Merge remote-tracking branch 'upstream/master' into crash-page

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Corwin 2024-04-20 21:41:09 +01:00
commit 528fe889fa
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12 changed files with 125 additions and 70 deletions

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@ -28,6 +28,11 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fixnums are now implemented with `num_traits` trait definitions.
- Rather than having our own sync with Statics, use the standard portable
atomics crate. These are reexported for convenience.
- `Mgba` no longer implements `Write`. You're unlikely to notice as
`agb::println!` is unchanged.
- Writes of long messages to mgba are split over multiple log messages if they
overflow mgba's buffer. On a panic, only the final message will be Fatal with
the preceding ones (if needed) being Info.
## [0.19.1] - 2024/03/06

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@ -32,15 +32,13 @@ pub(crate) fn test_runner_measure_cycles() {
NUMBER_OF_CYCLES.set(0);
}
pub struct Mgba {
bytes_written: usize,
}
pub struct Mgba {}
impl Mgba {
#[must_use]
pub fn new() -> Option<Self> {
if is_running_in_mgba() {
Some(Mgba { bytes_written: 0 })
Some(Mgba {})
} else {
None
}
@ -51,30 +49,32 @@ impl Mgba {
output: core::fmt::Arguments,
level: DebugLevel,
) -> Result<(), core::fmt::Error> {
write!(self, "{output}")?;
let mut writer = MgbaWriter { bytes_written: 0 };
write!(&mut writer, "{output}")?;
self.set_level(level);
Ok(())
}
}
struct MgbaWriter {
bytes_written: usize,
}
impl Mgba {
pub fn set_level(&mut self, level: DebugLevel) {
DEBUG_LEVEL.set(DEBUG_FLAG_CODE | level as u16);
self.bytes_written = 0;
}
}
impl core::fmt::Write for Mgba {
impl core::fmt::Write for MgbaWriter {
fn write_str(&mut self, s: &str) -> Result<(), core::fmt::Error> {
let mut str_iter = s.bytes();
while self.bytes_written < 255 {
match str_iter.next() {
Some(byte) => {
OUTPUT_STRING.set(self.bytes_written, byte);
self.bytes_written += 1;
}
None => return Ok(()),
for b in s.bytes() {
if self.bytes_written > 255 {
DEBUG_LEVEL.set(DEBUG_FLAG_CODE | DebugLevel::Info as u16);
self.bytes_written = 0;
}
OUTPUT_STRING.set(self.bytes_written, b);
self.bytes_written += 1;
}
Ok(())
}

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@ -54,12 +54,11 @@ impl<'bitmap, 'gba> BitmapTextRender<'bitmap, 'gba> {
for y in 0..letter.height as usize {
for x in 0..letter.width as usize {
let rendered = letter.bit_absolute(x, y);
if rendered {
self.bitmap.draw_point(
x as i32 + self.head_position.x,
y as i32 + y_position_start,
self.colour,
);
let x = x as i32 + self.head_position.x;
let y = y as i32 + y_position_start;
if rendered && (0..=WIDTH).contains(&x) && (0..=HEIGHT).contains(&y) {
self.bitmap.draw_point(x, y, self.colour);
}
}
}

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@ -3,6 +3,7 @@ use agb::save::{Error, SaveManager};
use agb::Gba;
static HIGH_SCORE: AtomicU32 = AtomicU32::new(0);
static SAVE_OFFSET: usize = 1;
pub fn init_save(gba: &mut Gba) -> Result<(), Error> {
gba.save.init_sram();
@ -18,7 +19,7 @@ pub fn init_save(gba: &mut Gba) -> Result<(), Error> {
save_high_score(&mut gba.save, 0)?;
} else {
let mut buffer = [0; 4];
access.read(1, &mut buffer)?;
access.read(SAVE_OFFSET, &mut buffer)?;
let high_score = u32::from_le_bytes(buffer);
let score = if high_score > 100 { 0 } else { high_score };
@ -35,8 +36,8 @@ pub fn load_high_score() -> u32 {
pub fn save_high_score(save: &mut SaveManager, score: u32) -> Result<(), Error> {
save.access()?
.prepare_write(1..5)?
.write(1, &score.to_le_bytes())?;
.prepare_write(SAVE_OFFSET..SAVE_OFFSET + 4)?
.write(SAVE_OFFSET, &score.to_le_bytes())?;
HIGH_SCORE.store(score, Ordering::SeqCst);
Ok(())
}

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@ -121,8 +121,10 @@ pub fn entry(mut gba: agb::Gba) -> ! {
oam: unmanaged,
};
let mut current_level = 0;
let mut maximum_level = save::load_max_level() as usize;
let saved_level = save::load_max_level() as usize;
let mut current_level = saved_level;
let mut maximum_level = saved_level;
loop {
if current_level >= level::Level::num_levels() {
current_level = 0;

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@ -5,6 +5,7 @@ use agb::{
};
static MAXIMUM_LEVEL: AtomicU32 = AtomicU32::new(0);
static SAVE_OFFSET: usize = 0xFF;
pub fn init_save(gba: &mut Gba) -> Result<(), Error> {
gba.save.init_sram();
@ -20,7 +21,7 @@ pub fn init_save(gba: &mut Gba) -> Result<(), Error> {
save_max_level(&mut gba.save, 0)?;
} else {
let mut buffer = [0; 4];
access.read(1, &mut buffer)?;
access.read(SAVE_OFFSET, &mut buffer)?;
let max_level = u32::from_le_bytes(buffer);
if max_level > 100 {
@ -39,8 +40,8 @@ pub fn load_max_level() -> u32 {
pub fn save_max_level(save: &mut SaveManager, level: u32) -> Result<(), Error> {
save.access()?
.prepare_write(1..5)?
.write(1, &level.to_le_bytes())?;
.prepare_write(SAVE_OFFSET..SAVE_OFFSET + 4)?
.write(SAVE_OFFSET, &level.to_le_bytes())?;
MAXIMUM_LEVEL.store(level, Ordering::SeqCst);
Ok(())
}

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@ -103,8 +103,7 @@ build-mgba-wasm:
build-combo-rom-site:
just _build-rom "examples/combo" "AGBGAMES"
mkdir -p website/agb/public
gzip -9 -c examples/target/examples/combo.gba > website/agb/public/combo.gba.gz
gzip -9 -c examples/target/examples/combo.gba > website/agb/src/app/combo.gba.gz
setup-app-build: build-mgba-wasm build-combo-rom-site build-website-backtrace

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@ -10,12 +10,11 @@ import { GbaKey, KeyBindings } from "./bindings";
import { styled } from "styled-components";
import { useFrameSkip } from "./useFrameSkip.hook";
import { useController } from "./useController.hook";
type Module = any;
import { useLocalStorage } from "./useLocalStorage.hook";
interface MgbaProps {
gameUrl: string;
volume?: Number;
gameUrl: URL;
volume?: number;
controls: KeyBindings;
paused: boolean;
}
@ -42,10 +41,12 @@ export interface MgbaHandle {
buttonRelease: (key: GbaKey) => void;
}
async function downloadGame(gameUrl: string): Promise<ArrayBuffer> {
async function downloadGame(gameUrl: URL): Promise<ArrayBuffer> {
const game = await fetch(gameUrl);
if (gameUrl.endsWith(".gz")) {
const gameUrlString = gameUrl.toString();
if (gameUrlString.endsWith(".gz")) {
const decompressedStream = (await game.blob())
.stream()
.pipeThrough(new DecompressionStream("gzip"));
@ -55,28 +56,73 @@ async function downloadGame(gameUrl: string): Promise<ArrayBuffer> {
}
}
interface SaveGame {
[gameName: string]: number[];
}
export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
({ gameUrl, volume, controls, paused }, ref) => {
const canvas = useRef(null);
const mgbaModule = useRef<Module>({} as mGBAEmulator);
const mgbaModule = useRef<mGBAEmulator>();
const [saveGame, setSaveGame] = useLocalStorage<SaveGame>(
{},
"agbrswebplayer/savegames"
);
const gameUrlString = gameUrl.toString();
const [state, setState] = useState(MgbaState.Uninitialised);
const [gameLoaded, setGameLoaded] = useState(false);
useEffect(() => {
function beforeUnload() {
const gameSplit = gameUrlString.split("/");
const gameBaseName = gameSplit[gameSplit.length - 1];
const save = mgbaModule.current?.getSave();
if (!save) return;
setSaveGame({
...saveGame,
[gameBaseName]: [...save],
});
}
window.addEventListener("beforeunload", beforeUnload);
return () => {
window.removeEventListener("beforeunload", beforeUnload);
};
}, [gameUrlString, saveGame, setSaveGame]);
useEffect(() => {
if (state !== MgbaState.Initialised) return;
const gameSplit = gameUrlString.split("/");
const gameBaseName = gameSplit[gameSplit.length - 1];
const save = saveGame[gameBaseName];
if (!save) return;
const savePath = `${MGBA_ROM_DIRECTORY}/${gameBaseName}.sav`;
mgbaModule.current?.FS.writeFile(savePath, new Uint8Array([0, 1, 2, 3]));
}, [gameUrlString, saveGame, state]);
useEffect(() => {
if (state !== MgbaState.Initialised) return;
(async () => {
const gameData = await downloadGame(gameUrl);
const gameSplit = gameUrl.split("/");
const gameSplit = gameUrlString.split("/");
const gameBaseName = gameSplit[gameSplit.length - 1];
const gamePath = `${MGBA_ROM_DIRECTORY}/${gameBaseName}`;
mgbaModule.current.FS.writeFile(gamePath, new Uint8Array(gameData));
mgbaModule.current.loadGame(gamePath);
mgbaModule.current.setVolume(0.1); // for some reason you have to do this or you get no sound
mgbaModule.current?.FS.writeFile(gamePath, new Uint8Array(gameData));
mgbaModule.current?.loadGame(gamePath);
mgbaModule.current?.setVolume(0.1); // for some reason you have to do this or you get no sound
setGameLoaded(true);
})();
}, [state, gameUrl]);
}, [state, gameUrl, gameUrlString]);
// init mgba
useEffect(() => {
@ -85,22 +131,19 @@ export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
if (state !== MgbaState.Uninitialised) return;
setState(MgbaState.Initialising);
mgbaModule.current = {
canvas: canvas.current,
};
mGBA(mgbaModule.current).then((module: Module) => {
mgbaModule.current = module;
module.FSInit();
setState(MgbaState.Initialised);
});
const mModule = await mGBA({ canvas: canvas.current });
mgbaModule.current = mModule;
await mModule.FSInit();
await mModule.FSSync();
setState(MgbaState.Initialised);
})();
if (state === MgbaState.Initialised)
return () => {
try {
mgbaModule.current.quitGame();
mgbaModule.current.quitMgba();
mgbaModule.current?.quitGame();
mgbaModule.current?.quitMgba();
} catch {}
};
}, [state]);
@ -119,30 +162,31 @@ export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
? "Return"
: value.toLowerCase().replace("arrow", "").replace("key", "");
mgbaModule.current.bindKey(binding, key);
mgbaModule.current?.bindKey(binding, key);
}
}, [controls, gameLoaded]);
useEffect(() => {
if (!gameLoaded) return;
mgbaModule.current.setVolume(volume ?? 1.0);
mgbaModule.current?.setVolume(volume ?? 1.0);
}, [gameLoaded, volume]);
useEffect(() => {
if (!gameLoaded) return;
if (paused) {
mgbaModule.current.pauseGame();
mgbaModule.current?.pauseGame();
} else {
mgbaModule.current.resumeGame();
mgbaModule.current?.resumeGame();
}
}, [gameLoaded, paused]);
useImperativeHandle(ref, () => {
return {
restart: () => mgbaModule.current.quickReload(),
buttonPress: (key: GbaKey) => mgbaModule.current.buttonPress(key),
buttonRelease: (key: GbaKey) => mgbaModule.current.buttonUnpress(key),
restart: () => mgbaModule.current?.quickReload(),
buttonPress: (key: GbaKey) => mgbaModule.current?.buttonPress(key),
buttonRelease: (key: GbaKey) => mgbaModule.current?.buttonUnpress(key),
saveGame: () => {},
};
});

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@ -60,7 +60,7 @@ const StartButtonWrapper = styled.button`
`;
interface MgbaWrapperProps {
gameUrl: string;
gameUrl: URL;
isPlaying?: boolean;
setIsPlaying?: (isPlaying: boolean) => void;
}
@ -103,7 +103,6 @@ export const MgbaWrapper = forwardRef<MgbaHandle, MgbaWrapperProps>(
restart: () => mgbaRef.current?.restart(),
buttonPress: (key: GbaKey) => mgbaRef.current?.buttonPress(key),
buttonRelease: (key: GbaKey) => mgbaRef.current?.buttonRelease(key),
hardReset: () => setMgbaId((id) => id + 1),
}));
useAvoidItchIoScrolling();
@ -123,7 +122,6 @@ export const MgbaWrapper = forwardRef<MgbaHandle, MgbaWrapperProps>(
)}
{isPlaying ? (
<Mgba
key={mgbaId}
ref={mgbaRef}
gameUrl={gameUrl}
volume={volume}

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@ -2,7 +2,9 @@ import { MutableRefObject, useEffect } from "react";
import { mGBAEmulator } from "./vendor/mgba";
import { GbaKey } from "./bindings";
export function useController(mgbaModule: MutableRefObject<mGBAEmulator>) {
export function useController(
mgbaModule: MutableRefObject<mGBAEmulator | undefined>
) {
useEffect(() => {
let stopped = false;
@ -64,13 +66,13 @@ export function useController(mgbaModule: MutableRefObject<mGBAEmulator>) {
for (let oldButton of previouslyPressedButtons) {
if (!currentlyPressed.has(oldButton)) {
mgbaModule.current.buttonUnpress(oldButton);
mgbaModule.current?.buttonUnpress(oldButton);
}
}
for (let newButton of currentlyPressed) {
if (!previouslyPressedButtons.has(newButton)) {
mgbaModule.current.buttonPress(newButton);
mgbaModule.current?.buttonPress(newButton);
}
}

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@ -1,7 +1,9 @@
import { MutableRefObject, useEffect } from "react";
import { mGBAEmulator } from "./vendor/mgba";
export function useFrameSkip(mgbaModule: MutableRefObject<mGBAEmulator>) {
export function useFrameSkip(
mgbaModule: MutableRefObject<mGBAEmulator | undefined>
) {
useEffect(() => {
let previous: number | undefined = undefined;
let stopped = false;
@ -23,12 +25,12 @@ export function useFrameSkip(mgbaModule: MutableRefObject<mGBAEmulator>) {
if (totalTime >= 1 / 60) {
totalTime -= 1 / 60;
if (paused) {
mgbaModule.current.resumeGame();
mgbaModule.current?.resumeGame();
paused = false;
}
} else {
if (!paused) {
mgbaModule.current.pauseGame();
mgbaModule.current?.pauseGame();
paused = true;
}
}

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@ -78,6 +78,8 @@ function shouldStartPlaying(isTouchScreen: boolean | undefined) {
return !isTouchScreen;
}
const COMBO_GAME = new URL("combo.gba.gz", import.meta.url);
function MgbaWithControllerSides() {
const mgba = useRef<MgbaHandle>(null);
@ -105,7 +107,7 @@ function MgbaWithControllerSides() {
</GameSide>
<GameDisplayWindow>
<MgbaWrapper
gameUrl="combo.gba.gz"
gameUrl={COMBO_GAME}
ref={mgba}
isPlaying={playEmulator}
setIsPlaying={setIsPlaying}