use wasmtime::*;
use std::convert::TryInto;
mod game_pad;
mod game_state;
mod rng_config;
mod util;
pub use game_pad::GamePad;
pub use game_state::GameState;
pub use rng_config::RandomConfig;
use util::unzip_bytes;
pub struct SM64GameGenerator {
wasm_bytes: Vec<u8>,
}
impl SM64GameGenerator {
#[cfg(feature = "fs")]
pub fn new(rom_path: &str) -> Result<Self, Error> {
match util::check_hash(rom_path) {
Ok(_) => {},
Err(_) => {return Err(Error::msg("Invalid ROM. Should be a US copy, in z64 format (8.00MB)"));}
};
let rom_bytes = std::fs::read(rom_path)?;
Self::from_rom_bytes(rom_bytes)
}
pub fn from_rom_bytes(rom_bytes: Vec<u8>) -> Result<Self, Error> {
let wasm_bytes = Self::rom_to_wasm_bytes(rom_bytes);
Ok(SM64GameGenerator { wasm_bytes })
}
pub fn create_game(&self, cfg: Option<RandomConfig>) -> Result<SM64Game, Error> {
SM64Game::new(self.wasm_bytes.clone(), cfg)
}
pub fn rom_to_wasm_bytes(rom_bytes: Vec<u8>) -> Vec<u8> {
let rom_len = rom_bytes.len();
let xor_bytes = include_bytes!("../pkg/sm64_headless.us.wasm.zip.xor");
let mut wasm_zip_bytes: Vec<u8> = Vec::new();
for i in 0..xor_bytes.len() {
wasm_zip_bytes.push(xor_bytes[i] ^ rom_bytes[i % rom_len]);
}
unzip_bytes(&wasm_zip_bytes)
}
}
pub struct SM64Game {
store: Store<u32>,
instance: Instance,
memory: Memory,
using_rng: bool
}
impl SM64Game {
pub fn new(wasm_bytes: Vec<u8>, cfg: Option<RandomConfig>) -> Result<Self, Error> {
let engine = Engine::default();
let mut store: Store<u32> = Store::new(&engine, 4);
let module = Module::new(&engine, wasm_bytes)?;
let mut linker = Linker::new(&engine);
linker.define_unknown_imports_as_traps(&module)?;
let instance = linker.instantiate(&mut store, &module)?;
let memory = instance.get_memory(&mut store, "memory").unwrap();
let using_rng;
if let Some(c) = cfg {
using_rng = true;
let rng_init = instance.get_typed_func::<(u32, u32, u32, f32, f32, f32), ()>(&mut store, "rng_init")?;
rng_init.call(&mut store, (
c.seed, c.max_random_action, c.max_window_length,
c.a_prob, c.b_prob, c.z_prob)
)?;
} else {
using_rng = false;
}
let main_func = instance.get_typed_func::<(), ()>(&mut store, "main_func")?;
main_func.call(&mut store, ())?;
Ok(SM64Game {
store,
instance,
memory,
using_rng,
})
}
pub fn step_game(&mut self, pad: GamePad) -> Result<(), Error> {
let step_game = self.instance.get_typed_func::<(u32, i32, i32), ()>(&mut self.store, "step_game")?;
step_game.call(&mut self.store, (pad.button.into(), pad.stick_x.into(), pad.stick_y.into()))?;
Ok(())
}
pub fn get_game_state(&mut self) -> Result<GameState, Error> {
let get_game_state = self.instance.get_typed_func::<(), i32>(&mut self.store, "get_game_state")?;
let pointer = get_game_state.call(&mut self.store, ())?;
let mut buffer: [u8; 60] = [0; 60];
self.memory.read(&mut self.store, pointer.try_into()?, &mut buffer)?;
let state = GameState::new(&buffer);
Ok(state)
}
pub fn rng_pad(&mut self, pad: GamePad) -> Result<GamePad, Error> {
let rng_pad = self.instance.get_typed_func::<(u32, i32, i32), i32>(&mut self.store, "rng_pad")?;
let pointer = rng_pad.call(&mut self.store, (pad.button.into(), pad.stick_x.into(), pad.stick_y.into()))?;
let mut buffer: [u8; 4] = [0; 4];
self.memory.read(&mut self.store, pointer.try_into()?, &mut buffer)?;
let pad = GamePad::from_bytes(&buffer);
Ok(pad)
}
pub fn using_rng(&self) -> bool {
self.using_rng
}
}