use wasmer::*;
use anyhow::{Result, Error};
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::RngConfig;
use util::unzip_bytes;
#[derive(Debug, Clone)]
pub struct SM64GameGenerator {
wasm_bytes: Vec<u8>,
}
impl SM64GameGenerator {
pub fn new(rom_bytes: Vec<u8>) -> Result<Self, Error> {
if !util::check_hash(&rom_bytes) {
return Err(Error::msg("Invalid ROM. Should be a US copy, in z64 format (8.00MB)"));
};
let wasm_bytes = Self::rom_to_wasm_bytes(rom_bytes);
Ok(SM64GameGenerator { wasm_bytes })
}
#[cfg(feature = "fs")]
pub fn from_file(rom_path: &str) -> Result<Self, Error> {
let rom_bytes = std::fs::read(rom_path)?;
Self::new(rom_bytes)
}
pub fn create_game(&self) -> Result<SM64Game, Error> {
SM64Game::new(self.wasm_bytes.clone())
}
pub fn rom_to_wasm_bytes(rom_bytes: Vec<u8>) -> Vec<u8> {
let rom_len = rom_bytes.len();
const XOR_BYTES: &[u8] = 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 fn copy(&self, game: &mut SM64Game) -> Result<SM64Game, Error> {
let mut cloned_game = self.create_game()?;
game.copy_to(&mut cloned_game)?;
Ok(cloned_game)
}
}
pub struct SM64Game {
store: Store,
instance: Instance,
using_rng: bool
}
impl SM64Game {
const DATA0_SIZE: usize = 8013002;
pub fn new(wasm_bytes: Vec<u8>) -> Result<Self> {
let using_rng = false;
let mut store: Store = Store::default();
let module = Module::new(&store, wasm_bytes)?;
let import_object = imports! {
"wasi_snapshot_preview1" => {
"proc_exit" => Function::new_typed(&mut store, |_exit_code: i32| {
println!("proc_exit");
}),
"fd_write" => Function::new_typed(&mut store, |_fd: i32, _iovs: i32, _iovs_len: i32, _bytes_written: i32| -> i32 {
println!("fd_write");
0
}),
"fd_close" => Function::new_typed(&mut store, |_fd: i32| -> i32 {
println!("fd_close");
0
}),
"fd_seek" => Function::new_typed(&mut store, |_fd: i32, _offset: i64, _whence: i32, _new_offset: i32| -> i32 {
println!("fd_seek");
0
}),
},
};
let instance = Instance::new(&mut store, &module, &import_object).unwrap();
let main_func: TypedFunction<(), ()> = instance.exports.get_typed_function::<(), ()>(&mut store, "main_func")?;
main_func.call(&mut store)?;
Ok(SM64Game {
store,
instance,
using_rng,
})
}
pub fn set_rng_config(&mut self, cfg: RngConfig) -> Result<()> {
self.using_rng = true;
let set_rng_config: TypedFunction<(u32, u32, u32, f32, f32, f32), ()> = self.instance.exports.get_typed_function::<(u32, u32, u32, f32, f32, f32), ()>(&mut self.store, "set_rng_config")?;
set_rng_config.call(&mut self.store,
cfg.window_length, cfg.random_amount, cfg.random_burst_length,
cfg.a_prob, cfg.b_prob, cfg.z_prob
)?;
Ok(())
}
pub fn set_rng_seed(&mut self, seed: u32) -> Result<()> {
self.using_rng = true;
let set_rng_config: TypedFunction<u32, ()> = self.instance.exports.get_typed_function::<u32, ()>(&mut self.store, "set_rng_seed")?;
set_rng_config.call(&mut self.store,
seed
)?;
Ok(())
}
pub fn step_game(&mut self, pad: GamePad) -> Result<()> {
let step_game: TypedFunction<(u32, i32, i32), ()> = self.instance.exports.get_typed_function::<(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: TypedFunction<(), i32> = self.instance.exports.get_typed_function::<(), i32>(&mut self.store, "get_game_state")?;
let pointer = get_game_state.call(&mut self.store)?;
let mut buffer: [u8; 64] = [0; 64];
let memory = self.instance.exports.get_memory("memory")?;
let view = memory.view(&self.store);
view.read(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: TypedFunction<(u32, i32, i32), i32> = self.instance.exports.get_typed_function::<(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];
let memory = self.instance.exports.get_memory("memory")?;
let view = memory.view(&self.store);
view.read(pointer.try_into()?, &mut buffer)?;
let pad = GamePad::from_bytes(&buffer);
Ok(pad)
}
pub fn using_rng(&self) -> bool {
self.using_rng
}
fn expand_memory(&mut self, save_state_length: usize) -> Result<(), Error> {
let memory = self.instance.exports.get_memory("memory")?;
let required_total_bytes = (SM64Game::DATA0_SIZE + save_state_length) as u64;
memory.grow_at_least(&mut self.store, required_total_bytes)?;
Ok(())
}
pub fn get_memory_bytes(&mut self) -> Result<Vec<u8>, Error> {
let memory = self.instance.exports.get_memory("memory")?;
let view = memory.view(&self.store);
let total_size = view.data_size();
let buffer = view.copy_range_to_vec((SM64Game::DATA0_SIZE as u64)..total_size)?;
Ok(buffer)
}
pub fn write_memory_bytes(&mut self, bytes: Vec<u8>) -> Result<(), Error> {
self.expand_memory(bytes.len())?;
let memory = self.instance.exports.get_memory("memory")?;
let final_view = memory.view(&self.store);
Ok(final_view.write(SM64Game::DATA0_SIZE as u64, &bytes)?)
}
pub fn copy_to(&mut self, game_to: &mut SM64Game) -> Result<(), Error> {
game_to.write_memory_bytes(self.get_memory_bytes()?)?;
Ok(())
}
pub fn full_copy_to(&mut self, game_to: &SM64Game) -> Result<(), Error> {
let view_from = self.instance.exports.get_memory("memory")?.view(&mut self.store);
let view_to = game_to.instance.exports.get_memory("memory")?.view(&game_to.store);
Ok(view_from.copy_to_memory(view_from.data_size(), &view_to)?)
}
}