We had some code in VolumeVerifier to catch the error message that
Redump.org used to show when trying to access the Wii datfile without
logging in. This restriction was removed from Redump.org around the
start of 2022, and the code has been unnecessary ever since.
When we added the RetroAchievements integration, we had a discussion
about whether sending version information in the user agent was fine
from a privacy standpoint. We reached the conclusion that it was okay,
but it was conditional on the website having a privacy policy. Neither
incarnation of Redump has that, and Redump also never asked us to send
version information like RetroAchievements did, so let's use a user
agent that just says "Dolphin" when connecting to Redump.
All the staff of Redump (except the absentee sysadmin) have decided to
start a new version of the website at redump.info. It has every disc
from the old site, it has HTTPS, it isn't buckling under the load of AI
scrapers, and moving forward, all adding and verifying of discs is going
to be happening on the new website only. Let's move over.
I've taken the unusual step of updating the translation files manually.
This is because we're very close to a release and because the change is
simple enough that I feel confident about making the change to languages
I don't speak. (I double checked that the Korean translation doesn't
ever follow "Redump.org" by a particle that has a different form
depending on whether there's a final consonant.)
This makes us savestate the NAND using the same APIs the guest uses
instead of directly touching the host files. This solves several
problems:
* If the user loaded a malicious savestate, it could use path traversal
to overwrite arbitrary files on the host file system. (Reported by
MrSynAckster.)
* Metadata (UID, GID, attribute, modes) wasn't being savestated.
* NAND redirects weren't handled, except for NAND redirects at the root
of where the savestate was being done. (This only possibly matters if
TASing a Riivolution patch. The root of the savestate is at /tmp when
not TASing, and the only case where we do a NAND redirect is inside
/title if requested by a Riivolution patch.)
The conditions were in reverse order (maybe someone was reading the
PowerPC manual and forgot about IBM's bit numbering), and additionally
the two conditions for unsigned comparison were wrong.
Fixes https://bugs.dolphin-emu.org/issues/14054.
Reported by MrSynAckster. A specifically crafted NAND dump could use
path traversal to overwrite files on the host file system.
This is also an accuracy fix for importing NAND dumps that contain
file names that Dolphin is supposed to escape. Some games' save files
are affected.
GetPath has two special cases where it doesn't add a slash.
The first is for the root entry's special name "/". The next commit will
be neater if we can skip calling GetPath for the root entry, because '/'
is one of the characters that Common::EscapeFileName replaces with an
escape sequence. Let's check for entry number 0 instead.
The second is for parent paths that already end in a slash. There's no
actual need to check for this - double slashes are harmless, and for
comparison, NANDImporter::ExtractCertificates already appends slashes
without checking if there already is one. Let's remove this check.
If the last write to a register comes before the last read of it,
we can write the register to ppcState after the last write instead of
after the last read. This will hopefully help spread out m_ppc_state
writes across a code block, improving pipelining. Also, if there's a
conditional branch that's after the last write but before the last read,
instead of needing to emit one m_ppc_state write on each side of the
branch, we now only need to emit one m_ppc_state write.
A note about the changes made to stmw and mfcr: These instructions don't
write to any GPRs or CRs respectively – they only read from them.
With this commit, there are no longer any cases where registers get
written back to m_ppc_state after an instruction that just reads from
them, so we can get rid of all STP logic from these two instructions.
lmw still needs its STP logic, since that one does write to registers.
For some reason, NativeLibrary.kt calling Log for the alert message text
makes Dolphin die with a JNI error. Supposedly the jstring passed to the
logging function is invalid. I don't understand why, because the dialog
that we show right afterwards is able to read the string just fine. The
error happens even if I pass the string directly to Log without
prepending any extra text.
There's no real downside to having the logging in C++ instead of Kotlin,
so let's move it to C++ to avoid the JNI error.
This fixes VolumeVerifier potentially calling TMDReader::GetIOSId for
invalid TMDs.
VolumeVerifier also has a call to TMDReader::GetContent that doesn't
check if the TMD is valid. In practice, this can't get called with an
invalid TMD because the previous commit made it so GetContentOffsets
returns an empty vector if the TMD is invalid, but I've added a check
inside TMDReader::GetContent just to be on the safe side.
I also made VolumeVerifier show a specifically worded problem if the
ticket or TMD is invalid. Before, invalid TMDs in Wii discs and WADs
and invalid tickets in WADs would show a more generic problem.
This can be useful for experimenting with how a game behaves with and
without page table fastmem. As with everything in the JIT menu, this is
only available if Dolphin's debugger is enabled.
I didn't add this in 989a95a when I added the setting itself because we
were under a string freeze for Dolphin 2603a at the time.
The Open in External Editor button makes editing a game INI file easy,
and the Refresh button is only useful if you edit the game INI. You're
not supposed to edit read-only game INIs, so let's not show these two
buttons for read-only game INIs.
I implemented this by hiding the buttons instead of not creating them in
the first place so we don't have to branch on whether the buttons exist
in GameConfigEdit::ConnectWidgets.
Back in 2018, a Presets system was added to DolphinQt's GameConfigEdit.
Presets was a dropdown menu where you could select a particular setting
to add to your custom game INI. Only a small number of settings were
made available, with the intent that more would be added over time.
8 years later, the set of available settings hasn't been expanded at
all, and I don't know of anyone who uses these presets. On top of this,
we have now made good progress in exposing per-game settings
graphically. I think the Presets system is best off removed.
In place of the Presets menu, we now have "Refresh" and "Open in
External Editor" buttons. These more useful actions were previously
hidden away in the Presets menu.
`value` contains 16 bits of data and `remainder` contains 11 bits of
data. When they're added together, we may end up with 17 bits of data,
so the result should be stored as u32 rather than u16.
This fixes `y` being set to 0 (minimum amplitude) when it should be set
to 32 (maximum amplitude).
In the PWM audio we output, instead of each group of 512 bits consisting
of a run of ones followed by a run of zeroes, now each group of 32 bits
consists of a run of ones followed by a run of zeroes. This gets rid of
noise that was previously present.
Doing this for every group of 8 bits instead makes the Game Boy Player
Start-Up Disc not start correctly for some reason. Game Boy Interface
works fine, though.
I also made us not discard the bottom 7 bits of each PCM sample.
According to Extrems, a real GBA doesn't actually output that many bits,
but doing it in this way makes the code simpler anyway.
Mistakenly, MISALIGNED_HOLE_MASK_PAGE_TABLE_BASE was aligned and
MISALIGNED_HOLE_MASK_PAGE_TABLE_BASE_ALIGNED was misaligned. It should
be the other way around.
These variables are unused due to a separate mistake which is corrected
in the next commit.
Unmapped on the physical level, not the MMU level.
Fixes booting Game Boy Interface. Previously, Game Boy Interface thought
it was running on a Wii because accessing MEM2 didn't raise a PI
interrupt, and as a result tried to exit to the Homebrew Channel in a
way Dolphin's HLE doesn't recognize. (Dolphin's HLE catches jumps to
0x80001800, but GBI is running without address translation at this point
and therefore jumps to 0x00001800 instead.)
Jit64::dcbz's fast path bypasses the dcache, so we shouldn't use it if
accurate dcache is turned on. This fixes the graphical corruption that
would occur in Mario Kart Wii's menu FMVs with accurate dcache.
JitArm64 never had this problem, because it implements dcbz in a
different way. It calls EmitBackpatchRoutine, which already has a check
for accurate dcache.
Some games are showing frame flickering, e.g. Pokémon games when only
the text at the bottom of the screen is updating. GB/GBC games are
apparently especially affected, presumably due to the extra border.
`OpenModeToAndroid("r")` is conceptually wrong, since we're opening a
binary file. It should be either `OpenModeToAndroid("rb")` or just
`"r"`. But either way it evaluates to `"r"`, so this doesn't affect
behavior.
The following settings were excluded:
* Port 1-4 ROM: We're only supporting Game Boy Player for now
* Save in Same Directory as the ROM: Implementation nightmare due to SAF
SAF for save files is a huge can of worms because they're managed in a
more complicated way than asking the user to select an existing file,
so I won't be touching save files for now.
We used to create User/Logs/ as a side effect of creating
User/Logs/Mail/, but the creation of User/Logs/Mail/ was removed in
8cbfee2, so now nothing is creating User/Logs/ anymore. Let's explicitly
create it.
Some users seem to be under the impression that the panic alert is
saying that enabling MMU will fix the issue, but that's not what it
actually says. Let's try to make this a bit clearer.
I think we've gotten all the useful reports we can get from this now.
Nowadays we're just getting repeated reports of issues we already know
about, like https://bugs.dolphin-emu.org/issues/12321.
TimeSplitters: Future Perfect is crashing if page table fastmem is
enabled. The reason hasn't been analyzed yet. For the time being, let's
use GameSettings to bring back the old behavior of not having page table
fastmem.
Fixes https://bugs.dolphin-emu.org/issues/14000.
This should stop AchievementManager::LoadGame from being called for the
default ISO when CBoot::BootUp is booting something other than a disc or
IPL (most notably, the Wii Menu), while still detecting all disc changes
that happen while a disc game is running.
This switches from an O(log(N) * M) algorithm to an O(N * log(M))
algorithm. This is advantageous because N, the size of `mappings`, is
usually much smaller than M, the size of `m_page_table_mapped_entries`.
RemoveLargePageTableMapping already did something similar, so we can
even deduplicate some code between it and RemoveHostPageTableMappings.
Speeds up Rogue Squadron 3 by roughly 3% on my PC.
If Dolphin crashes, changes that have been made to settings are often
lost. This has been a minor annoyance for me when developing, but it has
become a much bigger issue recently due to the problem where Dolphin
freezes on shutdown for ROG Ally users.
Instead of saving the config when certain arbitrary settings are
changed, let's save the config when the user closes the settings window.
Users are reporting a crash at the point where WiimoteAndroid::IORead
tries to use m_java_wiimote_payload. This commit solves the problem by
making m_java_wiimote_payload a global reference.
The code for setting up m_java_wiimote_payload has also been moved to
the constructor just because that way it's impossible for it to run
twice. (If the code as written were to run a second time, the old global
reference would be leaked. ConnectInternal should only run once, so this
is just to be on the safe side.)
Fixes https://bugs.dolphin-emu.org/issues/13960.
We often use game IDs in paths, so we should try to make sure path
traversal is impossible in game IDs. Admittedly, doing any kind of real
attack using the six bytes available in game IDs is unrealistic, but no
game ID should contain non-alphanumeric or non-ASCII characters anyway.
Might also fix https://bugs.dolphin-emu.org/issues/13982 by skipping
converting between encodings for game IDs.
This makes JitBaseBlockCache::ErasePhysicalRange around 50% faster and
PPCAnalyzer::Analyze around 40% faster. Rogue Squadron 2's notoriously
laggy action of switching to and from cockpit view is made something
like 20-30% faster by this, though this is a very rough measurement.
This is a very small libary, and as I understand it, it was more or less
developed for Dolphin.
This moves the two relevant files from Externals to Common, changes the
namespace to Common, reformats the code, and adds Dolphin copyright
notices. The change in copyright notice and license was approved by
AdmiralCurtiss.
Default values for settings need to be the same in Kotlin and C++,
otherwise settings that haven't been changed by the user will be shown
as having one value in the Android GUI but treated as having a different
value in the core.