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Ryujinx/Ryujinx.HLE/HOS/Tamper/CodeEmitters/EndConditionalBlock.cs
Caian Benedicto 0c1ea1212a
Add the TamperMachine module for runtime mods and cheats (#1928)
* Add initial implementation of the Tamper Machine

* Implement Atmosphere opcodes 0, 4 and 9

* Add missing TamperCompilationException class

* Implement Atmosphere conditional and loop opcodes 1, 2 and 3

* Inplement input conditional opcode 8

* Add register store opcode A

* Implement extended pause/resume opcodes FF0 and FF1

* Implement extended log opcode FFF

* Implement extended register conditional opcode C0

* Refactor TamperProgram to an interface

* Moved Atmosphere classes to a separate subdirectory

* Fix OpProcCtrl class not setting process

* Implement extended register save/restore opcodes C1, C2 and C3

* Refactor code emitters to separate classes

* Supress memory access errors from the Tamper Machine

* Add debug information to tamper register and memory writes

* Add block stack check to Atmosphere Cheat compiler

* Add handheld input support to Tamper Machine

* Fix code styling

* Fix build id and cheat case mismatch

* Fix invalid immediate size selection

* Print build ids of the title

* Prevent Tamper Machine from change code regions

* Remove Atmosphere namespace

* Remove empty cheats from the list

* Prevent code modification without disabling the tampering

* Fix missing addressing mode in LoadRegisterWithMemory

* Fix wrong addressing in RegisterConditional

* Add name to the tamper machine thread

* Fix code styling
2021-03-27 15:12:05 +01:00

50 lines
2 KiB
C#

using Ryujinx.HLE.Exceptions;
using Ryujinx.HLE.HOS.Tamper.Conditions;
using Ryujinx.HLE.HOS.Tamper.Operations;
using System.Collections.Generic;
namespace Ryujinx.HLE.HOS.Tamper.CodeEmitters
{
/// <summary>
/// Code type 2 marks the end of a conditional block (started by Code Type 1, Code Type 8 or Code Type C0).
/// </summary>
class EndConditionalBlock
{
public static void Emit(byte[] instruction, CompilationContext context)
{
// 20000000
// Use the conditional begin instruction stored in the stack.
instruction = context.CurrentBlock.BaseInstruction;
CodeType codeType = InstructionHelper.GetCodeType(instruction);
// Pop the current block of operations from the stack so control instructions
// for the conditional can be emitted in the upper block.
IEnumerable<IOperation> operations = context.CurrentOperations;
context.BlockStack.Pop();
ICondition condition;
switch (codeType)
{
case CodeType.BeginMemoryConditionalBlock:
condition = MemoryConditional.Emit(instruction, context);
break;
case CodeType.BeginKeypressConditionalBlock:
condition = KeyPressConditional.Emit(instruction, context);
break;
case CodeType.BeginRegisterConditionalBlock:
condition = RegisterConditional.Emit(instruction, context);
break;
default:
throw new TamperCompilationException($"Conditional end does not match code type {codeType} in Atmosphere cheat");
}
// Create a conditional block with the current operations and nest it in the upper
// block of the stack.
IfBlock block = new IfBlock(condition, operations);
context.CurrentOperations.Add(block);
}
}
}