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// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <memory>
#include <vector>
#include "common/common_types.h"
#include "core/memory/dmnt_cheat_types.h"
#include "core/memory/dmnt_cheat_vm.h"
namespace Core {
class System;
}
namespace Core::Timing {
class CoreTiming;
struct EventType;
} // namespace Core::Timing
namespace Memory {
class StandardVmCallbacks : public DmntCheatVm::Callbacks {
public:
StandardVmCallbacks(const Core::System& system, const CheatProcessMetadata& metadata);
~StandardVmCallbacks() override;
void MemoryRead(VAddr address, void* data, u64 size) override;
void MemoryWrite(VAddr address, const void* data, u64 size) override;
u64 HidKeysDown() override;
void DebugLog(u8 id, u64 value) override;
void CommandLog(std::string_view data) override;
private:
VAddr SanitizeAddress(VAddr address) const;
const CheatProcessMetadata& metadata;
const Core::System& system;
};
// Intermediary class that parses a text file or other disk format for storing cheats into a
// CheatList object, that can be used for execution.
class CheatParser {
public:
virtual ~CheatParser();
virtual std::vector<CheatEntry> Parse(const Core::System& system,
std::string_view data) const = 0;
};
// CheatParser implementation that parses text files
class TextCheatParser final : public CheatParser {
public:
~TextCheatParser() override;
std::vector<CheatEntry> Parse(const Core::System& system, std::string_view data) const override;
};
// Class that encapsulates a CheatList and manages its interaction with memory and CoreTiming
class CheatEngine final {
public:
CheatEngine(Core::System& system_, std::vector<CheatEntry> cheats_,
const std::array<u8, 0x20>& build_id);
~CheatEngine();
void Initialize();
void SetMainMemoryParameters(VAddr main_region_begin, u64 main_region_size);
void Reload(std::vector<CheatEntry> cheats);
private:
void FrameCallback(u64 userdata, s64 cycles_late);
DmntCheatVm vm;
CheatProcessMetadata metadata;
std::vector<CheatEntry> cheats;
std::atomic_bool is_pending_reload{false};
std::shared_ptr<Core::Timing::EventType> event;
Core::Timing::CoreTiming& core_timing;
Core::System& system;
};
} // namespace Memory
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