115 lines
3.2 KiB
C++
115 lines
3.2 KiB
C++
// Copyright (c) 2021- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cstdint>
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#include "Common/Swap.h"
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#include "Core/HLE/sceRtc.h"
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#include "Core/Replay.h"
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#include "Core/System.h"
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#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
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DebuggerSubscriber *WebSocketReplayInit(DebuggerEventHandlerMap &map) {
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// No need to bind or alloc state, these are all global.
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map["replay.begin"] = &WebSocketReplayBegin;
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map["replay.abort"] = &WebSocketReplayAbort;
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map["replay.flush"] = &WebSocketReplayFlush;
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map["replay.execute"] = &WebSocketReplayExecute;
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map["replay.status"] = &WebSocketReplayStatus;
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map["replay.time.get"] = &WebSocketReplayTimeGet;
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map["replay.time.set"] = &WebSocketReplayTimeSet;
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return nullptr;
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}
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// Begin or resume recording of replay data (replay.begin)
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//
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// If a replay was previously being played back, this will keep any executed replay data up to
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// this point for the next flush. To discard, break the CPU, abort, and then begin.
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//
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// No parameters.
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//
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// Empty response.
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void WebSocketReplayBegin(DebuggerRequest &req) {
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ReplayBeginSave();
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req.Respond();
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}
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// Abort any replay execution or recording (replay.abort)
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//
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// This stops executing any replay and discards any in progress recording.
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//
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// No parameters.
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//
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// Empty response.
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void WebSocketReplayAbort(DebuggerRequest &req) {
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ReplayAbort();
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req.Respond();
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}
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void WebSocketReplayFlush(DebuggerRequest &req) {
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if (!PSP_IsInited())
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return req.Fail("Game not running");
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// TODO
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}
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void WebSocketReplayExecute(DebuggerRequest &req) {
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if (!PSP_IsInited())
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return req.Fail("Game not running");
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// TODO
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}
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void WebSocketReplayStatus(DebuggerRequest &req) {
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// TODO
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}
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// Get the base RTC (real time clock) time for replay data (replay.time.get)
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//
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// The base time is constant during a game session, and represents the "power on" time of the
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// emulated PSP.
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//
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// No parameters.
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//
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// Response (same event name):
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// - value: unsigned integer, may have more than 32 integer bits.
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void WebSocketReplayTimeGet(DebuggerRequest &req) {
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if (!PSP_IsInited())
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return req.Fail("Game not running");
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JsonWriter &json = req.Respond();
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json.writeUint("value", RtcBaseTime());
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}
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// Overwrite the base RTC time (replay.time.set)
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//
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// Parameters:
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// - value: unsigned integer.
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//
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// Empty response.
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void WebSocketReplayTimeSet(DebuggerRequest &req) {
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if (!PSP_IsInited())
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return req.Fail("Game not running");
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uint32_t value;
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if (!req.ParamU32("value", &value, false)) {
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return;
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}
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RtcSetBaseTime((int32_t)value);
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req.Respond();
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}
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