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https://github.com/open-goal/jak-project
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d1ece445d4
Relates to #1353 This adds no new functionality or overhead to the compiler, yet. This is the preliminary work that has: - added code to the compiler in several spots to flag when something is used without being properly required/imported/whatever (disabled by default) - that was used to generate project wide file dependencies (some circulars were manually fixed) - then that graph underwent a transitive reduction and the result was written to all `jak1` source files. The next step will be making this actually produce and use a dependency graph. Some of the reasons why I'm working on this: - eliminates more `game.gp` boilerplate. This includes the `.gd` files to some extent (`*-ag` files and `tpage` files will still need to be handled) this is the point of the new `bundles` form. This should make it even easier to add a new file into the source tree. - a build order that is actually informed from something real and compiler warnings that tell you when you are using something that won't be available at build time. - narrows the search space for doing LSP actions -- like searching for references. Since it would be way too much work to store in the compiler every location where every symbol/function/etc is used, I have to do ad-hoc searches. By having a dependency graph i can significantly reduce that search space. - opens the doors for common shared code with a legitimate pattern. Right now jak 2 shares code from the jak 1 folder. This is basically a hack -- but by having an explicit require syntax, it would be possible to reference arbitrary file paths, such as a `common` folder. Some stats: - Jak 1 has about 2500 edges between files, including transitives - With transitives reduced at the source code level, each file seems to have a modest amount of explicit requirements. Known issues: - Tracking the location for where `defmacro`s and virtual state definitions were defined (and therefore the file) is still problematic. Because those forms are in a macro environment, the reader does not track them. I'm wondering if a workaround could be to search the reader's text_db by not just the `goos::Object` but by the text position. But for the purposes of finishing this work, I just statically analyzed and searched the code with throwaway python code.
71 lines
1.6 KiB
Common Lisp
71 lines
1.6 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "engine/ps2/rpc-h.gc")
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;; name: ramdisk.gc
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;; name in dgo: ramdisk
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;; dgos: GAME, ENGINE
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;; see game/overlord/ramdisk.cpp
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;; unlike most other loads, ramdisk actually uses the response buffer of the RPC
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;; to send the data.
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(defconstant RAMDISK_RPC_FILL_FNO (the uint 1))
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;; DECOMP BEGINS
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;; command to load something into the OVERLORD RAMDISK from the DVD
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;; use with fno = 1
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(deftype ramdisk-rpc-fill (structure)
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((rsvd1 int32)
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(ee-id int32)
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(rsvd2 int32 2)
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(filename uint128)
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)
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)
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;; get data in ramdisk on EE.
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(deftype ramdisk-rpc-load (structure)
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((rsvd int32)
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(ee-id int32)
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(offset uint32)
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(length uint32)
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)
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)
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;; load file directly to EE.
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;; this seems very similar to some functionality in STR.
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(deftype ramdisk-rpc-load-to-ee (structure)
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((rsvd int32)
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(addr int32)
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(offset int32)
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(length int32)
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(filename uint128)
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)
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)
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;; allocate the ramdisk RPC buffer
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(define *ramdisk-rpc* (new 'global 'rpc-buffer-pair (the-as uint 32) (the-as uint 1) RPC-RAMDISK))
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(define *current-ramdisk-id* 0)
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(defun ramdisk-load ((file-id int) (offset uint) (length uint) (buffer pointer))
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"Helper to grab load from ramdisk to ee"
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(let ((cmd (the-as ramdisk-rpc-load (add-element *ramdisk-rpc*))))
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(set! (-> cmd offset) offset)
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(set! (-> cmd ee-id) file-id)
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(set! (-> cmd length) length)
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)
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(call *ramdisk-rpc* (the-as uint 0) buffer length)
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0
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)
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(defun ramdisk-sync ()
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"Wait for ramdisk RPC to complete."
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(sync *ramdisk-rpc* #t)
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0
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(none)
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)
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