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DolphinAnalytics.h
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DolphinAnalytics.h
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// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <memory>
#include <mutex>
#include <string>
#include <string_view>
#include <vector>
#include "Common/Analytics.h"
#include "Common/CommonTypes.h"
#if defined(ANDROID)
#include <functional>
#endif
// Non generic part of the Dolphin Analytics framework. See Common/Analytics.h
// for the main documentation.
enum class GameQuirk
{
// The Wii remote hardware makes it possible to bypass normal data reporting and directly
// "read" extension or IR data. This would break our current TAS/NetPlay implementation.
DIRECTLY_READS_WIIMOTE_INPUT = 0,
// Several Wii DI commands that are rarely/never used and not implemented by Dolphin
USES_DVD_LOW_STOP_LASER,
USES_DVD_LOW_OFFSET,
USES_DVD_LOW_READ_DISK_BCA, // NSMBW known to use this
USES_DVD_LOW_REQUEST_DISC_STATUS,
USES_DVD_LOW_REQUEST_RETRY_NUMBER,
USES_DVD_LOW_SER_MEAS_CONTROL,
// Dolphin only implements the simple DVDLowOpenPartition, not any of the variants where some
// already-read data is provided
USES_DIFFERENT_PARTITION_COMMAND,
// IOS has implementations for ioctls 0x85 and 0x89 and a stub for 0x87, but
// DVDLowMaskCoverInterrupt/DVDLowUnmaskCoverInterrupt/DVDLowUnmaskStatusInterrupts
// are all stubbed on the PPC side so they presumably will never be used.
// (DVDLowClearCoverInterrupt is used, though)
USES_DI_INTERRUPT_MASK_COMMAND,
// Some games configure a mismatched number of texture coordinates or colors between the transform
// and TEV/BP stages of the rendering pipeline. Currently, Dolphin just skips over these objects
// as the hardware renderers are not equipped to handle the case where the registers between
// stages are mismatched.
MISMATCHED_GPU_TEXGENS_BETWEEN_XF_AND_BP,
MISMATCHED_GPU_COLORS_BETWEEN_XF_AND_BP,
// The WD module can be configured to operate in six different modes.
// In practice, only mode 1 (DS communications) and mode 3 (AOSS access point scanning)
// are used by games and the system menu respectively.
USES_UNCOMMON_WD_MODE,
USES_WD_UNIMPLEMENTED_IOCTL,
// Some games use invalid/unknown graphics commands (see e.g. bug 10931).
// These are different from unknown opcodes: it is known that a BP/CP/XF command is being used,
// but the command itself is not understood.
USES_UNKNOWN_BP_COMMAND,
USES_UNKNOWN_CP_COMMAND,
USES_UNKNOWN_XF_COMMAND,
// YAGCD and Dolphin's implementation disagree about what is valid in some cases
USES_MAYBE_INVALID_CP_COMMAND,
// These commands are used by a few games (e.g. bug 12461), and seem to relate to perf queries.
// Track them separately.
USES_CP_PERF_COMMAND,
// We don't implement all AX features yet.
USES_UNIMPLEMENTED_AX_COMMAND,
USES_AX_INITIAL_TIME_DELAY,
// We don't implement XFMEM_CLIPDISABLE yet.
SETS_XF_CLIPDISABLE_BIT_0,
SETS_XF_CLIPDISABLE_BIT_1,
SETS_XF_CLIPDISABLE_BIT_2,
// Similar to the XF-BP mismatch, CP and XF might be configured with different vertex formats.
// Real hardware seems to hang in this case, so games probably don't do this, but it would
// be good to know if anything does it.
MISMATCHED_GPU_COLORS_BETWEEN_CP_AND_XF,
MISMATCHED_GPU_NORMALS_BETWEEN_CP_AND_XF,
MISMATCHED_GPU_TEX_COORDS_BETWEEN_CP_AND_XF,
// Both CP and XF have normally-identical matrix index information. We currently always
// use the CP one in the hardware renderers and the XF one in the software renderer,
// but testing is needed to find out which of these is actually used for what.
MISMATCHED_GPU_MATRIX_INDICES_BETWEEN_CP_AND_XF,
// Only a few games use the Bounding Box feature. Note that every game initializes the bounding
// box registers (using BPMEM_CLEARBBOX1/BPMEM_CLEARBBOX2) on startup, as part of the SDK, but
// only a few read them (from PE_BBOX_LEFT etc.)
READS_BOUNDING_BOX,
// A few games use invalid vertex component formats, but the two known cases (Fifa Street and
// Def Jam: Fight for New York, see https://bugs.dolphin-emu.org/issues/12719) only use invalid
// normal formats and lighting is disabled in those cases, so it doesn't end up mattering.
// It's possible other games use invalid formats, possibly on other vertex components.
INVALID_POSITION_COMPONENT_FORMAT,
INVALID_NORMAL_COMPONENT_FORMAT,
INVALID_TEXTURE_COORDINATE_COMPONENT_FORMAT,
INVALID_COLOR_COMPONENT_FORMAT,
COUNT,
};
class DolphinAnalytics
{
public:
// Performs lazy-initialization of a singleton and returns the instance.
static DolphinAnalytics& Instance();
#if defined(ANDROID)
// Get value from java.
static void AndroidSetGetValFunc(std::function<std::string(std::string)> function);
#endif
// Resets and recreates the analytics system in order to reload
// configuration.
void ReloadConfig();
// Rotates the unique identifier used for this instance of Dolphin and saves
// it into the configuration.
void GenerateNewIdentity();
// Reports a Dolphin start event.
void ReportDolphinStart(std::string_view ui_type);
// Generates a base report for a "Game start" event. Also preseeds the
// per-game base data.
void ReportGameStart();
// Generates a report for a special condition being hit by a game. This is automatically throttled
// to once per game run.
void ReportGameQuirk(GameQuirk quirk);
struct PerformanceSample
{
double speed_ratio; // See SystemTimers::GetEstimatedEmulationPerformance().
int num_prims;
int num_draw_calls;
};
// Reports performance information. This method performs its own throttling / aggregation --
// calling it does not guarantee when a report will actually be sent.
//
// This method is NOT thread-safe.
void ReportPerformanceInfo(PerformanceSample&& sample);
// Forward Send method calls to the reporter.
template <typename T>
void Send(T report)
{
std::lock_guard lk{m_reporter_mutex};
m_reporter.Send(report);
}
private:
DolphinAnalytics();
void MakeBaseBuilder();
void MakePerGameBuilder();
// Returns a unique ID derived on the global unique ID, hashed with some
// report-specific data. This avoid correlation between different types of
// events.
std::string MakeUniqueId(std::string_view data) const;
// Unique ID. This should never leave the application. Only used derived
// values created by MakeUniqueId.
std::string m_unique_id;
// Performance sampling configuration constants.
//
// 5min after startup + rand(0, 3min) jitter time, collect performance for 100 frames in a row.
// Repeat collection after 30min + rand(0, 3min).
static constexpr int NUM_PERFORMANCE_SAMPLES_PER_REPORT = 100;
static constexpr int PERFORMANCE_SAMPLING_INITIAL_WAIT_TIME_SECS = 300;
static constexpr int PERFORMANCE_SAMPLING_WAIT_TIME_JITTER_SECS = 180;
static constexpr int PERFORMANCE_SAMPLING_INTERVAL_SECS = 1800;
// Performance sampling state & internal helpers.
void InitializePerformanceSampling(); // Called on game start / title switch.
bool ShouldStartPerformanceSampling();
u64 m_sampling_next_start_us; // Next timestamp (in us) at which to trigger sampling.
bool m_sampling_performance_info = false; // Whether we are currently collecting samples.
std::vector<PerformanceSample> m_performance_samples;
// What quirks have already been reported about the current game.
std::array<bool, static_cast<size_t>(GameQuirk::COUNT)> m_reported_quirks;
// Builder that contains all non variable data that should be sent with all
// reports.
Common::AnalyticsReportBuilder m_base_builder;
// Builder that contains per game data and is initialized when a game start
// report is sent.
Common::AnalyticsReportBuilder m_per_game_builder;
std::mutex m_reporter_mutex;
Common::AnalyticsReporter m_reporter;
};