Files
Xenia-Canary/src/xenia/kernel/kernel_state.cc
2015-08-08 16:40:14 -07:00

597 lines
19 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/kernel/kernel_state.h"
#include <gflags/gflags.h>
#include <string>
#include "xenia/base/assert.h"
#include "xenia/base/string.h"
#include "xenia/cpu/processor.h"
#include "xenia/emulator.h"
#include "xenia/kernel/apps/apps.h"
#include "xenia/kernel/dispatcher.h"
#include "xenia/kernel/objects/xevent.h"
#include "xenia/kernel/objects/xmodule.h"
#include "xenia/kernel/objects/xnotify_listener.h"
#include "xenia/kernel/objects/xthread.h"
#include "xenia/kernel/objects/xuser_module.h"
#include "xenia/kernel/util/shim_utils.h"
#include "xenia/kernel/xam_module.h"
#include "xenia/kernel/xboxkrnl_module.h"
#include "xenia/kernel/xboxkrnl_private.h"
#include "xenia/kernel/xobject.h"
DEFINE_bool(headless, false,
"Don't display any UI, using defaults for prompts as needed.");
DEFINE_string(content_root, "content",
"Root path for content (save/etc) storage.");
namespace xe {
namespace kernel {
constexpr uint32_t kDeferredOverlappedDelayMillis = 100;
// This is a global object initialized with the XboxkrnlModule.
// It references the current kernel state object that all kernel methods should
// be using to stash their variables.
KernelState* shared_kernel_state_ = nullptr;
KernelState* kernel_state() { return shared_kernel_state_; }
KernelState::KernelState(Emulator* emulator)
: emulator_(emulator),
memory_(emulator->memory()),
object_table_(nullptr),
has_notified_startup_(false),
process_type_(X_PROCTYPE_USER),
process_info_block_address_(0),
dispatch_thread_running_(false) {
processor_ = emulator->processor();
file_system_ = emulator->file_system();
dispatcher_ = new Dispatcher(this);
app_manager_ = std::make_unique<XAppManager>();
user_profile_ = std::make_unique<UserProfile>();
auto content_root = xe::to_wstring(FLAGS_content_root);
content_root = xe::to_absolute_path(content_root);
content_manager_ = std::make_unique<ContentManager>(this, content_root);
object_table_ = new ObjectTable();
assert_null(shared_kernel_state_);
shared_kernel_state_ = this;
process_info_block_address_ = memory_->SystemHeapAlloc(0x60);
auto pib =
memory_->TranslateVirtual<ProcessInfoBlock*>(process_info_block_address_);
// TODO(benvanik): figure out what this list is.
pib->unk_04 = pib->unk_08 = 0;
pib->unk_0C = 0x0000007F;
pib->unk_10 = 0x001F0000;
pib->thread_count = 0;
pib->unk_1B = 0x06;
pib->kernel_stack_size = 16 * 1024;
pib->process_type = process_type_;
// TODO(benvanik): figure out what this list is.
pib->unk_54 = pib->unk_58 = 0;
apps::RegisterApps(this, app_manager_.get());
}
KernelState::~KernelState() {
SetExecutableModule(nullptr);
if (dispatch_thread_running_) {
dispatch_thread_running_ = false;
dispatch_cond_.notify_all();
dispatch_thread_->Wait(0, 0, 0, nullptr);
}
executable_module_.reset();
user_modules_.clear();
kernel_modules_.clear();
// Delete all objects.
delete object_table_;
// Shutdown apps.
app_manager_.reset();
delete dispatcher_;
if (process_info_block_address_) {
memory_->SystemHeapFree(process_info_block_address_);
}
assert_true(shared_kernel_state_ == this);
shared_kernel_state_ = nullptr;
}
KernelState* KernelState::shared() { return shared_kernel_state_; }
uint32_t KernelState::title_id() const {
assert_not_null(executable_module_);
xex2_opt_execution_info* exec_info = 0;
executable_module_->GetOptHeader(XEX_HEADER_EXECUTION_INFO, &exec_info);
if (exec_info) {
return exec_info->title_id;
}
return 0;
}
uint32_t KernelState::process_type() const {
auto pib =
memory_->TranslateVirtual<ProcessInfoBlock*>(process_info_block_address_);
return pib->process_type;
}
void KernelState::set_process_type(uint32_t value) {
auto pib =
memory_->TranslateVirtual<ProcessInfoBlock*>(process_info_block_address_);
pib->process_type = uint8_t(value);
}
void KernelState::RegisterTitleTerminateNotification(uint32_t routine,
uint32_t priority) {
TerminateNotification notify;
notify.guest_routine = routine;
notify.priority = priority;
terminate_notifications.push_back(notify);
}
void KernelState::RemoveTitleTerminateNotification(uint32_t routine) {
for (auto it = terminate_notifications.begin();
it != terminate_notifications.end(); it++) {
if (it->guest_routine == routine) {
terminate_notifications.erase(it);
break;
}
}
}
void KernelState::RegisterModule(XModule* module) {}
void KernelState::UnregisterModule(XModule* module) {}
bool KernelState::IsKernelModule(const char* name) {
if (!name) {
// Executing module isn't a kernel module.
return false;
}
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
for (auto kernel_module : kernel_modules_) {
if (kernel_module->Matches(name)) {
return true;
}
}
return false;
}
object_ref<XKernelModule> KernelState::GetKernelModule(const char* name) {
assert_true(IsKernelModule(name));
for (auto kernel_module : kernel_modules_) {
if (kernel_module->Matches(name)) {
return retain_object(kernel_module.get());
}
}
return nullptr;
}
object_ref<XModule> KernelState::GetModule(const char* name) {
if (!name) {
// NULL name = self.
// TODO(benvanik): lookup module from caller address.
return GetExecutableModule();
} else if (strcasecmp(name, "kernel32.dll") == 0) {
// Some games request this, for some reason. wtf.
return nullptr;
}
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
for (auto kernel_module : kernel_modules_) {
if (kernel_module->Matches(name)) {
return retain_object(kernel_module.get());
}
}
for (auto user_module : user_modules_) {
if (user_module->Matches(name)) {
return retain_object(user_module.get());
}
}
return nullptr;
}
object_ref<XUserModule> KernelState::GetExecutableModule() {
if (!executable_module_) {
return nullptr;
}
return executable_module_;
}
void KernelState::SetExecutableModule(object_ref<XUserModule> module) {
if (module.get() == executable_module_.get()) {
return;
}
executable_module_ = std::move(module);
if (!executable_module_) {
return;
}
xex2_opt_tls_info* tls_header = nullptr;
executable_module_->GetOptHeader(XEX_HEADER_TLS_INFO, &tls_header);
if (tls_header) {
auto pib = memory_->TranslateVirtual<ProcessInfoBlock*>(
process_info_block_address_);
pib->tls_data_size = tls_header->data_size;
pib->tls_raw_data_size = tls_header->raw_data_size;
pib->tls_slot_size = tls_header->slot_count * 4;
}
// Setup the kernel's XexExecutableModuleHandle field.
auto export_entry = processor()->export_resolver()->GetExportByOrdinal(
"xboxkrnl.exe", ordinals::XexExecutableModuleHandle);
if (export_entry) {
assert_not_zero(export_entry->variable_ptr);
auto variable_ptr = memory()->TranslateVirtual<xe::be<uint32_t>*>(
export_entry->variable_ptr);
*variable_ptr = executable_module_->hmodule_ptr();
}
// Spin up deferred dispatch worker.
// TODO(benvanik): move someplace more appropriate (out of ctor, but around
// here).
if (!dispatch_thread_running_) {
dispatch_thread_running_ = true;
dispatch_thread_ =
object_ref<XHostThread>(new XHostThread(this, 128 * 1024, 0, [this]() {
while (dispatch_thread_running_) {
std::unique_lock<std::mutex> lock(dispatch_mutex_);
if (dispatch_queue_.empty()) {
dispatch_cond_.wait(lock);
if (!dispatch_thread_running_) {
break;
}
}
auto fn = std::move(dispatch_queue_.front());
dispatch_queue_.pop_front();
fn();
}
return 0;
}));
dispatch_thread_->set_name("Kernel Dispatch Thread");
dispatch_thread_->Create();
}
}
void KernelState::LoadKernelModule(object_ref<XKernelModule> kernel_module) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
kernel_modules_.push_back(std::move(kernel_module));
}
object_ref<XUserModule> KernelState::LoadUserModule(const char* raw_name) {
// Some games try to load relative to launch module, others specify full path.
std::string name = xe::find_name_from_path(raw_name);
std::string path(raw_name);
if (name == raw_name) {
assert_not_null(executable_module_);
path = xe::join_paths(xe::find_base_path(executable_module_->path()), name);
}
object_ref<XUserModule> module;
{
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
// See if we've already loaded it
for (auto& existing_module : user_modules_) {
if (existing_module->path() == path) {
existing_module->Retain();
return retain_object(existing_module.get());
}
}
// Module wasn't loaded, so load it.
module = object_ref<XUserModule>(new XUserModule(this, path.c_str()));
X_STATUS status = module->LoadFromFile(path);
if (XFAILED(status)) {
return nullptr;
}
// Retain when putting into the listing.
module->Retain();
user_modules_.push_back(module);
}
module->Dump();
if (module->dll_module() && module->entry_point()) {
// Call DllMain(DLL_PROCESS_ATTACH):
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682583%28v=vs.85%29.aspx
uint64_t args[] = {
module->handle(),
1, // DLL_PROCESS_ATTACH
0, // 0 because always dynamic
};
auto thread_state = XThread::GetCurrentThread()->thread_state();
processor()->Execute(thread_state, module->entry_point(), args,
xe::countof(args));
}
return module;
}
void KernelState::TerminateTitle(bool from_guest_thread) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
// First: call terminate routines.
// TODO(benvanik): these might take arguments.
// FIXME: Calling these will send some threads into kernel code and they'll
// hold the lock when terminated! Do we need to wait for all threads to exit?
/*
if (from_guest_thread) {
for (auto routine : terminate_notifications) {
auto thread_state = XThread::GetCurrentThread()->thread_state();
processor()->Execute(thread_state, routine.guest_routine);
}
}
terminate_notifications.clear();
*/
// Second: Kill all guest threads.
for (auto it = threads_by_id_.begin(); it != threads_by_id_.end();) {
if (it->second->is_guest_thread()) {
auto thread = it->second;
if (from_guest_thread && XThread::IsInThread(thread)) {
// Don't terminate ourselves.
++it;
continue;
}
if (thread->is_running()) {
thread->Terminate(0);
}
// Erase it from the thread list.
it = threads_by_id_.erase(it);
} else {
++it;
}
}
// Third: Unload all user modules (including the executable)
for (int i = 0; i < user_modules_.size(); i++) {
X_STATUS status = user_modules_[i]->Unload();
assert_true(XSUCCEEDED(status));
object_table_->RemoveHandle(user_modules_[i]->handle());
}
user_modules_.clear();
if (from_guest_thread) {
threads_by_id_.erase(XThread::GetCurrentThread()->thread_id());
// Now commit suicide (using Terminate, because we can't call into guest
// code anymore)
// Also, manually invoke the lock guard's destructor, because Terminate
// does not return.
lock.~lock_guard();
XThread::GetCurrentThread()->Terminate(0);
}
}
void KernelState::RegisterThread(XThread* thread) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
threads_by_id_[thread->thread_id()] = thread;
auto pib =
memory_->TranslateVirtual<ProcessInfoBlock*>(process_info_block_address_);
pib->thread_count = pib->thread_count + 1;
}
void KernelState::UnregisterThread(XThread* thread) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
auto it = threads_by_id_.find(thread->thread_id());
if (it != threads_by_id_.end()) {
threads_by_id_.erase(it);
}
auto pib =
memory_->TranslateVirtual<ProcessInfoBlock*>(process_info_block_address_);
pib->thread_count = pib->thread_count - 1;
}
void KernelState::OnThreadExecute(XThread* thread) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
// Must be called on executing thread.
assert_true(XThread::GetCurrentThread() == thread);
// Call DllMain(DLL_THREAD_ATTACH) for each user module:
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682583%28v=vs.85%29.aspx
auto thread_state = thread->thread_state();
for (auto user_module : user_modules_) {
if (user_module->dll_module() && user_module->entry_point()) {
uint64_t args[] = {
user_module->handle(),
2, // DLL_THREAD_ATTACH
0, // 0 because always dynamic
};
processor()->Execute(thread_state, user_module->entry_point(), args,
xe::countof(args));
}
}
}
void KernelState::OnThreadExit(XThread* thread) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
// Must be called on executing thread.
assert_true(XThread::GetCurrentThread() == thread);
// Call DllMain(DLL_THREAD_DETACH) for each user module:
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682583%28v=vs.85%29.aspx
auto thread_state = thread->thread_state();
for (auto user_module : user_modules_) {
if (user_module->dll_module() && user_module->entry_point()) {
uint64_t args[] = {
user_module->handle(),
3, // DLL_THREAD_DETACH
0, // 0 because always dynamic
};
processor()->Execute(thread_state, user_module->entry_point(), args,
xe::countof(args));
}
}
if (emulator()->debugger()) {
emulator()->debugger()->OnThreadExit(thread);
}
}
object_ref<XThread> KernelState::GetThreadByID(uint32_t thread_id) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
XThread* thread = nullptr;
auto it = threads_by_id_.find(thread_id);
if (it != threads_by_id_.end()) {
thread = it->second;
}
return retain_object(thread);
}
void KernelState::RegisterNotifyListener(XNotifyListener* listener) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
notify_listeners_.push_back(retain_object(listener));
// Games seem to expect a few notifications on startup, only for the first
// listener.
// http://cs.rin.ru/forum/viewtopic.php?f=38&t=60668&hilit=resident+evil+5&start=375
if (!has_notified_startup_ && listener->mask() & 0x00000001) {
has_notified_startup_ = true;
// XN_SYS_UI (on, off)
listener->EnqueueNotification(0x00000009, 1);
listener->EnqueueNotification(0x00000009, 0);
// XN_SYS_SIGNINCHANGED x2
listener->EnqueueNotification(0x0000000A, 1);
listener->EnqueueNotification(0x0000000A, 1);
// XN_SYS_INPUTDEVICESCHANGED x2
listener->EnqueueNotification(0x00000012, 0);
listener->EnqueueNotification(0x00000012, 0);
// XN_SYS_INPUTDEVICECONFIGCHANGED x2
listener->EnqueueNotification(0x00000013, 0);
listener->EnqueueNotification(0x00000013, 0);
}
}
void KernelState::UnregisterNotifyListener(XNotifyListener* listener) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
for (auto it = notify_listeners_.begin(); it != notify_listeners_.end();
++it) {
if ((*it).get() == listener) {
notify_listeners_.erase(it);
break;
}
}
}
void KernelState::BroadcastNotification(XNotificationID id, uint32_t data) {
std::lock_guard<xe::recursive_mutex> lock(object_mutex_);
for (auto it = notify_listeners_.begin(); it != notify_listeners_.end();
++it) {
(*it)->EnqueueNotification(id, data);
}
}
void KernelState::CompleteOverlapped(uint32_t overlapped_ptr, X_RESULT result) {
CompleteOverlappedEx(overlapped_ptr, result, result, 0);
}
void KernelState::CompleteOverlappedEx(uint32_t overlapped_ptr, X_RESULT result,
uint32_t extended_error,
uint32_t length) {
auto ptr = memory()->TranslateVirtual(overlapped_ptr);
XOverlappedSetResult(ptr, result);
XOverlappedSetExtendedError(ptr, extended_error);
XOverlappedSetLength(ptr, length);
X_HANDLE event_handle = XOverlappedGetEvent(ptr);
if (event_handle) {
auto ev = object_table()->LookupObject<XEvent>(event_handle);
if (ev) {
ev->Set(0, false);
}
}
if (XOverlappedGetCompletionRoutine(ptr)) {
X_HANDLE thread_handle = XOverlappedGetContext(ptr);
auto thread = object_table()->LookupObject<XThread>(thread_handle);
if (thread) {
uint32_t routine = XOverlappedGetCompletionRoutine(ptr);
uint64_t args[] = {
result, length, overlapped_ptr,
};
// TODO(benvanik): queue APC on the thread that requested the overlapped
// operation.
assert_always();
// THIS IS WRONG, for testing only:
processor()->Execute(XThread::GetCurrentThread()->thread_state(), routine,
args, xe::countof(args));
}
}
}
void KernelState::CompleteOverlappedImmediate(uint32_t overlapped_ptr,
X_RESULT result) {
CompleteOverlappedImmediateEx(overlapped_ptr, result, result, 0);
}
void KernelState::CompleteOverlappedImmediateEx(uint32_t overlapped_ptr,
X_RESULT result,
uint32_t extended_error,
uint32_t length) {
auto ptr = memory()->TranslateVirtual(overlapped_ptr);
XOverlappedSetContext(ptr, XThread::GetCurrentThreadHandle());
CompleteOverlappedEx(overlapped_ptr, result, extended_error, length);
}
void KernelState::CompleteOverlappedDeferred(
std::function<void()> completion_callback, uint32_t overlapped_ptr,
X_RESULT result) {
CompleteOverlappedDeferredEx(std::move(completion_callback), overlapped_ptr,
result, result, 0);
}
void KernelState::CompleteOverlappedDeferredEx(
std::function<void()> completion_callback, uint32_t overlapped_ptr,
X_RESULT result, uint32_t extended_error, uint32_t length) {
auto ptr = memory()->TranslateVirtual(overlapped_ptr);
XOverlappedSetResult(ptr, X_ERROR_IO_PENDING);
XOverlappedSetContext(ptr, XThread::GetCurrentThreadHandle());
std::unique_lock<std::mutex> lock(dispatch_mutex_);
dispatch_queue_.push_back([this, completion_callback, overlapped_ptr, result,
extended_error, length]() {
xe::threading::Sleep(
std::chrono::milliseconds::duration(kDeferredOverlappedDelayMillis));
completion_callback();
CompleteOverlappedEx(overlapped_ptr, result, extended_error, length);
});
dispatch_cond_.notify_all();
}
} // namespace kernel
} // namespace xe