add client function for debugging movement data
This commit is contained in:
@@ -1,32 +1,25 @@
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# This function is required for loading DOLs. If it's not present, newserv can't
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# serve DOL files to GameCube clients.
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# This function is required for loading DOLs. If it's not present, newserv can't serve DOL files to GameCube clients.
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# This is also the file I've chosen to document how to write code for newserv's
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# functions subsystem. There are three kinds of functions: includes, patches,
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# and general functions.
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# This is also the file I've chosen to document how to write code for newserv's functions subsystem. There are three
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# kinds of functions: includes, patches, and general functions.
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# - General functions are not version-specific (usually) but are architecture-
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# specific. This file, WriteMemoryGC, is a general function for all PowerPC
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# versions of PSO, which means all GameCube versions. General functions are
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# named like NAME.ARCH.s, where ARCH is sh4, ppc, or x86.
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# - General functions are not version-specific (usually) but are architecture-specific. This file, WriteMemoryGC, is a
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# general function for all PowerPC versions of PSO, which means all GameCube versions. General functions are named
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# like NAME.ARCH.s, where ARCH is sh4, ppc, or x86.
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# - Includes are snippets of code that are intended to be used as part of other
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# general functions and patches. Includes are named like NAME.ARCH.inc.s,
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# where ARCH has the same meaning as above. These can be used with the
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# .include directive; there is an example of this in the code below.
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# - Includes are snippets of code that are intended to be used as part of other general functions and patches. Includes
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# are named like NAME.ARCH.inc.s, where ARCH has the same meaning as above. These can be used with the .include
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# directive; there is an example of this in the code below.
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# - Patches are functions that are available to run upon client request. They
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# can be made available in the Patches menu or via the $patch command.
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# Patches should be named like PATCHNAME.VERS.patch.s, where VERS denotes
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# which specific game version the patch is for. These version codes are
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# listed in README.md, and directly correspond to values returned by the
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# VersionDetect functions, also in this directory.
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# - Patches are functions that are available to run upon client request. They can be made available in the Patches menu
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# or via the $patch command. Patches should be named like PATCHNAME.VERS.patch.s, where VERS denotes which specific
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# game version the patch is for. These version codes are listed in README.md, and directly correspond to values
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# returned by the VersionDetect functions, also in this directory.
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# For example, to use this function to write the bytes 38 00 00 05 to the
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# address 8010521C, send_function_call could be called like this:
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# For example, to use this function to write the bytes 38 00 00 05 to the address 8010521C, send_function_call could be
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# called like this:
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# auto fn = s->function_code_index->name_to_function.at("WriteMemoryGC");
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# unordered_map<string, uint32_t> label_writes(
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# {{"dest_addr", 0x8010521C}, {"size", 4}});
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# unordered_map<string, uint32_t> label_writes({{"dest_addr", 0x8010521C}, {"size", 4}});
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# string suffix("\x38\x00\x00\x05", 4);
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# send_function_call(
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# c, // Client to send function call to
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@@ -34,37 +27,33 @@
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# label_writes, // Variables to pass in to the function's code
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# suffix); // Data to append after the code (not all functions use this)
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# The meanings of label_writes and suffix are described in the comments below.
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# Note that there is no way to specify label_writes or suffix for patches
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# requested by the client, so those features should only be used in general
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# functions.
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# The .versions directive may be used in patches (but not in includes or
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# general functions) and enables parameterization. If .version is used, then
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# the patch may later use expressions like <VERS value1 value2 ...> to generate
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# the same patch with different values for different game versions. In each
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# <VERS> expression, the number of values must match the number of versions
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# given in the .versions directive.
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# The .versions directive may be used in patches (but not in includes or general functions) and enables
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# parameterization. If .version is used, then the patch may later use expressions like <VERS value1 value2 ...> to
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# generate the same patch with different values for different game versions. In each <VERS> expression, the number of
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# values must match the number of versions given in the .versions directive.
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# .versions VRS1 VRS2 VRS3 ...
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# These directives tell newserv what to show to the player in the Patches menu.
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# Neither of them is required; if the name is omitted, the filename is used
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# instead.
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# These directives tell newserv what to show to the player in the Patches menu. Neither of them is required; if the
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# name is omitted, the filename is used instead.
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.meta name="Write memory"
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.meta description="Writes data to any location in memory"
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# To hide a patch from the Patches menu (so it can only be used with the $patch
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# command), this directive can be used. This has no effect if used in includes
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# or general functions.
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# To hide a patch from the Patches menu (so it can only be used with the $patch command), this directive can be used.
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# This has no effect if used in includes or general functions.
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# .meta hide_from_patches_menu
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# The entry_ptr label is required for all functions. It should point to a
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# .offsetof directive that itself points to the actual entrypoint.
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# When used for debugging purposes, it may be useful to see the value returned by the client function when run via the
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# $patch chat command. This directive causes the server to tell you the return value in-game after running it.
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# .meta show_return_value
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# The entry_ptr label is required for all functions. It should generally point to a .offsetof directive that itself
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# points to the actual entrypoint.
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entry_ptr:
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# All labels starting with reloc signify that the following PPC word (big-endian
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# 32-bit value) is to be relocated at runtime. That is, when the code runs on
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# the client, the PPC word will contain the actual memory address relative to
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# the running code instead of the offset that it holds at assembly time. The
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# entry_ptr label should almost always have a reloc label next to it.
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# All labels starting with reloc signify that the following PPC word (big-endian 32-bit value) is to be relocated at
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# runtime. That is, when the code runs on the client, the PPC word will contain the actual memory address relative to
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# the running code instead of the offset that it holds at assembly time. The entry_ptr label should almost always have
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# a reloc label next to it.
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reloc0:
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.offsetof start
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@@ -88,15 +77,13 @@ copy_block__again:
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# Flush the data cache and clear the instruction cache at the written region
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lwz r3, [r6] # r3 = dest ptr
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lwz r4, [r6 + 4] # r4 = size
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# A .include directive essentially pastes in the code from the referenced
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# file. Here, we use the code from the file FlushCachedCode.inc.s. When
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# compiling includes, newserv first looks in the same directory as the
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# function's source, then looks in system/client-functions/System.
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# A .include directive essentially pastes in the code from the referenced file. Here, we use the code from the file
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# FlushCachedCode.inc.s. When compiling includes, newserv first looks in the same directory as the function's source,
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# then looks in system/client-functions/System.
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.include FlushCachedCode
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# Return the address after the last byte written. The value returned in r3
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# from the function is sent back to the server in a B3 command. newserv uses
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# the return value during DOL loading to know which section of the DOL file to
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# Return the address after the last byte written. The value returned in r3 from the function is sent back to the
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# server in a B3 command. newserv uses the return value during DOL loading to know which section of the DOL file to
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# send next, or to send the RunDOL function if all sections have been loaded.
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lwz r3, [r6] # r3 = dest ptr
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lwz r4, [r6 + 4] # r4 = size
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@@ -109,25 +96,22 @@ get_block_ptr__ret:
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mtlr r10
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blr
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get_block_ptr:
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# We use a trick here to get the address of the dest_addr label: since bl puts
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# the immediately-following address into the link register, we "call"
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# get_block_ptr__ret and get the dest_addr pointer out of the LR. We then put
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# r10 back into the LR so get_block_ptr__ret returns to the caller.
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# We use a trick here to get the address of the dest_addr label: since bl puts the immediately-following address into
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# the link register, we "call" get_block_ptr__ret and get the dest_addr pointer out of the LR. We then put r10 back
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# into the LR so get_block_ptr__ret returns to the caller.
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mflr r10
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bl get_block_ptr__ret
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# These fields are filled in right before the command is sent to the client.
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# Specifically, the label_writes argument to send_function_call is responsible
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# for this. The label_writes argument is a map of label name to value, and
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# send_function_call simply writes the given values after the given labels. This
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# is a way to pass arbitrary arguments to a function at call time.
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# These fields are filled in right before the command is sent to the client. Specifically, the label_writes argument to
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# send_function_call is responsible for this. The label_writes argument is a map of label name to value, and
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# send_function_call simply writes the given values after the given labels. This is a way to pass arbitrary arguments
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# to a function at call time.
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dest_addr:
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.zero
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size:
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.zero
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# Finally, we use the suffix argument to instruct send_function_call to append
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# the data we want to write to memory immediately after the assembled code.
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# (The data_to_write label here is for documentation purposes only; the suffix
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# Finally, we use the suffix argument to instruct send_function_call to append the data we want to write to memory
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# immediately after the assembled code. (The data_to_write label here is for documentation purposes only; the suffix
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# argument always appends data after the end of all the assembled code.)
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data_to_write:
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