better soft reset (#4984)

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briaguya 2025-02-01 23:33:04 -08:00 committed by GitHub
parent f4604673e0
commit ac9b8c2e87
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GPG Key ID: B5690EEEBB952194
6 changed files with 48 additions and 20 deletions

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@ -247,6 +247,7 @@ extern "C"
extern GfxPool gGfxPools[2]; // 0x24820 bytes
extern u8* gAudioHeap;
extern u8* gSystemHeap;
extern GameState* gGameState;
#ifdef __cplusplus
};

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@ -0,0 +1,30 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "functions.h"
#include "variables.h"
}
void ResetGameplayFramesOnSoftReset() {
PlayState* play = (PlayState*)gGameState;
if (gGameState->init == TitleSetup_Init) {
play->gameplayFrames = 0;
}
}
void ResetGameplayFramesOnTitleScreenExit() {
PlayState* play = (PlayState*)gGameState;
if (gSaveContext.fileNum == 0xFF) {
play->gameplayFrames = 0;
}
}
void RegisterResetGameplayFrames() {
COND_HOOK(OnPlayDestroy, true, ResetGameplayFramesOnSoftReset);
COND_HOOK(OnPlayDestroy, true, ResetGameplayFramesOnTitleScreenExit);
}
static RegisterShipInitFunc initFunc(RegisterResetGameplayFrames);

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@ -204,14 +204,13 @@ static bool SetPosHandler(std::shared_ptr<Ship::Console> Console, const std::vec
}
static bool ResetHandler(std::shared_ptr<Ship::Console> Console, std::vector<std::string> args, std::string* output) {
if (gPlayState == nullptr) {
ERROR_MESSAGE("PlayState == nullptr");
if (gGameState == nullptr) {
ERROR_MESSAGE("gGameState == nullptr");
return 1;
}
gPlayState->gameplayFrames = 0;
SET_NEXT_GAMESTATE(&gPlayState->state, TitleSetup_Init, GameState);
gPlayState->state.running = false;
SET_NEXT_GAMESTATE(gGameState, TitleSetup_Init, GameState);
gGameState->running = false;
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnExitGame>(gSaveContext.fileNum);
return 0;
}

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@ -14,6 +14,10 @@ ViMode sViMode;
FaultClient sGameFaultClient;
u16 sLastButtonPressed;
// #region SOH [General] Making gGameState available
GameState* gGameState;
// #endregion
// Forward declared, because this in a C++ header.
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height, uint8_t resize);
void gfx_texture_cache_clear();

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@ -18,7 +18,6 @@
// SOH [Port] Game State management for our render loop
static struct RunFrameContext {
GraphicsContext gfxCtx;
GameState* gameState;
GameStateOverlay* nextOvl;
GameStateOverlay* ovl;
int state;
@ -487,28 +486,28 @@ static void RunFrame()
size = runFrameContext.ovl->instanceSize;
osSyncPrintf("クラスサイズ=%dバイト\n", size); // "Class size = %d bytes"
runFrameContext.gameState = SYSTEM_ARENA_MALLOC_DEBUG(size);
gGameState = SYSTEM_ARENA_MALLOC_DEBUG(size);
if (!runFrameContext.gameState)
if (!gGameState)
{
osSyncPrintf("確保失敗\n"); // "Failure to secure"
snprintf(faultMsg, sizeof(faultMsg), "CLASS SIZE= %d bytes", size);
Fault_AddHungupAndCrashImpl("GAME CLASS MALLOC FAILED", faultMsg);
}
GameState_Init(runFrameContext.gameState, runFrameContext.ovl->init, &runFrameContext.gfxCtx);
GameState_Init(gGameState, runFrameContext.ovl->init, &runFrameContext.gfxCtx);
// Setup the normal skybox once before entering any game states to avoid the 0xabababab crash.
// The crash is due to certain skyboxes not loading all the data they need from Skybox_Setup.
if (!hasSetupSkybox) {
PlayState* play = (PlayState*)runFrameContext.gameState;
PlayState* play = (PlayState*)gGameState;
Skybox_Setup(play, &play->skyboxCtx, SKYBOX_NORMAL_SKY);
hasSetupSkybox = true;
}
uint64_t freq = GetFrequency();
while (GameState_IsRunning(runFrameContext.gameState))
while (GameState_IsRunning(gGameState))
{
//uint64_t ticksA, ticksB;
//ticksA = GetPerfCounter();
@ -517,7 +516,7 @@ static void RunFrame()
PadMgr_ThreadEntry(&gPadMgr);
Graph_Update(&runFrameContext.gfxCtx, runFrameContext.gameState);
Graph_Update(&runFrameContext.gfxCtx, gGameState);
//ticksB = GetPerfCounter();
if (GfxDebuggerIsDebuggingRequested()) {
@ -535,9 +534,9 @@ static void RunFrame()
nextFrame:;
}
runFrameContext.nextOvl = Graph_GetNextGameState(runFrameContext.gameState);
GameState_Destroy(runFrameContext.gameState);
SYSTEM_ARENA_FREE_DEBUG(runFrameContext.gameState);
runFrameContext.nextOvl = Graph_GetNextGameState(gGameState);
GameState_Destroy(gGameState);
SYSTEM_ARENA_FREE_DEBUG(gGameState);
Overlay_FreeGameState(runFrameContext.ovl);
}
Graph_Destroy(&runFrameContext.gfxCtx);

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@ -205,11 +205,6 @@ void Play_Destroy(GameState* thisx) {
GameInteractor_ExecuteOnPlayDestroy();
// Only initialize the frame counter when exiting the title screen
if (gSaveContext.fileNum == 0xFF) {
play->gameplayFrames = 0;
}
play->state.gfxCtx->callback = NULL;
play->state.gfxCtx->callbackParam = 0;