mirror of
https://github.com/open-goal/jak-project
synced 2026-05-23 06:54:31 -04:00
d67b441dac
This allows them to be logged into a file, useful for debugging. With this, GOAL `format` and C-kernel `Msg` (and its variants) will be logged.
203 lines
5.8 KiB
C++
203 lines
5.8 KiB
C++
#include "kdgo.h"
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#include <cstring>
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#include "common/log/log.h"
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#include "game/common/dgo_rpc_types.h"
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#include "game/common/loader_rpc_types.h"
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#include "game/common/play_rpc_types.h"
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#include "game/common/player_rpc_types.h"
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#include "game/common/ramdisk_rpc_types.h"
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#include "game/common/str_rpc_types.h"
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#include "game/kernel/common/Ptr.h"
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#include "game/kernel/common/kprint.h"
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#include "game/sce/sif_ee.h"
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ee::sceSifClientData cd[6]; //! client data for each IOP Remove Procedure Call.
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u32 sShowStallMsg; //! setting to show a "stalled on iop" message
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u16 x[8]; //! stupid temporary for storing a message
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u32 sMsgNum; //! Toggle for double buffered message sending.
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void kdgo_init_globals() {
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memset(x, 0, sizeof(x));
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memset(cd, 0, sizeof(cd));
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sShowStallMsg = 1;
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}
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/*!
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* Call the given RPC with the given function number and buffers.
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*/
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s32 RpcCall(s32 rpcChannel,
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u32 fno,
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bool async,
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void* sendBuff,
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s32 sendSize,
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void* recvBuff,
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s32 recvSize) {
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return sceSifCallRpc(&cd[rpcChannel], fno, async, sendBuff, sendSize, recvBuff, recvSize, nullptr,
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nullptr);
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}
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namespace {
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struct GoalStackArgs {
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u64 args[8];
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template <typename T>
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T get_as(int i) {
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static_assert(sizeof(T) <= 8, "arg size");
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T result;
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memcpy(&result, args + i, sizeof(T));
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return result;
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}
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};
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} // namespace
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/*!
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* GOAL Wrapper for RpcCall.
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*/
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u64 RpcCall_wrapper(void* _args) {
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GoalStackArgs* args = (GoalStackArgs*)_args;
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auto rpcChannel = args->get_as<s32>(0);
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auto fno = args->get_as<u32>(1);
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auto async = args->get_as<u32>(2);
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auto send_buff = args->get_as<u64>(3);
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auto send_size = args->get_as<s32>(4);
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auto recv_buff = args->get_as<u64>(5);
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auto recv_size = args->get_as<s32>(6);
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return sceSifCallRpc(&cd[rpcChannel], fno, async, Ptr<u8>(send_buff).c(), send_size,
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Ptr<u8>(recv_buff).c(), recv_size, nullptr, nullptr);
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}
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/*!
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* Check if the given RPC is busy, by channel.
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*/
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u32 RpcBusy(s32 channel) {
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return sceSifCheckStatRpc(&cd[channel].rpcd);
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}
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/*!
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* Wait for an RPC to not be busy. Prints a stall message if sShowStallMsg is true and we have
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* to wait on the IOP. Stalling here is bad because it means the rest of the game can't run.
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*/
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void RpcSync(s32 channel) {
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if (RpcBusy(channel)) {
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if (sShowStallMsg) {
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Msg(6, "STALL: [kernel] waiting for IOP on RPC port #%d\n", channel);
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}
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while (RpcBusy(channel)) {
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// an attempt to avoid spamming SIF?
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u32 i = 0;
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while (i < 1000) {
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i++;
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}
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}
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}
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}
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/*!
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* Setup an RPC.
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*/
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u32 RpcBind(s32 channel, s32 id) {
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while (true) {
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if (sceSifBindRpc(&cd[channel], id, 1) < 0) {
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MsgErr("Error: RpcBind failed on port #%d [%4.4X]\n", channel, id);
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return 1;
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}
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Msg(6, "kernel: RPC port #%d started [%4.4X]\n", channel, id);
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// FlushCache(0);
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// In Jak 2 they do a sceSifCheckStatRpc, but we can just skip that.
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// this was not optimized out in Jak 1, but is _almost_ optimized out in Jak 2 and later.
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u32 i = 0;
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while (i < 10000) {
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i++;
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}
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if (cd[channel].serve) {
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break;
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}
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Msg(6, "kernel: RPC port #%d not responding.\n", channel);
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// it might seem like looping here is a bad idea (unclear if sceSifBindRpc can be called
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// multiple times!) but this actually happens sometimes, at least on development hardware!
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// (also, it's not clear that the "serve" field having data in it really means anything - maybe
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// the sceSifBindRpc doesn't wait for the connection to be fully set up? This seems likely
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// because they had to put that little delay in there before checking.)
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}
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return 0;
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}
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/*!
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* Setup all RPCs
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*/
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u32 InitRPC() {
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if (!RpcBind(PLAYER_RPC_CHANNEL, PLAYER_RPC_ID[g_game_version]) &&
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!RpcBind(LOADER_RPC_CHANNEL, LOADER_RPC_ID[g_game_version]) &&
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!RpcBind(RAMDISK_RPC_CHANNEL, RAMDISK_RPC_ID[g_game_version]) &&
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!RpcBind(DGO_RPC_CHANNEL, DGO_RPC_ID[g_game_version]) &&
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!RpcBind(STR_RPC_CHANNEL, STR_RPC_ID[g_game_version]) &&
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!RpcBind(PLAY_RPC_CHANNEL, PLAY_RPC_ID[g_game_version])) {
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return 0;
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}
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lg::print("Entering endless loop ... please wait\n");
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for (;;) {
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}
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}
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/*!
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* Send a message to the IOP to stop it.
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*/
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void StopIOP() {
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x[2] = 0x14; // todo - this type and message
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// RpcSync(PLAYER_RPC_CHANNEL);
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// RpcCall(PLAYER_RPC_CHANNEL, 0, false, x, 0x50, nullptr, 0);
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lg::print("IOP shut down\n");
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// sceDmaSync(0x10009000, 0, 0);
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lg::print("DMA shut down\n");
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}
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/*!
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* Load the TEST.DGO file.
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* Presumably used for debugging DGO loads.
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* We don't have the TEST.DGO file, so this isn't very useful.
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*
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* DONE,
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* EXACT,
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* UNUSED
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*/
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void LoadDGOTest() {
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ASSERT_NOT_REACHED(); // no longer supported.
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/*
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u32 lastObject = 0;
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// backup show stall message and set it to false
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// EE will be loading DGO in a loop, so it will always be stalling
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// no need to print it.
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u32 lastShowStall = sShowStallMsg;
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sShowStallMsg = 0;
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// pick somewhat arbitrary memory to load the DGO into
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BeginLoadingDGO("TEST.DGO", Ptr<u8>(0x4800000), Ptr<u8>(0x4c00000), Ptr<u8>(0x4000000));
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while (true) {
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// keep trying to load.
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Ptr<u8> dest_buffer(0);
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do {
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dest_buffer = GetNextDGO(&lastObject);
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} while (!dest_buffer.offset);
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// print the name of the object we loaded, its destination, and its size.
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Msg(6, "Loaded %s at %8.8X length %d\n", (dest_buffer + 4).cast<char>().c(), dest_buffer.offset,
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*(dest_buffer.cast<u32>()));
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if (lastObject) {
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break;
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}
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// okay to load the next one
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ASSERT(false); // this is different per version, annoyingly. This function is unused though,
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// so let's be lazy for now...
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// ContinueLoadingDGO(Ptr<u8>(0x4000000));
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}
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sShowStallMsg = lastShowStall;
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*/
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}
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