
// return 0;
// }
relocCounter = 0x400;
}
}
m_reloc_ptr.offset++;
m_state = 2;
m_segment_process = 0;
}
if (m_state == 2) { // GOAL object fixup
if (*m_reloc_ptr == 0) {
m_state = 3;
m_segment_process = 0;
} else {
while (true) {
u32 relocation = *m_reloc_ptr;
m_reloc_ptr.offset++;
Ptr<u8> goalObj;
char* name;
if ((relocation & 0x80) == 0) {
// symbol!
if (relocation > 9) {
m_reloc_ptr.offset--; // no idea what this is.
}
name = m_reloc_ptr.cast<char>().c();
if (link_debug_printfs) {
printf("[work_v2] symlink: %s\n", name);
}
goalObj = jak3::intern_from_c(-1, 0, name).cast<u8>();
} else {
// type!
u8 nMethods = relocation & 0x7f;
if (nMethods == 0) {
nMethods = 1;
}
name = m_reloc_ptr.cast<char>().c();
if (link_debug_printfs) {
printf("[work_v2] symlink -type: %s\n", name);
}
goalObj = jak3::intern_type_from_c(-1, 0, name, nMethods).cast<u8>();
}
m_reloc_ptr.offset += strlen(name) + 1;
// DECOMPILER->hookStartSymlinkV3(_state - 1, _objectData, std::string(name));
m_reloc_ptr = c_symlink2(m_object_data, goalObj, m_reloc_ptr);
// DECOMPILER->hookFinishSymlinkV3();
if (*m_reloc_ptr == 0) {
break; // done
}
// u32 currentCycle = kernel.read_clock();
// if(currentCycle - startCycle > 150000) {
// return 0;
// }
}
m_state = 3;
m_segment_process = 0;
}
}
m_entry = m_object_data + 4;
return 1;
}