static bool acl_check_access(u32 adr, u32 access) { //non-user modes get separate access handling, so check that here if(NDS_ARM9.CPSR.bits.mode != USR) access |= 1; if (armcp15_isAccessAllowed((armcp15_t *)NDS_ARM9.coproc[15],adr,access)==FALSE) { HandleDebugEvent(DEBUG_EVENT_ACL_EXCEPTION); } return true; }
//--------------------------------------------------------------------------- void __fastcall DebuggeeCheckThread::Execute() { SetName(); //---- Place thread code here ---- command_.size_ = 0; command_.data_ = 0; debuggee_comm_area_addr_ = NULL; debuggee_comm_area_size_ = 0; debug_continue_status_ = DBG_CONTINUE; // 起動対象のパラメータをもらう Synchronize(&GetParameters); // デバッギ起動 STARTUPINFO si; ZeroMemory(&si,sizeof(si)); si.cb=sizeof(si); BOOL result; if( work_folder_.Length() ) { result = ::CreateProcess( NULL,command_line_.c_str(),NULL,NULL,FALSE, NORMAL_PRIORITY_CLASS|DEBUG_ONLY_THIS_PROCESS, NULL, work_folder_.c_str(), &si,&proc_info_); } else { result = ::CreateProcess( NULL,command_line_.c_str(),NULL,NULL,FALSE, NORMAL_PRIORITY_CLASS|DEBUG_ONLY_THIS_PROCESS, NULL,NULL,&si,&proc_info_); } if( result == 0 ) { // error ShowLastError(); } else { // プロセスデータを設定 Synchronize(&SetProcInfo); #if 0 // 起動待ち DWORD timeout = 50; // 50msは待つ while( Terminated == false ) { // wait for wakeup debuggee DWORD retwait = ::WaitForInputIdle( proc_info_.hProcess, timeout ); if( retwait == -1 ) { result = 0; break; } else if( retwait == WAIT_TIMEOUT ) { // time out, retry } else { // 起動を通知 Synchronize(&WakeupDebugee); break; } } if( result == 0 ) { ShowLastError(); // プロセス強制終了 ::TerminateProcess(proc_info_.hProcess, 0); } else #else Synchronize(&WakeupDebugee); #endif { // 実行中 while( Terminated == false && result ) { DEBUG_EVENT deb_ev; DWORD timeout = 50; // 50msは待つ result = ::WaitForDebugEvent( &deb_ev, timeout ); if( result ) { int breakev = HandleDebugEvent( deb_ev ); if( breakev == 0 ) { break; } else if( breakev > 0 ) { // デバッグを続行する ::ContinueDebugEvent( proc_info_.dwProcessId, deb_ev.dwThreadId, debug_continue_status_ ); } else if( breakev < 0 ) { // ブレイク発生 bool is_break_called = false; while( Terminated == false ) { Synchronize(&GetCommand); if( command_.size_ > 0 && command_.data_ && debuggee_comm_area_addr_ && (int)command_.size_ <= debuggee_comm_area_size_ ) { DWORD dwWrite; BOOL retw = ::WriteProcessMemory( proc_info_.hProcess, debuggee_comm_area_addr_, command_.data_, command_.size_, &dwWrite ); delete[] command_.data_; command_.data_ = NULL; if( retw == 0 || dwWrite != command_.size_ ) { // 書き込み失敗 ShowLastError(); result = 0; command_.size_ = 0; break; } command_.size_ = 0; ::ContinueDebugEvent( proc_info_.dwProcessId, deb_ev.dwThreadId, debug_continue_status_ ); break; } else { if( is_break_called == false ) { Synchronize(&OnBreak); is_break_called = true; } } ::Sleep(10); } } } else { // タイムアウト以外で終了した場合は、強制終了してしまう。 DWORD lasterror = ::GetLastError(); if( WAIT_TIMEOUT != lasterror && ERROR_SEM_TIMEOUT != lasterror ) { ::TerminateProcess(proc_info_.hProcess, 0); result = 0; break; } else { result = 1; } // ブレーク要求があるかどうかチェック Synchronize(&CheckBreakRequest); if( is_request_break_ ) { // ブレーク要求がある DWORD retsus = ::SuspendThread(proc_info_.hThread); if( retsus == (DWORD)-1 ) { // エラーでサスペンドできない ShowLastError(); } else { Synchronize(&GetCommand); if( command_.size_ > 0 && command_.data_ && debuggee_comm_area_addr_ && (int)command_.size_ <= debuggee_comm_area_size_ ) { DWORD dwWrite; BOOL retw = ::WriteProcessMemory( proc_info_.hProcess, debuggee_comm_area_addr_, command_.data_, command_.size_, &dwWrite ); if( retw == 0 || dwWrite != command_.size_ ) { // 書き込み失敗 ShowLastError(); } command_.size_ = 0; } if( command_.data_ ) delete[] command_.data_; command_.data_ = NULL; command_.size_ = 0; } if( retsus != (DWORD)-1 ) { // リジューム retsus = ::ResumeThread(proc_info_.hThread); if( retsus == (DWORD)-1 ) { // リジューム失敗した場合は、強制終了してしまう。 ::TerminateProcess(proc_info_.hProcess, 0); result = 0; break; } } } } } } } if( result ) { ::CloseHandle( proc_info_.hProcess ); ::CloseHandle( proc_info_.hThread ); } }
static inline void HandleEvent(struct Game* game, ALLEGRO_EVENT* ev) { switch (ev->type) { case ALLEGRO_EVENT_DISPLAY_HALT_DRAWING: PauseExecution(game); al_acknowledge_drawing_halt(game->display); break; case ALLEGRO_EVENT_DISPLAY_RESUME_DRAWING: al_acknowledge_drawing_resume(game->display); ReloadGamestates(game); ResumeExecution(game); break; case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: if (game->config.autopause) { PrintConsole(game, "Focus lost, autopausing..."); PauseExecution(game); } break; case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: if (game->config.autopause) { if (game->config.debug.enabled && game->config.debug.livereload) { ReloadCode(game); } ResumeExecution(game); } break; case ALLEGRO_EVENT_DISPLAY_RESIZE: PrintConsole(game, "Resize event: %dx%d", ev->display.width, ev->display.height); #ifdef LIBSUPERDERPY_IMGUI ImGui_ImplAllegro5_InvalidateDeviceObjects(); #endif al_acknowledge_resize(game->display); #ifdef LIBSUPERDERPY_IMGUI ImGui_ImplAllegro5_CreateDeviceObjects(); #endif // SetupViewport can be expensive, so don't do it when the resize event is already outdated or doesn't change anything if (((ev->display.width != game->_priv.window_width) || (ev->display.height != game->_priv.window_height)) && (ev->display.width == al_get_display_width(game->display)) && (ev->display.height == al_get_display_height(game->display))) { SetupViewport(game); } break; case ALLEGRO_EVENT_KEY_DOWN: #ifdef ALLEGRO_ANDROID if ((ev->keyboard.keycode == ALLEGRO_KEY_MENU) || (ev->keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev->keyboard.keycode == ALLEGRO_KEY_BACKQUOTE)) { #else if ((ev->keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev->keyboard.keycode == ALLEGRO_KEY_BACKQUOTE)) { #endif game->_priv.showconsole = !game->_priv.showconsole; if ((ev->keyboard.modifiers & ALLEGRO_KEYMOD_CTRL) && (game->config.debug.enabled)) { game->_priv.showtimeline = game->_priv.showconsole; } } if (ev->keyboard.keycode == ALLEGRO_KEY_F12) { DrawGamestates(game); int flags = al_get_new_bitmap_flags(); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP); ALLEGRO_BITMAP* bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)); al_set_new_bitmap_flags(flags); ALLEGRO_BITMAP* target = al_get_target_bitmap(); al_set_target_bitmap(bitmap); al_draw_bitmap(al_get_backbuffer(game->display), 0, 0, 0); al_set_target_bitmap(target); PrintConsole(game, "Screenshot made! Storing..."); struct ScreenshotThreadData* data = malloc(sizeof(struct ScreenshotThreadData)); data->game = game; data->bitmap = bitmap; #ifndef LIBSUPERDERPY_SINGLE_THREAD al_run_detached_thread(ScreenshotThread, data); #else ScreenshotThread(data); #endif } break; default: break; } #ifdef MAEMO5 // on Maemo we get mouse events instead of touch ones, so we'll rewrite them by ourselves if ((ev->type == ALLEGRO_EVENT_MOUSE_AXES) || (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN) || (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_UP)) { switch (ev->type) { case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: ev->type = ALLEGRO_EVENT_TOUCH_BEGIN; break; case ALLEGRO_EVENT_MOUSE_BUTTON_UP: ev->type = ALLEGRO_EVENT_TOUCH_END; break; case ALLEGRO_EVENT_MOUSE_AXES: ev->type = ALLEGRO_EVENT_TOUCH_MOVE; break; default: break; } ALLEGRO_DISPLAY* display = ev->mouse.display; float dx = ev->mouse.dx; float dy = ev->mouse.dy; float x = ev->mouse.x; float y = ev->mouse.y; double timestamp = ev->mouse.timestamp; ev->touch.display = display; ev->touch.dx = dx; ev->touch.dy = dy; ev->touch.id = 0; ev->touch.primary = true; ev->touch.source = (ALLEGRO_TOUCH_INPUT*)al_get_touch_input_event_source(); ev->touch.timestamp = timestamp; ev->touch.x = x; ev->touch.y = y; } #endif } static inline void HandleDebugEvent(struct Game* game, ALLEGRO_EVENT* ev) { switch (ev->type) { case ALLEGRO_EVENT_KEY_DOWN: switch (ev->keyboard.keycode) { case ALLEGRO_KEY_F1: if (!game->_priv.paused) { PauseExecution(game); } else { ReloadCode(game); ResumeExecution(game); } break; case ALLEGRO_KEY_F9: game->_priv.speed = ALLEGRO_BPS_TO_SECS(60.0); game->_priv.showconsole = true; PrintConsole(game, "DEBUG: Gameplay speed: 1.00x"); break; case ALLEGRO_KEY_F10: { double speed = ALLEGRO_BPS_TO_SECS(game->_priv.speed); // inverting speed -= 10; if (speed < 10) { speed = 10; } game->_priv.speed = ALLEGRO_BPS_TO_SECS(speed); game->_priv.showconsole = true; PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0); } break; case ALLEGRO_KEY_F11: { double speed = ALLEGRO_BPS_TO_SECS(game->_priv.speed); // inverting speed += 10; if (speed > 600) { speed = 600; } game->_priv.speed = ALLEGRO_BPS_TO_SECS(speed); game->_priv.showconsole = true; PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0); } break; } break; default: break; } } static inline bool MainloopEvents(struct Game* game) { do { ALLEGRO_EVENT ev; if (game->_priv.paused && !IS_EMSCRIPTEN) { // there's no frame flipping when paused, so avoid pointless busylooping al_wait_for_event(game->_priv.event_queue, &ev); } else if (!al_get_next_event(game->_priv.event_queue, &ev)) { break; } #ifdef LIBSUPERDERPY_IMGUI ImGui_ImplAllegro5_ProcessEvent(&ev); switch (ev.type) { case ALLEGRO_EVENT_KEY_CHAR: case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: if (igGetIO()->WantCaptureKeyboard) { continue; } break; case ALLEGRO_EVENT_MOUSE_AXES: case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: case ALLEGRO_EVENT_MOUSE_BUTTON_UP: case ALLEGRO_EVENT_TOUCH_BEGIN: case ALLEGRO_EVENT_TOUCH_CANCEL: case ALLEGRO_EVENT_TOUCH_END: case ALLEGRO_EVENT_TOUCH_MOVE: if (igGetIO()->WantCaptureMouse) { continue; } break; default: break; } #endif if (game->_priv.params.handlers.event) { if ((*game->_priv.params.handlers.event)(game, &ev)) { continue; } } if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) { EventGamestates(game, &ev); return false; } HandleEvent(game, &ev); if (game->config.debug.enabled) { HandleDebugEvent(game, &ev); } EventGamestates(game, &ev); } while (!al_is_event_queue_empty(game->_priv.event_queue)); return true; } static inline bool MainloopTick(struct Game* game) { if (game->_priv.paused) { return true; } struct Gamestate* tmp = game->_priv.gamestates; #ifdef __EMSCRIPTEN__ emscripten_pause_main_loop(); #endif game->_priv.loading.to_load = 0; game->_priv.loading.loaded = 0; game->_priv.loading.lock = true; game->loading.progress = 0; // TODO: support gamestate dependences/ordering while (tmp) { if (tmp->pending_stop) { PrintConsole(game, "Stopping gamestate \"%s\"...", tmp->name); game->_priv.current_gamestate = tmp; (*tmp->api->stop)(game, tmp->data); tmp->started = false; tmp->pending_stop = false; PrintConsole(game, "Gamestate \"%s\" stopped successfully.", tmp->name); } if (tmp->pending_load) { game->_priv.loading.to_load++; } tmp = tmp->next; } tmp = game->_priv.gamestates; while (tmp) { if (tmp->pending_unload) { #ifdef __EMSCRIPTEN__ al_detach_voice(game->audio.v); #endif PrintConsole(game, "Unloading gamestate \"%s\"...", tmp->name); tmp->loaded = false; tmp->pending_unload = false; game->_priv.current_gamestate = tmp; (*tmp->api->unload)(game, tmp->data); PrintConsole(game, "Gamestate \"%s\" unloaded successfully.", tmp->name); #ifdef __EMSCRIPTEN__ al_attach_mixer_to_voice(game->audio.mixer, game->audio.v); #endif } if (tmp->pending_load) { #ifdef __EMSCRIPTEN__ al_detach_voice(game->audio.v); #endif if (tmp->show_loading && game->_priv.loading.gamestate->open) { (*game->_priv.loading.gamestate->api->start)(game, game->_priv.loading.gamestate->data); } if (!tmp->api) { if (!OpenGamestate(game, tmp, true) || !LinkGamestate(game, tmp)) { tmp->pending_load = false; tmp->pending_start = false; continue; } } if (tmp->api) { PrintConsole(game, "Loading gamestate \"%s\"...", tmp->name); game->_priv.loading.progress = 0; game->_priv.loading.current = tmp; game->_priv.current_gamestate = tmp; struct GamestateLoadingThreadData data = {.game = game, .gamestate = tmp, .bitmap_flags = al_get_new_bitmap_flags()}; game->_priv.loading.in_progress = true; double time = al_get_time(); game->_priv.loading.time = time; CalculateProgress(game); if (tmp->show_loading) { game->loading.shown = true; DrawGamestates(game); DrawConsole(game); al_flip_display(); #ifdef __EMSCRIPTEN__ emscripten_sleep(0); #endif } #ifndef LIBSUPERDERPY_SINGLE_THREAD al_run_detached_thread(GamestateLoadingThread, &data); while (game->_priv.loading.in_progress) { double delta = al_get_time() - game->_priv.loading.time; game->time += delta; // TODO: ability to disable passing time during loading game->_priv.loading.time += delta; if (game->loading.shown && game->_priv.loading.gamestate->open) { (*game->_priv.loading.gamestate->api->logic)(game, game->_priv.loading.gamestate->data, delta); } DrawGamestates(game); if (game->_priv.texture_sync) { al_convert_memory_bitmaps(); game->_priv.texture_sync = false; al_signal_cond(game->_priv.texture_sync_cond); game->_priv.loading.time = al_get_time(); // TODO: rethink time management during loading } DrawConsole(game); al_flip_display(); if (game->_priv.bsod_sync) { al_set_target_bitmap(NULL); game->_priv.bsod_sync = false; al_signal_cond(game->_priv.bsod_cond); } al_lock_mutex(game->_priv.bsod_mutex); while (game->_priv.in_bsod) { al_wait_cond(game->_priv.bsod_cond, game->_priv.bsod_mutex); } al_unlock_mutex(game->_priv.bsod_mutex); } #else GamestateLoadingThread(&data); DrawGamestates(game); DrawConsole(game); al_flip_display(); #ifdef __EMSCRIPTEN__ emscripten_sleep(0); #endif al_convert_memory_bitmaps(); #endif al_set_new_bitmap_flags(data.bitmap_flags); ReloadShaders(game, false); if (tmp->api->post_load) { PrintConsole(game, "[%s] Post-loading...", tmp->name); tmp->api->post_load(game, tmp->data); } game->_priv.loading.progress++; CalculateProgress(game); PrintConsole(game, "Gamestate \"%s\" loaded successfully in %f seconds.", tmp->name, al_get_time() - time); game->_priv.loading.loaded++; DrawGamestates(game); DrawConsole(game); al_flip_display(); #ifdef __EMSCRIPTEN__ emscripten_sleep(0); #endif tmp->loaded = true; tmp->pending_load = false; } if (tmp->show_loading && game->_priv.loading.gamestate->open) { (*game->_priv.loading.gamestate->api->stop)(game, game->_priv.loading.gamestate->data); } tmp->show_loading = true; game->loading.shown = false; game->_priv.timestamp = al_get_time(); #ifdef __EMSCRIPTEN__ al_attach_mixer_to_voice(game->audio.mixer, game->audio.v); #endif } tmp = tmp->next; }