Debugger: Add replay execute/flush APIs.

This commit is contained in:
Unknown W. Brackets 2021-05-30 15:25:07 -07:00
parent 85c64d3ec3
commit ea59fa3562
3 changed files with 79 additions and 7 deletions

View file

@ -16,6 +16,7 @@
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstdint>
#include "Common/Data/Encoding/Base64.h"
#include "Common/Swap.h"
#include "Core/HLE/sceRtc.h"
#include "Core/Replay.h"
@ -54,28 +55,69 @@ void WebSocketReplayBegin(DebuggerRequest &req) {
//
// No parameters.
//
// Empty response.
// Response (same event name) with no extra data.
void WebSocketReplayAbort(DebuggerRequest &req) {
ReplayAbort();
req.Respond();
}
// Flush current recording data (replay.flush)
//
// Flushes event data and returns it. Note when combining, you must decode first.
//
// No parameters.
//
// Response (same event name):
// - version: unsigned integer, version number of data.
// - base64: base64 encode of binary data.
void WebSocketReplayFlush(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
// TODO
std::vector<uint8_t> data;
ReplayFlushBlob(&data);
JsonWriter &json = req.Respond();
json.writeInt("version", ReplayVersion());
json.writeString("base64", Base64Encode(data.data(), data.size()));
}
// Begin executing a replay (replay.execute)
//
// Parameters:
// - version: unsigned integer, same version from replay.flush.
// - base64: base64 encoded replay data.
//
// Response (same event name) with no extra data.
void WebSocketReplayExecute(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
// TODO
uint32_t version = -1;
if (!req.ParamU32("version", &version))
return;
std::string encoded;
if (!req.ParamString("base64", &encoded))
return;
std::vector<uint8_t> data = Base64Decode(encoded.data(), encoded.size());
if (!ReplayExecuteBlob(version, data))
return req.Fail("Invalid replay data or version");
req.Respond();
}
// Get replay status (replay.status)
//
// No parameters.
//
// Response (same event name):
// - executing: boolean if a replay is being executed.
// - saving: boolean if a replay is being recorded.
void WebSocketReplayStatus(DebuggerRequest &req) {
// TODO
JsonWriter &json = req.Respond();
json.writeBool("executing", ReplayIsExecuting());
json.writeBool("saving", ReplayIsSaving());
}
// Get the base RTC (real time clock) time for replay data (replay.time.get)