mirror of
https://github.com/PCSX2/pcsx2.git
synced 2025-12-16 04:08:48 +00:00
Savestate: Add backup slot loading ability
This commit is contained in:
parent
7bdf349b9d
commit
ad6f5fd6af
@ -2819,7 +2819,7 @@ QString MainWindow::getDiscDevicePath(const QString& title)
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return ret;
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}
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void MainWindow::startGameListEntry(const GameList::Entry* entry, std::optional<s32> save_slot, std::optional<bool> fast_boot)
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void MainWindow::startGameListEntry(const GameList::Entry* entry, std::optional<s32> save_slot, std::optional<bool> fast_boot, bool load_backup)
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{
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std::shared_ptr<VMBootParameters> params = std::make_shared<VMBootParameters>();
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params->fast_boot = fast_boot;
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@ -2828,7 +2828,7 @@ void MainWindow::startGameListEntry(const GameList::Entry* entry, std::optional<
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if (save_slot.has_value() && !entry->serial.empty())
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{
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std::string state_filename = VMManager::GetSaveStateFileName(entry->serial.c_str(), entry->crc, save_slot.value());
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std::string state_filename = VMManager::GetSaveStateFileName(entry->serial.c_str(), entry->crc, save_slot.value(), load_backup);
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if (!FileSystem::FileExists(state_filename.c_str()))
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{
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QMessageBox::critical(this, tr("Error"), tr("This save state does not exist."));
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@ -2953,12 +2953,12 @@ std::optional<bool> MainWindow::promptForResumeState(const QString& save_state_p
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return std::nullopt;
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}
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void MainWindow::loadSaveStateSlot(s32 slot)
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void MainWindow::loadSaveStateSlot(s32 slot, bool load_backup)
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{
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if (s_vm_valid)
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{
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// easy when we're running
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g_emu_thread->loadStateFromSlot(slot);
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g_emu_thread->loadStateFromSlot(slot, load_backup);
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return;
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}
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else
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@ -2968,7 +2968,7 @@ void MainWindow::loadSaveStateSlot(s32 slot)
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if (!entry)
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return;
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startGameListEntry(entry, slot, std::nullopt);
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startGameListEntry(entry, slot, std::nullopt, load_backup);
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}
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}
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@ -3015,15 +3015,6 @@ void MainWindow::populateLoadStateMenu(QMenu* menu, const QString& filename, con
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QAction* delete_save_states_action = menu->addAction(tr("Delete Save States..."));
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// don't include undo in the right click menu
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if (!is_right_click_menu)
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{
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QAction* load_undo_state = menu->addAction(tr("Undo Load State"));
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load_undo_state->setEnabled(false); // CanUndoLoadState()
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// connect(load_undo_state, &QAction::triggered, this, &QtHostInterface::undoLoadState);
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menu->addSeparator();
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}
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const QByteArray game_serial_utf8(serial.toUtf8());
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std::string state_filename;
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FILESYSTEM_STAT_DATA sd;
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@ -3053,6 +3044,18 @@ void MainWindow::populateLoadStateMenu(QMenu* menu, const QString& filename, con
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has_any_states = true;
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}
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for (s32 i = 1; i <= VMManager::NUM_SAVE_STATE_SLOTS; i++)
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{
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FILESYSTEM_STAT_DATA sd;
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state_filename = VMManager::GetSaveStateFileName(game_serial_utf8.constData(), crc, i, true);
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if (!FileSystem::StatFile(state_filename.c_str(), &sd))
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continue;
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action = menu->addAction(tr("Load Backup Slot %1 (%2)").arg(i).arg(formatTimestampForSaveStateMenu(sd.ModificationTime)));
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connect(action, &QAction::triggered, [this, i]() { loadSaveStateSlot(i, true); });
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has_any_states = true;
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}
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delete_save_states_action->setEnabled(has_any_states);
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if (has_any_states)
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{
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@ -267,13 +267,13 @@ private:
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QString getDiscDevicePath(const QString& title);
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void startGameListEntry(
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const GameList::Entry* entry, std::optional<s32> save_slot = std::nullopt, std::optional<bool> fast_boot = std::nullopt);
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const GameList::Entry* entry, std::optional<s32> save_slot = std::nullopt, std::optional<bool> fast_boot = std::nullopt, bool load_backup = false);
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void setGameListEntryCoverImage(const GameList::Entry* entry);
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void clearGameListEntryPlayTime(const GameList::Entry* entry);
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void goToWikiPage(const GameList::Entry* entry);
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std::optional<bool> promptForResumeState(const QString& save_state_path);
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void loadSaveStateSlot(s32 slot);
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void loadSaveStateSlot(s32 slot, bool load_backup = false);
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void loadSaveStateFile(const QString& filename, const QString& state_filename);
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void populateLoadStateMenu(QMenu* menu, const QString& filename, const QString& serial, quint32 crc);
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void populateSaveStateMenu(QMenu* menu, const QString& serial, quint32 crc);
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@ -320,18 +320,18 @@ void EmuThread::loadState(const QString& filename)
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VMManager::LoadState(filename.toUtf8().constData());
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}
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void EmuThread::loadStateFromSlot(qint32 slot)
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void EmuThread::loadStateFromSlot(qint32 slot, bool load_backup)
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{
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if (!isOnEmuThread())
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{
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QMetaObject::invokeMethod(this, "loadStateFromSlot", Qt::QueuedConnection, Q_ARG(qint32, slot));
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QMetaObject::invokeMethod(this, "loadStateFromSlot", Qt::QueuedConnection, Q_ARG(qint32, slot), Q_ARG(bool, load_backup));
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return;
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}
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if (!VMManager::HasValidVM())
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return;
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VMManager::LoadStateFromSlot(slot);
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VMManager::LoadStateFromSlot(slot, load_backup);
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}
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void EmuThread::saveState(const QString& filename)
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@ -87,7 +87,7 @@ public Q_SLOTS:
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void setVMPaused(bool paused);
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void shutdownVM(bool save_state = true);
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void loadState(const QString& filename);
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void loadStateFromSlot(qint32 slot);
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void loadStateFromSlot(qint32 slot, bool load_backup = false);
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void saveState(const QString& filename);
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void saveStateToSlot(qint32 slot);
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void toggleFullscreen();
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@ -244,6 +244,11 @@ DEFINE_HOTKEY("LoadStateFromSlot", TRANSLATE_NOOP("Hotkeys", "Save States"),
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if (!pressed && VMManager::HasValidVM())
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SaveStateSelectorUI::LoadCurrentSlot();
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})
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DEFINE_HOTKEY("LoadBackupStateFromSlot", TRANSLATE_NOOP("Hotkeys", "Save States"),
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TRANSLATE_NOOP("Hotkeys", "Load Backup State From Selected Slot"), [](s32 pressed) {
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if (!pressed && VMManager::HasValidVM())
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SaveStateSelectorUI::LoadCurrentBackupSlot();
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})
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DEFINE_HOTKEY("SaveStateAndSelectNextSlot", TRANSLATE_NOOP("Hotkeys", "Save States"),
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TRANSLATE_NOOP("Hotkeys", "Save State and Select Next Slot"), [](s32 pressed) {
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if (!pressed && VMManager::HasValidVM())
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@ -446,7 +446,7 @@ namespace FullscreenUI
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static void InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, s32 slot);
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static bool InitializeSaveStateListEntry(
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SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot);
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SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot, bool backup = false);
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static void ClearSaveStateEntryList();
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static u32 PopulateSaveStateListEntries(const std::string& title, const std::string& serial, u32 crc);
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static bool OpenLoadStateSelectorForGame(const std::string& game_path);
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@ -5671,9 +5671,9 @@ void FullscreenUI::InitializePlaceholderSaveStateListEntry(SaveStateListEntry* l
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}
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bool FullscreenUI::InitializeSaveStateListEntry(
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SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot)
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SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot, bool backup)
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{
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std::string filename(VMManager::GetSaveStateFileName(serial.c_str(), crc, slot));
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std::string filename(VMManager::GetSaveStateFileName(serial.c_str(), crc, slot, backup));
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FILESYSTEM_STAT_DATA sd;
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if (filename.empty() || !FileSystem::StatFile(filename.c_str(), &sd))
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{
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@ -5681,7 +5681,7 @@ bool FullscreenUI::InitializeSaveStateListEntry(
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return false;
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}
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li->title = fmt::format("{}##game_slot_{}", TinyString::from_format(FSUI_FSTR("Save Slot {0}"), slot), slot);
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li->title = fmt::format("{}##game_slot_{}", TinyString::from_format(FSUI_FSTR("{0} Slot {1}"), backup ? "Backup Save" : "Save", slot), slot);
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li->summary = fmt::format(FSUI_FSTR("Saved {}"), TimeToPrintableString(sd.ModificationTime));
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li->slot = slot;
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li->timestamp = sd.ModificationTime;
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@ -5726,6 +5726,10 @@ u32 FullscreenUI::PopulateSaveStateListEntries(const std::string& title, const s
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SaveStateListEntry li;
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if (InitializeSaveStateListEntry(&li, title, serial, crc, i) || !s_save_state_selector_loading)
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s_save_state_selector_slots.push_back(std::move(li));
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SaveStateListEntry bli;
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if (InitializeSaveStateListEntry(&bli, title, serial, crc, i, true) || !s_save_state_selector_loading)
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s_save_state_selector_slots.push_back(std::move(bli));
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}
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return static_cast<u32>(s_save_state_selector_slots.size());
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@ -1107,6 +1107,14 @@ void SaveStateSelectorUI::LoadCurrentSlot()
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Close();
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}
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void SaveStateSelectorUI::LoadCurrentBackupSlot()
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{
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Host::RunOnCPUThread([slot = GetCurrentSlot()]() {
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VMManager::LoadStateFromSlot(slot, true);
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});
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Close();
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}
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void SaveStateSelectorUI::SaveCurrentSlot()
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{
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Host::RunOnCPUThread([slot = GetCurrentSlot()]() {
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@ -26,6 +26,7 @@ namespace SaveStateSelectorUI
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s32 GetCurrentSlot();
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void LoadCurrentSlot();
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void LoadCurrentBackupSlot();
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void SaveCurrentSlot();
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} // namespace SaveStateSelectorUI
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@ -111,7 +111,7 @@ namespace VMManager
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static bool HasValidOrInitializingVM();
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static void PrecacheCDVDFile();
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static std::string GetCurrentSaveStateFileName(s32 slot);
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static std::string GetCurrentSaveStateFileName(s32 slot, bool backup = false);
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static bool DoLoadState(const char* filename);
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static bool DoSaveState(const char* filename, s32 slot_for_message, bool zip_on_thread, bool backup_old_state);
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static void ZipSaveState(std::unique_ptr<ArchiveEntryList> elist,
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@ -1762,13 +1762,15 @@ bool SaveStateBase::vmFreeze()
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return IsOkay();
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}
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std::string VMManager::GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot)
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std::string VMManager::GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot, bool backup)
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{
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std::string filename;
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if (std::strlen(game_serial) > 0)
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{
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if (slot < 0)
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filename = fmt::format("{} ({:08X}).resume.p2s", game_serial, game_crc);
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else if (backup)
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filename = fmt::format("{} ({:08X}).{:02d}.p2s.backup", game_serial, game_crc, slot);
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else
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filename = fmt::format("{} ({:08X}).{:02d}.p2s", game_serial, game_crc, slot);
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@ -1778,7 +1780,7 @@ std::string VMManager::GetSaveStateFileName(const char* game_serial, u32 game_cr
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return filename;
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}
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std::string VMManager::GetSaveStateFileName(const char* filename, s32 slot)
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std::string VMManager::GetSaveStateFileName(const char* filename, s32 slot, bool backup)
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{
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pxAssertRel(!HasValidVM(), "Should not have a VM when calling the non-gamelist GetSaveStateFileName()");
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@ -1786,7 +1788,7 @@ std::string VMManager::GetSaveStateFileName(const char* filename, s32 slot)
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std::string serial;
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u32 crc;
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if (GameList::GetSerialAndCRCForFilename(filename, &serial, &crc))
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ret = GetSaveStateFileName(serial.c_str(), crc, slot);
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ret = GetSaveStateFileName(serial.c_str(), crc, slot, backup);
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return ret;
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}
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@ -1797,10 +1799,10 @@ bool VMManager::HasSaveStateInSlot(const char* game_serial, u32 game_crc, s32 sl
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return (!filename.empty() && FileSystem::FileExists(filename.c_str()));
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}
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std::string VMManager::GetCurrentSaveStateFileName(s32 slot)
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std::string VMManager::GetCurrentSaveStateFileName(s32 slot, bool backup)
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{
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std::unique_lock lock(s_info_mutex);
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return GetSaveStateFileName(s_disc_serial.c_str(), s_disc_crc, slot);
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return GetSaveStateFileName(s_disc_serial.c_str(), s_disc_crc, slot, backup);
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}
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bool VMManager::DoLoadState(const char* filename)
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@ -1840,7 +1842,7 @@ bool VMManager::DoSaveState(const char* filename, s32 slot_for_message, bool zip
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if (!elist)
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{
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Host::AddIconOSDMessage(std::move(osd_key), ICON_FA_EXCLAMATION_TRIANGLE,
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fmt::format(TRANSLATE_FS("VMManager", "Failed to save save state: {}."), error.GetDescription()),
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fmt::format(TRANSLATE_FS("VMManager", "Failed to save state: {}."), error.GetDescription()),
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Host::OSD_ERROR_DURATION);
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return false;
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}
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@ -1895,7 +1897,7 @@ void VMManager::ZipSaveState(std::unique_ptr<ArchiveEntryList> elist,
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else
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{
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Host::AddIconOSDMessage(std::move(osd_key), ICON_FA_EXCLAMATION_TRIANGLE,
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fmt::format(TRANSLATE_FS("VMManager", "Failed to save save state to slot {}."), slot_for_message,
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fmt::format(TRANSLATE_FS("VMManager", "Failed to save state to slot {}."), slot_for_message,
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Host::OSD_ERROR_DURATION));
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}
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@ -1987,13 +1989,13 @@ bool VMManager::LoadState(const char* filename)
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return false;
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}
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bool VMManager::LoadStateFromSlot(s32 slot)
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bool VMManager::LoadStateFromSlot(s32 slot, bool backup)
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{
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const std::string filename = GetCurrentSaveStateFileName(slot);
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const std::string filename = GetCurrentSaveStateFileName(slot, backup);
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if (filename.empty() || !FileSystem::FileExists(filename.c_str()))
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{
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Host::AddIconOSDMessage("LoadStateFromSlot", ICON_FA_EXCLAMATION_TRIANGLE,
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fmt::format(TRANSLATE_FS("VMManager", "There is no save state in slot {}."), slot),
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fmt::format(TRANSLATE_FS("VMManager", "There is no saved {} in slot {}."), backup ? TRANSLATE("VMManager", "backup state") : "state", slot),
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Host::OSD_QUICK_DURATION);
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return false;
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}
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@ -2011,13 +2013,13 @@ bool VMManager::LoadStateFromSlot(s32 slot)
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if (MemcardBusy::IsBusy())
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{
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Host::AddIconOSDMessage("LoadStateFromSlot", ICON_FA_EXCLAMATION_TRIANGLE,
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fmt::format(TRANSLATE_FS("VMManager", "Failed to load state from slot {} (Memory card is busy)"), slot),
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fmt::format(TRANSLATE_FS("VMManager", "Failed to load {} from slot {} (Memory card is busy)"), backup ? TRANSLATE("VMManager", "backup state") : TRANSLATE("VMManager", "state"), slot),
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Host::OSD_QUICK_DURATION);
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return false;
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}
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Host::AddIconOSDMessage("LoadStateFromSlot", ICON_FA_FOLDER_OPEN,
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fmt::format(TRANSLATE_FS("VMManager", "Loading state from slot {}..."), slot), Host::OSD_QUICK_DURATION);
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fmt::format(TRANSLATE_FS("VMManager", "Loading {} from slot {}..."), backup ? TRANSLATE("VMManager", "backup state") : TRANSLATE("VMManager", "state"), slot), Host::OSD_QUICK_DURATION);
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return DoLoadState(filename.c_str());
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}
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@ -2594,7 +2596,7 @@ void VMManager::ShutdownCPUProviders()
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#else
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// See the comment in the InitializeCPUProviders for an explaination why we
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// still need to manage the MTVU thread.
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if(vu1Thread.IsOpen())
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if (vu1Thread.IsOpen())
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vu1Thread.WaitVU();
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#endif
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}
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@ -118,10 +118,10 @@ namespace VMManager
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void ReloadInputBindings(bool force = false);
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/// Returns the save state filename for the given game serial/crc.
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std::string GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot);
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std::string GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot, bool backup = false);
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/// Returns the path to save state for the specified disc/elf.
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std::string GetSaveStateFileName(const char* filename, s32 slot);
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std::string GetSaveStateFileName(const char* filename, s32 slot, bool backup = false);
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/// Returns true if there is a save state in the specified slot.
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bool HasSaveStateInSlot(const char* game_serial, u32 game_crc, s32 slot);
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@ -130,7 +130,7 @@ namespace VMManager
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bool LoadState(const char* filename);
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/// Loads state from the specified slot.
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bool LoadStateFromSlot(s32 slot);
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bool LoadStateFromSlot(s32 slot, bool backup = false);
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/// Saves state to the specified filename.
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bool SaveState(const char* filename, bool zip_on_thread = true, bool backup_old_state = false);
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