dolphin/Source/Core/Core/BootManager.cpp
JosJuice 22aa88109f Use a stub AchivementManager when USE_RETRO_ACHIEVEMENTS isn't defined
This lets us reduce the number of USE_RETRO_ACHIEVEMENTS ifdefs in the
code base, reducing visual clutter. In particular, needing an ifdef for
each call to IsHardcodeModeActive was annoying to me. This also reduces
the risk that someone writes code that accidentally fails to compile
with USE_RETRO_ACHIEVEMENTS disabled.

We could cut down on ifdefs even further by making HardcodeWarningWidget
always exist, but that would result in non-trivial code ending up in the
binary even with USE_RETRO_ACHIEVEMENTS disabled, so I'm leaving it out
of this PR. It's not a lot of code though, so I might end up revisiting
it at some point.
2024-06-06 08:26:20 +02:00

235 lines
7.8 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// File description
// -------------
// Purpose of this file: Collect boot settings for Core::Init()
// Call sequence: This file has one of the first function called when a game is booted,
// the boot sequence in the code is:
// DolphinWX: FrameTools.cpp StartGame
// Core BootManager.cpp BootCore
// Core.cpp Init Thread creation
// EmuThread Calls CBoot::BootUp
// Boot.cpp CBoot::BootUp()
// CBoot::EmulatedBS2_Wii() / GC() or Load_BS2()
#include "Core/BootManager.h"
#include <algorithm>
#include <array>
#include <string>
#include <fmt/format.h>
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/Logging/Log.h"
#include "Core/AchievementManager.h"
#include "Core/Boot/Boot.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigLoaders/BaseConfigLoader.h"
#include "Core/ConfigLoaders/NetPlayConfigLoader.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HW/EXI/EXI.h"
#include "Core/HW/SI/SI.h"
#include "Core/HW/SI/SI_Device.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/Movie.h"
#include "Core/NetPlayProto.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/System.h"
#include "Core/WiiRoot.h"
#include "DiscIO/Enums.h"
#include "VideoCommon/VideoBackendBase.h"
namespace BootManager
{
// Boot the ISO or file
bool BootCore(Core::System& system, std::unique_ptr<BootParameters> boot,
const WindowSystemInfo& wsi)
{
if (!boot)
return false;
SConfig& StartUp = SConfig::GetInstance();
if (!StartUp.SetPathsAndGameMetadata(system, *boot))
return false;
// Movie settings
auto& movie = system.GetMovie();
if (movie.IsPlayingInput() && movie.IsConfigSaved())
{
for (ExpansionInterface::Slot slot : ExpansionInterface::MEMCARD_SLOTS)
{
if (movie.IsUsingMemcard(slot) && movie.IsStartingFromClearSave() && !system.IsWii())
{
const auto raw_path =
File::GetUserPath(D_GCUSER_IDX) +
fmt::format("Movie{}.raw", slot == ExpansionInterface::Slot::A ? 'A' : 'B');
if (File::Exists(raw_path))
File::Delete(raw_path);
const auto movie_path = File::GetUserPath(D_GCUSER_IDX) + "Movie";
if (File::Exists(movie_path))
File::DeleteDirRecursively(movie_path);
}
}
}
if (NetPlay::IsNetPlayRunning())
{
const NetPlay::NetSettings* netplay_settings = boot->boot_session_data.GetNetplaySettings();
if (!netplay_settings)
return false;
Config::AddLayer(ConfigLoaders::GenerateNetPlayConfigLoader(*netplay_settings));
StartUp.bCopyWiiSaveNetplay = netplay_settings->savedata_load;
}
// Override out-of-region languages/countries to prevent games from crashing or behaving oddly
if (!Config::Get(Config::MAIN_OVERRIDE_REGION_SETTINGS))
{
Config::SetCurrent(
Config::MAIN_GC_LANGUAGE,
DiscIO::ToGameCubeLanguage(StartUp.GetLanguageAdjustedForRegion(false, StartUp.m_region)));
if (system.IsWii())
{
const u32 wii_language =
static_cast<u32>(StartUp.GetLanguageAdjustedForRegion(true, StartUp.m_region));
if (wii_language != Config::Get(Config::SYSCONF_LANGUAGE))
Config::SetCurrent(Config::SYSCONF_LANGUAGE, wii_language);
const u8 country_code = static_cast<u8>(Config::Get(Config::SYSCONF_COUNTRY));
if (StartUp.m_region != DiscIO::SysConfCountryToRegion(country_code))
{
switch (StartUp.m_region)
{
case DiscIO::Region::NTSC_J:
Config::SetCurrent(Config::SYSCONF_COUNTRY, 0x01); // Japan
break;
case DiscIO::Region::NTSC_U:
Config::SetCurrent(Config::SYSCONF_COUNTRY, 0x31); // United States
break;
case DiscIO::Region::PAL:
Config::SetCurrent(Config::SYSCONF_COUNTRY, 0x6c); // Switzerland
break;
case DiscIO::Region::NTSC_K:
Config::SetCurrent(Config::SYSCONF_COUNTRY, 0x88); // South Korea
break;
case DiscIO::Region::Unknown:
break;
}
}
}
}
// Some NTSC Wii games such as Doc Louis's Punch-Out!! and
// 1942 (Virtual Console) crash if the PAL60 option is enabled
if (system.IsWii() && DiscIO::IsNTSC(StartUp.m_region) && Config::Get(Config::SYSCONF_PAL60))
Config::SetCurrent(Config::SYSCONF_PAL60, false);
// Disable loading time emulation for Riivolution-patched games until we have proper emulation.
if (!boot->riivolution_patches.empty())
Config::SetCurrent(Config::MAIN_FAST_DISC_SPEED, true);
system.Initialize();
Core::UpdateWantDeterminism(system, /*initial*/ true);
if (system.IsWii())
{
Core::InitializeWiiRoot(Core::WantsDeterminism());
// Ensure any new settings are written to the SYSCONF
if (!Core::WantsDeterminism())
{
Core::BackupWiiSettings();
ConfigLoaders::SaveToSYSCONF(Config::LayerType::Meta);
}
else
{
ConfigLoaders::SaveToSYSCONF(Config::LayerType::Meta, [](const Config::Location& location) {
return Config::GetActiveLayerForConfig(location) >= Config::LayerType::Movie;
});
}
}
AchievementManager::GetInstance().CloseGame();
const bool load_ipl = !system.IsWii() && !Config::Get(Config::MAIN_SKIP_IPL) &&
std::holds_alternative<BootParameters::Disc>(boot->parameters);
if (load_ipl)
{
return Core::Init(
system,
std::make_unique<BootParameters>(
BootParameters::IPL{StartUp.m_region,
std::move(std::get<BootParameters::Disc>(boot->parameters))},
std::move(boot->boot_session_data)),
wsi);
}
return Core::Init(system, std::move(boot), wsi);
}
// SYSCONF can be modified during emulation by the user and internally, which makes it
// a bad idea to just always overwrite it with the settings from the base layer.
//
// Conversely, we also shouldn't just accept any changes to SYSCONF, as it may cause
// temporary settings (from Movie, Netplay, game INIs, etc.) to stick around.
//
// To avoid inconveniences in most cases, we accept changes that aren't being overriden by a
// non-base layer, and restore only the overriden settings.
static void RestoreSYSCONF()
{
// This layer contains the new SYSCONF settings (including any temporary settings).
Config::Layer temp_layer(Config::LayerType::Base);
// Use a separate loader so the temp layer doesn't automatically save
ConfigLoaders::GenerateBaseConfigLoader()->Load(&temp_layer);
for (const auto& setting : Config::SYSCONF_SETTINGS)
{
std::visit(
[&](auto* info) {
// If this setting was overridden, then we copy the base layer value back to the SYSCONF.
// Otherwise we leave the new value in the SYSCONF.
if (Config::GetActiveLayerForConfig(*info) == Config::LayerType::Base)
Config::SetBase(*info, temp_layer.Get(*info));
},
setting.config_info);
}
// Save the SYSCONF.
Config::GetLayer(Config::LayerType::Base)->Save();
}
void RestoreConfig()
{
Core::ShutdownWiiRoot();
if (!Core::WiiRootIsTemporary())
{
Core::RestoreWiiSettings(Core::RestoreReason::EmulationEnd);
RestoreSYSCONF();
}
Config::ClearCurrentRunLayer();
Config::RemoveLayer(Config::LayerType::Movie);
Config::RemoveLayer(Config::LayerType::Netplay);
Config::RemoveLayer(Config::LayerType::GlobalGame);
Config::RemoveLayer(Config::LayerType::LocalGame);
SConfig::GetInstance().ResetRunningGameMetadata();
}
} // namespace BootManager