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Xenia-Canary/src/xenia/kernel/kernel_state.cc

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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 "xenia/base/assert.h"
#include "xenia/base/string.h"
#include "xenia/cpu/processor.h"
#include "xenia/emulator.h"
#include "xenia/kernel/dispatcher.h"
#include "xenia/kernel/xam_module.h"
#include "xenia/kernel/xboxkrnl_module.h"
#include "xenia/kernel/xboxkrnl_private.h"
#include "xenia/kernel/xobject.h"
#include "xenia/kernel/apps/apps.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"
DEFINE_string(content_root, "content",
"Root path for content (save/etc) storage.");
namespace xe {
namespace kernel {
// 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::KernelState(Emulator* emulator)
: emulator_(emulator),
memory_(emulator->memory()),
object_table_(nullptr),
has_notified_startup_(false),
process_type_(X_PROCTYPE_USER),
executable_module_(nullptr) {
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;
apps::RegisterApps(this, app_manager_.get());
}
KernelState::~KernelState() {
SetExecutableModule(nullptr);
// Delete all objects.
delete object_table_;
// Shutdown apps.
app_manager_.reset();
delete dispatcher_;
assert_true(shared_kernel_state_ == this);
shared_kernel_state_ = nullptr;
for (XUserModule* mod : user_modules_) {
mod->Release();
}
}
KernelState* KernelState::shared() { return shared_kernel_state_; }
uint32_t KernelState::title_id() const {
assert_not_null(executable_module_);
return executable_module_->xex_header()->execution_info.title_id;
}
void KernelState::RegisterModule(XModule* module) {}
void KernelState::UnregisterModule(XModule* module) {}
XModule* KernelState::GetModule(const char* name) {
if (!name) {
// NULL name = self.
// TODO(benvanik): lookup module from caller address.
return GetExecutableModule();
} else if (strcasecmp(name, "xam.xex") == 0) {
auto module = emulator_->xam();
module->Retain();
return module;
} else if (strcasecmp(name, "xboxkrnl.exe") == 0) {
auto module = emulator_->xboxkrnl();
module->Retain();
return module;
} else if (strcasecmp(name, "kernel32.dll") == 0) {
// Some games request this, for some reason. wtf.
return nullptr;
} else {
std::lock_guard<std::mutex> lock(object_mutex_);
for (XUserModule* module : user_modules_) {
if ((strcasecmp(xe::find_name_from_path(module->path()).c_str(), name) ==
0) ||
(strcasecmp(module->name().c_str(), name) == 0) ||
(strcasecmp(module->path().c_str(), name) == 0)) {
module->Retain();
return module;
}
}
return nullptr;
}
}
XUserModule* KernelState::GetExecutableModule() {
if (!executable_module_) {
return nullptr;
}
executable_module_->Retain();
return executable_module_;
}
void KernelState::SetExecutableModule(XUserModule* module) {
if (module == executable_module_) {
return;
}
if (executable_module_) {
executable_module_->Release();
}
executable_module_ = module;
if (executable_module_) {
executable_module_->Retain();
}
}
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) {
path = xe::join_paths(xe::find_base_path(executable_module_->path()), name);
}
XUserModule* module = nullptr;
{
std::lock_guard<std::mutex> lock(object_mutex_);
// See if we've already loaded it
for (XUserModule* existing_module : user_modules_) {
if (existing_module->path() == path) {
existing_module->Retain();
return existing_module;
}
}
// Module wasn't loaded, so load it.
module = new XUserModule(this, path.c_str());
X_STATUS status = module->LoadFromFile(path);
if (XFAILED(status)) {
module->Release();
return nullptr;
}
user_modules_.push_back(module);
module->Retain();
}
module->Dump();
auto xex_header = module->xex_header();
if (xex_header->exe_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, xex_header->exe_entry_point, args,
xe::countof(args));
}
return module;
}
void KernelState::RegisterThread(XThread* thread) {
std::lock_guard<std::mutex> lock(object_mutex_);
threads_by_id_[thread->thread_id()] = thread;
}
void KernelState::UnregisterThread(XThread* thread) {
std::lock_guard<std::mutex> lock(object_mutex_);
auto it = threads_by_id_.find(thread->thread_id());
if (it != threads_by_id_.end()) {
threads_by_id_.erase(it);
}
}
void KernelState::OnThreadExecute(XThread* thread) {
std::lock_guard<std::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_) {
auto xex_header = user_module->xex_header();
if (xex_header->exe_entry_point) {
uint64_t args[] = {
user_module->handle(),
2, // DLL_THREAD_ATTACH
0, // 0 because always dynamic
};
processor()->Execute(thread_state, xex_header->exe_entry_point, args,
xe::countof(args));
}
}
}
void KernelState::OnThreadExit(XThread* thread) {
std::lock_guard<std::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_) {
auto xex_header = user_module->xex_header();
if (xex_header->exe_entry_point) {
uint64_t args[] = {
user_module->handle(),
3, // DLL_THREAD_DETACH
0, // 0 because always dynamic
};
processor()->Execute(thread_state, xex_header->exe_entry_point, args,
xe::countof(args));
}
}
}
XThread* KernelState::GetThreadByID(uint32_t thread_id) {
std::lock_guard<std::mutex> lock(object_mutex_);
XThread* thread = nullptr;
auto it = threads_by_id_.find(thread_id);
if (it != threads_by_id_.end()) {
thread = it->second;
// Caller must release.
thread->Retain();
}
return thread;
}
void KernelState::RegisterNotifyListener(XNotifyListener* listener) {
std::lock_guard<std::mutex> lock(object_mutex_);
notify_listeners_.push_back(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<std::mutex> lock(object_mutex_);
for (auto it = notify_listeners_.begin(); it != notify_listeners_.end();
++it) {
if (*it == listener) {
notify_listeners_.erase(it);
break;
}
}
}
void KernelState::BroadcastNotification(XNotificationID id, uint32_t data) {
std::lock_guard<std::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,
uint32_t length) {
auto ptr = memory()->TranslateVirtual(overlapped_ptr);
XOverlappedSetResult(ptr, result);
XOverlappedSetLength(ptr, length);
XOverlappedSetExtendedError(ptr, result);
X_HANDLE event_handle = XOverlappedGetEvent(ptr);
if (event_handle) {
XEvent* ev = nullptr;
if (XSUCCEEDED(object_table()->GetObject(
event_handle, reinterpret_cast<XObject**>(&ev)))) {
ev->Set(0, false);
ev->Release();
}
}
if (XOverlappedGetCompletionRoutine(ptr)) {
assert_always();
X_HANDLE thread_handle = XOverlappedGetContext(ptr);
XThread* thread = nullptr;
if (XSUCCEEDED(object_table()->GetObject(
thread_handle, reinterpret_cast<XObject**>(&thread)))) {
// TODO(benvanik): queue APC on the thread that requested the overlapped
// operation.
thread->Release();
}
}
}
void KernelState::CompleteOverlappedImmediate(uint32_t overlapped_ptr,
X_RESULT result,
uint32_t length) {
auto ptr = memory()->TranslateVirtual(overlapped_ptr);
XOverlappedSetContext(ptr, XThread::GetCurrentThreadHandle());
CompleteOverlapped(overlapped_ptr, result, length);
}
} // namespace kernel
} // namespace xe