// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include #include #include #include "common/config.h" #include "common/debug.h" #include "common/logging/backend.h" #include "common/path_util.h" #include "common/singleton.h" #include "core/file_sys/fs.h" #include "core/libraries/kernel/thread_management.h" #include "core/libraries/libs.h" #include "core/linker.h" #include "core/memory.h" #include "emulator.h" Frontend::WindowSDL* g_window = nullptr; namespace Core { static constexpr s32 WindowWidth = 1280; static constexpr s32 WindowHeight = 720; Emulator::Emulator() : window{WindowWidth, WindowHeight, controller} { g_window = &window; // Initialize memory system as early as possible to reserve mappings. [[maybe_unused]] const auto* memory = Core::Memory::Instance(); // Read configuration file. const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir); Config::load(config_dir / "config.toml"); // Start logger. Common::Log::Initialize(); Common::Log::Start(); // Initialize kernel and library facilities. Libraries::Kernel::init_pthreads(); Libraries::InitHLELibs(&linker->GetHLESymbols()); } Emulator::~Emulator() { const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir); Config::save(config_dir / "config.toml"); } void Emulator::Run(const std::filesystem::path& file) { // Applications expect to be run from /app0 so mount the file's parent path as app0. auto* mnt = Common::Singleton::Instance(); mnt->Mount(file.parent_path(), "/app0"); // Loading param.sfo file if exists std::string id; std::filesystem::path sce_sys_folder = file.parent_path() / "sce_sys"; if (std::filesystem::is_directory(sce_sys_folder)) { for (const auto& entry : std::filesystem::directory_iterator(sce_sys_folder)) { if (entry.path().filename() == "param.sfo") { auto* param_sfo = Common::Singleton::Instance(); param_sfo->open(sce_sys_folder.string() + "/param.sfo", {}); id = std::string(param_sfo->GetString("CONTENT_ID"), 7, 9); std::string title(param_sfo->GetString("TITLE")); LOG_INFO(Loader, "Game id: {} Title: {}", id, title); u32 fw_version = param_sfo->GetInteger("SYSTEM_VER"); std::string app_version = param_sfo->GetString("APP_VER"); LOG_INFO(Loader, "Fw: {:#x} App Version: {}", fw_version, app_version); } else if (entry.path().filename() == "pic0.png" || entry.path().filename() == "pic1.png") { auto* splash = Common::Singleton::Instance(); if (splash->IsLoaded()) { continue; } if (!splash->Open(entry.path().string())) { LOG_ERROR(Loader, "Game splash: unable to open file"); } } } } const auto& mount_data_dir = Common::FS::GetUserPath(Common::FS::PathType::GameDataDir) / id; if (!std::filesystem::exists(mount_data_dir)) { std::filesystem::create_directory(mount_data_dir); } mnt->Mount(mount_data_dir, "/data"); // should just exist, manually create with game serial const auto& mount_temp_dir = Common::FS::GetUserPath(Common::FS::PathType::TempDataDir) / id; mnt->Mount(mount_temp_dir, "/temp0"); // called in app_content ==> stat/mkdir // Load the module with the linker linker->LoadModule(file); // check if we have system modules to load LoadSystemModules(file); // Check if there is a libc.prx in sce_module folder bool found = false; if (Config::isLleLibc()) { std::filesystem::path sce_module_folder = file.parent_path() / "sce_module"; if (std::filesystem::is_directory(sce_module_folder)) { for (const auto& entry : std::filesystem::directory_iterator(sce_module_folder)) { if (entry.path().filename() == "libc.prx" || entry.path().filename() == "libSceFios2.prx" || entry.path().filename() == "libSceAudioLatencyEstimation.prx" || entry.path().filename() == "libSceJobManager.prx" || entry.path().filename() == "libSceS3DConversion.prx") { found = true; LOG_INFO(Loader, "Loading {}", entry.path().string().c_str()); linker->LoadModule(entry.path()); } } } } if (!found) { Libraries::LibC::libcSymbolsRegister(&linker->GetHLESymbols()); } // start execution std::jthread mainthread = std::jthread([this](std::stop_token stop_token) { linker->Execute(); }); // Begin main window loop until the application exits static constexpr std::chrono::microseconds FlipPeriod{10}; while (window.isOpen()) { window.waitEvent(); Libraries::VideoOut::Flip(FlipPeriod); Libraries::VideoOut::Vblank(); FRAME_END; } std::exit(0); } void Emulator::LoadSystemModules(const std::filesystem::path& file) { const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir); for (const auto& entry : std::filesystem::directory_iterator(sys_module_path)) { if (entry.path().filename() == "libSceNgs2.sprx" || entry.path().filename() == "libSceLibcInternal.sprx") { LOG_INFO(Loader, "Loading {}", entry.path().string().c_str()); linker->LoadModule(entry.path()); } } } } // namespace Core