Files
shadPS4/src/main.cpp
Vinicius Rangel 71f343d2d6 Impl sceSystemServiceLoadExec (#3647)
* Add support for restarting the emulator with new configurations

- Implement `Restart` function in `Emulator` to enable process relaunch with updated parameters.
- Modify `sceSystemServiceLoadExec` to use the restart functionality.

* Add logging for emulator restart and system service load execution

* Add IPC emulator PID output command

Impl `PID` output command to return the emulator process ID
- required for launches supporting emulator restart

* Add log file append mode support (used after restarting to keep the same log file)

* Keep game root between restarts

* add --wait-for-debugger option flag

* add --wait-for-pid flag

used for sync between parent & child process during restart

* impl restart via ipc

* fix override game root

* add qt flags to allow restart
2025-09-25 23:01:52 -03:00

257 lines
9.7 KiB
C++

// SPDX-FileCopyrightText: Copyright 2025 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "functional"
#include "iostream"
#include "string"
#include "system_error"
#include "unordered_map"
#include <fmt/core.h>
#include "common/config.h"
#include "common/logging/backend.h"
#include "common/memory_patcher.h"
#include "common/path_util.h"
#include "core/debugger.h"
#include "core/file_sys/fs.h"
#include "core/ipc/ipc.h"
#include "emulator.h"
#ifdef _WIN32
#include <windows.h>
#endif
int main(int argc, char* argv[]) {
#ifdef _WIN32
SetConsoleOutputCP(CP_UTF8);
#endif
IPC::Instance().Init();
// Load configurations
const auto user_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::load(user_dir / "config.toml");
bool has_game_argument = false;
std::string game_path;
std::vector<std::string> game_args{};
std::optional<std::filesystem::path> game_folder;
bool waitForDebugger = false;
std::optional<int> waitPid;
// Map of argument strings to lambda functions
std::unordered_map<std::string, std::function<void(int&)>> arg_map = {
{"-h",
[&](int&) {
std::cout
<< "Usage: shadps4 [options] <elf or eboot.bin path>\n"
"Options:\n"
" -g, --game <path|ID> Specify game path to launch\n"
" -- ... Parameters passed to the game ELF. "
"Needs to be at the end of the line, and everything after \"--\" is a "
"game argument.\n"
" -p, --patch <patch_file> Apply specified patch file\n"
" -i, --ignore-game-patch Disable automatic loading of game patch\n"
" -f, --fullscreen <true|false> Specify window initial fullscreen "
"state. Does not overwrite the config file.\n"
" --add-game-folder <folder> Adds a new game folder to the config.\n"
" --set-addon-folder <folder> Sets the addon folder to the config.\n"
" --log-append Append log output to file instead of "
"overwriting it.\n"
" --override-root <folder> Override the game root folder. Default is the "
"parent of game path\n"
" --wait-for-debugger Wait for debugger to attach\n"
" --wait-for-pid <pid> Wait for process with specified PID to stop\n"
" -h, --help Display this help message\n";
exit(0);
}},
{"--help", [&](int& i) { arg_map["-h"](i); }},
{"-g",
[&](int& i) {
if (i + 1 < argc) {
game_path = argv[++i];
has_game_argument = true;
} else {
std::cerr << "Error: Missing argument for -g/--game\n";
exit(1);
}
}},
{"--game", [&](int& i) { arg_map["-g"](i); }},
{"-p",
[&](int& i) {
if (i + 1 < argc) {
MemoryPatcher::patchFile = argv[++i];
} else {
std::cerr << "Error: Missing argument for -p/--patch\n";
exit(1);
}
}},
{"--patch", [&](int& i) { arg_map["-p"](i); }},
{"-i", [&](int&) { Core::FileSys::MntPoints::ignore_game_patches = true; }},
{"--ignore-game-patch", [&](int& i) { arg_map["-i"](i); }},
{"-f",
[&](int& i) {
if (++i >= argc) {
std::cerr << "Error: Missing argument for -f/--fullscreen\n";
exit(1);
}
std::string f_param(argv[i]);
bool is_fullscreen;
if (f_param == "true") {
is_fullscreen = true;
} else if (f_param == "false") {
is_fullscreen = false;
} else {
std::cerr
<< "Error: Invalid argument for -f/--fullscreen. Use 'true' or 'false'.\n";
exit(1);
}
// Set fullscreen mode without saving it to config file
Config::setIsFullscreen(is_fullscreen);
}},
{"--fullscreen", [&](int& i) { arg_map["-f"](i); }},
{"--add-game-folder",
[&](int& i) {
if (++i >= argc) {
std::cerr << "Error: Missing argument for --add-game-folder\n";
exit(1);
}
std::string config_dir(argv[i]);
std::filesystem::path config_path = std::filesystem::path(config_dir);
std::error_code discard;
if (!std::filesystem::exists(config_path, discard)) {
std::cerr << "Error: File does not exist: " << config_path << "\n";
exit(1);
}
Config::addGameInstallDir(config_path);
Config::save(Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "config.toml");
std::cout << "Game folder successfully saved.\n";
exit(0);
}},
{"--set-addon-folder",
[&](int& i) {
if (++i >= argc) {
std::cerr << "Error: Missing argument for --add-addon-folder\n";
exit(1);
}
std::string config_dir(argv[i]);
std::filesystem::path config_path = std::filesystem::path(config_dir);
std::error_code discard;
if (!std::filesystem::exists(config_path, discard)) {
std::cerr << "Error: File does not exist: " << config_path << "\n";
exit(1);
}
Config::setAddonInstallDir(config_path);
Config::save(Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "config.toml");
std::cout << "Addon folder successfully saved.\n";
exit(0);
}},
{"--log-append", [&](int& i) { Common::Log::SetAppend(); }},
{"--override-root",
[&](int& i) {
if (++i >= argc) {
std::cerr << "Error: Missing argument for --override-root\n";
exit(1);
}
std::string folder_str{argv[i]};
std::filesystem::path folder{folder_str};
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder)) {
std::cerr << "Error: Folder does not exist: " << folder_str << "\n";
exit(1);
}
game_folder = folder;
}},
{"--wait-for-debugger", [&](int& i) { waitForDebugger = true; }},
{"--wait-for-pid", [&](int& i) {
if (++i >= argc) {
std::cerr << "Error: Missing argument for --wait-for-pid\n";
exit(1);
}
waitPid = std::stoi(argv[i]);
}}};
if (argc == 1) {
int dummy = 0; // one does not simply pass 0 directly
arg_map.at("-h")(dummy);
return -1;
}
// Parse command-line arguments using the map
for (int i = 1; i < argc; ++i) {
std::string cur_arg = argv[i];
auto it = arg_map.find(cur_arg);
if (it != arg_map.end()) {
it->second(i); // Call the associated lambda function
} else if (i == argc - 1 && !has_game_argument) {
// Assume the last argument is the game file if not specified via -g/--game
game_path = argv[i];
has_game_argument = true;
} else if (std::string(argv[i]) == "--") {
if (i + 1 == argc) {
std::cerr << "Warning: -- is set, but no game arguments are added!\n";
break;
}
for (int j = i + 1; j < argc; j++) {
game_args.push_back(argv[j]);
}
break;
} else if (i + 1 < argc && std::string(argv[i + 1]) == "--") {
if (!has_game_argument) {
game_path = argv[i];
has_game_argument = true;
}
break;
} else {
std::cerr << "Unknown argument: " << cur_arg << ", see --help for info.\n";
}
}
// If no game directory is set and no command line argument, prompt for it
if (Config::getGameInstallDirs().empty()) {
std::cerr << "Warning: No game folder set, please set it by calling shadps4"
" with the --add-game-folder <folder_name> argument\n";
}
if (!has_game_argument) {
std::cerr << "Error: Please provide a game path or ID.\n";
exit(1);
}
// Check if the game path or ID exists
std::filesystem::path eboot_path(game_path);
// Check if the provided path is a valid file
if (!std::filesystem::exists(eboot_path)) {
// If not a file, treat it as a game ID and search in install directories recursively
bool game_found = false;
const int max_depth = 5;
for (const auto& install_dir : Config::getGameInstallDirs()) {
if (auto found_path = Common::FS::FindGameByID(install_dir, game_path, max_depth)) {
eboot_path = *found_path;
game_found = true;
break;
}
}
if (!game_found) {
std::cerr << "Error: Game ID or file path not found: " << game_path << std::endl;
return 1;
}
}
if (waitPid.has_value()) {
Core::Debugger::WaitForPid(waitPid.value());
}
// Run the emulator with the resolved eboot path
Core::Emulator* emulator = Common::Singleton<Core::Emulator>::Instance();
emulator->executableName = argv[0];
emulator->waitForDebuggerBeforeRun = waitForDebugger;
emulator->Run(eboot_path, game_args, game_folder);
return 0;
}