Savestate load undo

This commit is contained in:
iota97 2021-08-03 10:04:49 +02:00
parent 7c769d2511
commit 626dfb5bd7
6 changed files with 91 additions and 18 deletions

View file

@ -532,6 +532,7 @@ static ConfigSetting generalSettings[] = {
ConfigSetting("SaveLoadResetsAVdumping", &g_Config.bSaveLoadResetsAVdumping, false),
ConfigSetting("StateSlot", &g_Config.iCurrentStateSlot, 0, true, true),
ConfigSetting("EnableStateUndo", &g_Config.bEnableStateUndo, &DefaultEnableStateUndo, true, true),
ConfigSetting("StateLoadUndoGame", &g_Config.sStateLoadUndoGame, "NA", true, false),
ConfigSetting("RewindFlipFrequency", &g_Config.iRewindFlipFrequency, 0, true, true),
ConfigSetting("ShowOnScreenMessage", &g_Config.bShowOnScreenMessages, true, true, false),

View file

@ -209,6 +209,7 @@ public:
int iRewindFlipFrequency;
bool bUISound;
bool bEnableStateUndo;
std::string sStateLoadUndoGame;
int iAutoLoadSaveState; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3
bool bEnableCheats;
bool bReloadCheats;

View file

@ -412,18 +412,19 @@ namespace SaveState
return filename.GetFilename() + " " + sy->T("(broken)");
}
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension)
{
std::string GenerateFullDiskId(const Path &gameFilename) {
std::string discId = g_paramSFO.GetValueString("DISC_ID");
std::string discVer = g_paramSFO.GetValueString("DISC_VERSION");
std::string fullDiscId;
if (discId.empty()) {
discId = g_paramSFO.GenerateFakeID();
discVer = "1.00";
}
fullDiscId = StringFromFormat("%s_%s", discId.c_str(), discVer.c_str());
return StringFromFormat("%s_%s", discId.c_str(), discVer.c_str());
}
std::string filename = StringFromFormat("%s_%d.%s", fullDiscId.c_str(), slot, extension);
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension)
{
std::string filename = StringFromFormat("%s_%d.%s", GenerateFullDiskId(gameFilename).c_str(), slot, extension);
return GetSysDirectory(DIRECTORY_SAVESTATE) / filename;
}
@ -437,18 +438,6 @@ namespace SaveState
g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % NUM_SLOTS;
}
void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
if (!fn.empty()) {
Load(fn, slot, callback, cbUserData);
} else {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Failed to load state. Error in the file system."), cbUserData);
}
}
static void DeleteIfExists(const Path &fn) {
// Just avoiding error messages.
if (File::Exists(fn)) {
@ -471,6 +460,63 @@ namespace SaveState
}
}
void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
if (!fn.empty()) {
// This add only 1 extra state, should we just always enable it?
if (g_Config.bEnableStateUndo) {
Path backup = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
auto saveCallback = [=](Status status, const std::string &message, void *data) {
if (status != Status::FAILURE) {
DeleteIfExists(backup);
File::Rename(backup.WithExtraExtension(".tmp"), backup);
g_Config.sStateLoadUndoGame = GenerateFullDiskId(gameFilename);
Load(fn, slot, callback, cbUserData);
} else if (callback) {
callback(status, message, data);
}
};
if (!backup.empty()) {
Save(backup.WithExtraExtension(".tmp"), -2, saveCallback, cbUserData);
} else {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Failed to save state for load undo. Error in the file system."), cbUserData);
}
} else {
Load(fn, slot, callback, cbUserData);
}
} else {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Failed to load state. Error in the file system."), cbUserData);
}
}
bool UndoLoad(const Path &gameFilename, Callback callback, void *cbUserData)
{
if (g_Config.sStateLoadUndoGame != GenerateFullDiskId(gameFilename)) {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Error: load undo state is from a different game"), cbUserData);
return false;
}
Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
if (!fn.empty()) {
Load(fn, -2, callback, cbUserData); // Slot number is visual only, -2 will display special message (kinda have to find a better way)
return true;
} else {
auto sy = GetI18NCategory("System");
if (callback)
callback(Status::FAILURE, sy->T("Failed to load state for load undo. Error in the file system."), cbUserData);
return false;
}
}
void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
@ -541,6 +587,12 @@ namespace SaveState
return File::Exists(fn);
}
bool HasUndoLoad(const Path &gameFilename)
{
Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
return File::Exists(fn) && g_Config.sStateLoadUndoGame == GenerateFullDiskId(gameFilename);
}
bool operator < (const tm &t1, const tm &t2) {
if (t1.tm_year < t2.tm_year) return true;
if (t1.tm_year > t2.tm_year) return false;
@ -752,7 +804,7 @@ namespace SaveState
// Use the state's latest version as a guess for saveStateInitialGitVersion.
result = CChunkFileReader::Load(op.filename, &saveStateInitialGitVersion, state, &errorString);
if (result == CChunkFileReader::ERROR_NONE) {
callbackMessage = slot_prefix + sc->T("Loaded State");
callbackMessage = op.slot != -2 ? slot_prefix + sc->T("Loaded State") : sc->T("State load undone");
callbackResult = Status::SUCCESS;
hasLoadedState = true;

View file

@ -37,6 +37,8 @@ namespace SaveState
static const char *UNDO_STATE_EXTENSION = "undo.ppst";
static const char *UNDO_SCREENSHOT_EXTENSION = "undo.jpg";
static const char *LOAD_UNDO_NAME = "load_undo.ppst";
void Init();
void Shutdown();
@ -45,9 +47,11 @@ namespace SaveState
void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
bool UndoSaveSlot(const Path &gameFilename, int slot);
bool UndoLoad(const Path &gameFilename, Callback callback, void *cbUserData = 0);
// Checks whether there's an existing save in the specified slot.
bool HasSaveInSlot(const Path &gameFilename, int slot);
bool HasUndoSaveInSlot(const Path &gameFilename, int slot);
bool HasUndoLoad(const Path &gameFilename);
bool HasScreenshotInSlot(const Path &gameFilename, int slot);
int GetCurrentSlot();
@ -57,6 +61,7 @@ namespace SaveState
int GetOldestSlot(const Path &gameFilename);
std::string GetSlotDateAsString(const Path &gameFilename, int slot);
std::string GenerateFullDiskId(const Path &gameFilename);
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension);
std::string GetTitle(const Path &filename);

View file

@ -396,6 +396,12 @@ void GamePauseScreen::CreateViews() {
rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
}
if (g_Config.bEnableStateUndo) {
UI::Choice *loadUndoButton = leftColumnItems->Add(new Choice(pa->T("Undo last state load")));
loadUndoButton->SetEnabled(SaveState::HasUndoLoad(gamePath_));
loadUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLoadUndo);
}
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
@ -492,6 +498,13 @@ UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnLoadUndo(UI::EventParams &e) {
SaveState::UndoLoad(gamePath_, &AfterSaveStateAction);
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}
UI::EventReturn GamePauseScreen::OnCwCheat(UI::EventParams &e) {
screenManager()->push(new CwCheatScreen(gamePath_));
return UI::EVENT_DONE;

View file

@ -44,6 +44,7 @@ private:
UI::EventReturn OnReportFeedback(UI::EventParams &e);
UI::EventReturn OnRewind(UI::EventParams &e);
UI::EventReturn OnLoadUndo(UI::EventParams &e);
UI::EventReturn OnScreenshotClicked(UI::EventParams &e);
UI::EventReturn OnCwCheat(UI::EventParams &e);