// license:BSD-3-Clause // copyright-holders:Nicola Salmoria, Aaron Giles /*************************************************************************** mame.c Controls execution of the core MAME system. **************************************************************************** Since there has been confusion in the past over the order of initialization and other such things, here it is, all spelled out as of January, 2008: main() - does platform-specific init - calls mame_execute() [mame.c] mame_execute() [mame.c] - calls mame_validitychecks() [validity.c] to perform validity checks on all compiled drivers - begins resource tracking (level 1) - calls create_machine [mame.c] to initialize the running_machine structure - calls init_machine() [mame.c] init_machine() [mame.c] - calls fileio_init() [fileio.c] to initialize file I/O info - calls config_init() [config.c] to initialize configuration system - calls input_init() [input.c] to initialize the input system - calls output_init() [output.c] to initialize the output system - calls state_init() [state.c] to initialize save state system - calls state_save_allow_registration() [state.c] to allow registrations - calls palette_init() [palette.c] to initialize palette system - calls render_init() [render.c] to initialize the rendering system - calls ui_init() [ui.c] to initialize the user interface - calls generic_machine_init() [machine/generic.c] to initialize generic machine structures - calls generic_video_init() [video/generic.c] to initialize generic video structures - calls generic_sound_init() [audio/generic.c] to initialize generic sound structures - calls timer_init() [timer.c] to reset the timer system - calls osd_init() [osdepend.h] to do platform-specific initialization - calls input_port_init() [inptport.c] to set up the input ports - calls rom_init() [romload.c] to load the game's ROMs - calls memory_init() [memory.c] to process the game's memory maps - calls watchdog_init() [watchdog.c] to initialize the watchdog system - calls the driver's DRIVER_INIT callback - calls device_list_start() [devintrf.c] to start any devices - calls video_init() [video.c] to start the video system - calls tilemap_init() [tilemap.c] to start the tilemap system - calls crosshair_init() [crsshair.c] to configure the crosshairs - calls sound_init() [sound.c] to start the audio system - calls debugger_init() [debugger.c] to set up the debugger - calls the driver's MACHINE_START, SOUND_START, and VIDEO_START callbacks - calls cheat_init() [cheat.c] to initialize the cheat system - calls image_init() [image.c] to initialize the image system - calls config_load_settings() [config.c] to load the configuration file - calls nvram_load [machine/generic.c] to load NVRAM - calls ui_display_startup_screens() [ui.c] to display the startup screens - begins resource tracking (level 2) - calls soft_reset() [mame.c] to reset all systems -------------------( at this point, we're up and running )---------------------- - calls scheduler->timeslice() [schedule.c] over and over until we exit - ends resource tracking (level 2), freeing all auto_mallocs and timers - calls the nvram_save() [machine/generic.c] to save NVRAM - calls config_save_settings() [config.c] to save the game's configuration - calls all registered exit routines [mame.c] - ends resource tracking (level 1), freeing all auto_mallocs and timers - exits the program ***************************************************************************/ #include "emu.h" #include "emuopts.h" #include "osdepend.h" #include "validity.h" #include "luaengine.h" #include //************************************************************************** // MACHINE MANAGER //************************************************************************** machine_manager* machine_manager::m_manager = nullptr; osd_interface &machine_manager::osd() const { return m_osd; } machine_manager* machine_manager::instance(emu_options &options,osd_interface &osd) { if(!m_manager) { m_manager = global_alloc(machine_manager(options,osd)); } return m_manager; } machine_manager* machine_manager::instance() { return m_manager; } //------------------------------------------------- // machine_manager - constructor //------------------------------------------------- machine_manager::machine_manager(emu_options &options,osd_interface &osd) : m_osd(osd), m_options(options), m_plugins(std::make_unique()), m_lua(global_alloc(lua_engine)), m_new_driver_pending(nullptr), m_machine(nullptr) { } //------------------------------------------------- // ~machine_manager - destructor //------------------------------------------------- machine_manager::~machine_manager() { global_free(m_lua); m_manager = nullptr; } /*************************************************************************** GLOBAL VARIABLES ***************************************************************************/ //------------------------------------------------- // mame_schedule_new_driver - schedule a new game to // be loaded //------------------------------------------------- void machine_manager::schedule_new_driver(const game_driver &driver) { m_new_driver_pending = &driver; } /*************************************************************************** CORE IMPLEMENTATION ***************************************************************************/ void machine_manager::update_machine() { m_lua->set_machine(m_machine); m_lua->attach_notifiers(); } std::vector split(const std::string &text, char sep) { std::vector tokens; std::size_t start = 0, end = 0; while ((end = text.find(sep, start)) != std::string::npos) { std::string temp = text.substr(start, end - start); if (temp != "") tokens.push_back(temp); start = end + 1; } std::string temp = text.substr(start); if (temp != "") tokens.push_back(temp); return tokens; } void machine_manager::start_luaengine() { if (options().plugins()) { path_iterator iter(options().plugins_path()); std::string pluginpath; while (iter.next(pluginpath)) { m_plugins->parse_json(pluginpath); } std::vector include = split(options().plugin(),','); std::vector exclude = split(options().no_plugin(),','); { // parse the file std::string error; // attempt to open the output file emu_file file(options().ini_path(), OPEN_FLAG_READ); if (file.open("plugin.ini") == osd_file::error::NONE) { bool result = m_plugins->parse_ini_file((util::core_file&)file, OPTION_PRIORITY_MAME_INI, OPTION_PRIORITY_DRIVER_INI, error); if (!result) osd_printf_error("**Error loading plugin.ini**"); } } for (auto &curentry : *m_plugins) { if (!curentry.is_header()) { if (std::find(include.begin(), include.end(), curentry.name()) != include.end()) { std::string error_string; m_plugins->set_value(curentry.name(), "1", OPTION_PRIORITY_CMDLINE, error_string); } if (std::find(exclude.begin(), exclude.end(), curentry.name()) != exclude.end()) { std::string error_string; m_plugins->set_value(curentry.name(), "0", OPTION_PRIORITY_CMDLINE, error_string); } } } } m_lua->initialize(); { emu_file file(options().plugins_path(), OPEN_FLAG_READ); osd_file::error filerr = file.open("boot.lua"); if (filerr == osd_file::error::NONE) { m_lua->load_script(file.fullpath()); } } } /*------------------------------------------------- execute - run the core emulation -------------------------------------------------*/ int machine_manager::execute() { bool started_empty = false; bool firstgame = true; bool firstrun = true; // loop across multiple hard resets bool exit_pending = false; int error = MAMERR_NONE; if (m_options.console()) { m_lua->start_console(); } while (error == MAMERR_NONE && !exit_pending) { m_new_driver_pending = nullptr; // if no driver, use the internal empty driver const game_driver *system = m_options.system(); if (system == nullptr) { system = &GAME_NAME(___empty); if (firstgame) started_empty = true; } firstgame = false; // parse any INI files as the first thing if (m_options.read_config()) { m_options.revert(OPTION_PRIORITY_INI); std::string errors; m_options.parse_standard_inis(errors); } // otherwise, perform validity checks before anything else if (system != nullptr) { validity_checker valid(m_options); valid.set_verbose(false); valid.check_shared_source(*system); } // create the machine configuration machine_config config(*system, m_options); // create the machine structure and driver running_machine machine(config, *this); set_machine(&machine); // run the machine error = machine.run(firstrun); firstrun = false; // check the state of the machine if (m_new_driver_pending) { // set up new system name and adjust device options accordingly m_options.set_system_name(m_new_driver_pending->name); firstrun = true; } else { if (machine.exit_pending()) m_options.set_system_name(""); } if (machine.exit_pending() && (!started_empty || (system == &GAME_NAME(___empty)))) exit_pending = true; // machine will go away when we exit scope set_machine(nullptr); } // return an error return error; }