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132 commits

Author SHA1 Message Date
Hat Kid bc66d416b4
decompiler: call-parent-state-handler and suspend-for macros (#3625)
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Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00
Tyler Wilding eb703ee96e
REPL related improvements and fixes (#3545)
Motivated by - https://github.com/open-goal/opengoal-vscode/pull/358

This addresses the following:
- Fixes #2939 spam edge-case
- Stop picking a different nREPL port based on the game mode by default,
this causes friction for tools in the average usecase (having a REPL
open for a single game, and wanting to connect to it). `goalc` spins up
fine even if the port is already bound to.
- For people that need/want this behaviour, adding per-game
configuration to the `repl-config.json` is on my todo list.
- Allows `goalc` to permit redefining symbols, including functions. This
is defaulted to off via the `repl-config.json` but it allows you to for
example, change the definition of a function without having to restart
and rebuild the entire game.
![Screenshot 2024-06-02
124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b)
- Updates the welcome message to include a bunch of useful metadata
up-front. Cleaned up all the startup logs that appear when starting
goalc, many of whom's information is now included in the welcome
message.
  - Before:

![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9)

  - After:
![Screenshot 2024-06-01
235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
2024-06-03 00:14:52 -04:00
water111 cc8801a27b
[goalc] speed up jak3 compilation (#3454)
I noticed that jak 3's compilation was spending a lot of time accessing
the `unordered_map`s we use to store constants and symbol types.

 
I repurposed the `EnvironmentMap` originally made for GOOS for this. It
turns out that we were copying the entire constant map whenever we
encountered a `deftype`, and fixed that too.

This speeds up jak3 compiles from ~16 to 11 seconds for me.
2024-04-06 16:01:17 -04:00
Tyler Wilding 60db0e5ef9
deps: update fmt to latest version (#3403)
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).

The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
2024-03-05 22:11:52 -05:00
Tyler Wilding 4101d5d80e
tests: add jak3 typeconsistency test and ensure offline tests are working (#3310) 2024-01-16 00:15:33 -05:00
Matt Dallmeyer 2071c98b55
Fix cases of string formatting with non string literals (#3304)
The logger used in `goalc` tries to print an already-formatted string
`message` using `fmt::print(message);` Usually this doesn't cause
problems, but if you try to print, for example, an exception that has
special characters (notably `{`) it will try to do another round of
formatting/replacements, despite not having any args to replace with,
which ends up throwing another exception. This is why errors when
parsing custom level JSON cause the REPL to exit.

I've hopefully identified all the various instances of this across the
codebase
2024-01-14 12:02:08 +00:00
ManDude cd68cb671e
deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00
water111 cfce5e5916
[decompiler] Support v5 data file link data (#3076)
Fix the implementation of `link_v5` so it works on "data" files for jak
3.
2023-10-10 21:56:03 -04:00
water111 395c98db19
[goalc] Cleaned up speedups (#3066)
Started at 349,880,038 allocations and 42s

- Switched to making `Symbol` in GOOS be a "fixed type", just a wrapper
around a `const char*` pointing to the string in the symbol table. This
is a step toward making a lot of things better, but by itself not a huge
improvement. Some things may be worse due to more temp `std::string`
allocations, but one day all these can be removed. On linux it saved
allocations (347,685,429), and saved a second or two (41 s).
- cache `#t` and `#f` in interpreter, better lookup for special
forms/builtins (hashtable of pointers instead of strings, vector for the
small special form list). Dropped time to 38s.
- special-case in quasiquote when splicing is the last thing in a list.
Allocation dropped to 340,603,082
- custom hash table for environment lookups (lexical vars). Dropped to
36s and 314,637,194
- less allocation in `read_list` 311,613,616. Time about the same.
- `let` and `let*` in Interpreter.cpp 191,988,083, time down to 28s.
2023-10-07 10:48:17 -04:00
Hat Kid 3c27b3942b
decompiler: better automatic detection of art groups and joint-node-index macro detection (#3061) 2023-10-06 16:42:16 +02:00
ManDude dfeb88b35d
[jak2] fully implement *user* (#3046)
Fixes #1918
2023-10-01 04:28:30 +01:00
ManDude 6e8b0e57c7
[extractor] fix territory being set to wrong value (#2946)
Also fixes a minor issue where the JP sound bank wouldn't work (Jak 1).

Fixes #2793
2023-08-30 18:36:10 +01:00
water111 d5951c2b11
[jak 2] Fix possible stereo desync in overlord (#2663)
Normally, when they allocate a VagCmd, they do a bunch of stuff to clear
all the status bits and reset things
in particular the InitVAGCmd function does a lot


![image](https://github.com/open-goal/jak-project/assets/48171810/9b355020-ad37-496c-9438-2f8d34f24e0a)

but for the stereo command, they do a lot less:

![image](https://github.com/open-goal/jak-project/assets/48171810/12a36712-0e68-4377-a6be-3bde82c2aa15)

Which means that the new_stereo_command can just have random status bits
left over from whatever the last user had.
we seem to end up in a state where byte21 is set, and this causes
everything else to be wrong and off-by-one dma transfer. My guess is
that the original game avoided this bug due to lucky timing that I don't
understand.

I think the fix of just clearing byte21 is ok because there's no way
that the old value of the byte is useful after the command is
repurposed.
2023-05-19 21:17:11 -04:00
ManDude 6884b0f73e
start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

Added support in the decompiler for detecting `dma-buffer-add-gs-set`
and `dma-buffer-add-gs-set-flusha` and updated all of the Jak 2 code to
use it. Readability improved!

Fixes decompiler issue with `with-dma-buffer-add-bucket` not inlining
forms which broke syntax. Fixes store error warnings showing up for
non-existent stores, there is now a dedicated pass for this at the end.

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00
water111 5c9aa3facd
[jak2] try to speed up compile a bit (#2596) 2023-04-30 14:13:52 -04:00
ManDude d67b95c68f
allow quoting :key symbols + further optimize defpart (#2592)
This should hopefully improve build times in general, especially for
files with `defpart`.
2023-04-30 02:46:14 +01:00
ManDude 2feb231105
less branches for division + fix divide by zeros (#2585)
Slight change to float divide operations (again). Now it only turns into
inverse multiplication if the float is a power of 2 (positive or
negative). Non-zero immediate divisors will be compiled as regular float
divisions but will forgo the extra branches and checks for divide by
zero.

Also fixes #2584
2023-04-29 21:10:51 +01:00
ManDude 0ce5835818
Create a new format for particle definitions (defpart) (#2572)
Updates the decompiler for the new format and there's new macros. This
new format should be easier to read/parse.

Also rewrote `sp-init-fields!` (both jak 1 and 2) from assembly to GOAL.

Hopefully I did not miss any regressions in Jak 1/2 while updating the
files, it's a lot.
2023-04-29 11:01:47 -04:00
ManDude 77242bd12e
[jak2] script-eval macro (#2315)
turns
```lisp
      (eval! (new 'stack 'script-context (process->ppointer self) self (the-as vector #f)) '(teleport))
      (eval! (new 'stack 'script-context (process->ppointer self) self (the-as vector #f)) (-> arg0 on-goto))
```
into
```lisp
      (script-eval '(teleport))
      (script-eval (-> arg0 on-goto))
```
2023-03-11 10:45:16 -05:00
water111 e2b7e5c001
[goalc] reduce compiler memory usage (#2247) 2023-02-24 18:32:30 -05:00
Tyler Wilding 39658dfd71
docs: Automatically generate documentation from goal_src code (#2214)
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)

The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)

In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).

Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc

Fixes #2215
2023-02-20 19:49:37 -05:00
Tyler Wilding 3d097e69e1
jak2: significantly reduce the verbosity of the game.gp file (#2103) 2023-01-28 20:15:58 -05:00
Tyler Wilding 00ac12094e
goalc/repl: cleanup of goalc/REPL code and some QoL improvements (#2104)
- lets you split up your `startup.gc` file into two sections
  - one that runs on initial startup / reloads
  - the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-07 11:24:02 -05:00
water111 308038a20f
[decomp] collectables, fix float bug in a few files (#2082)
Fixes https://github.com/open-goal/jak-project/issues/1931
Also decompile collectables.gc
2023-01-01 18:05:31 -05:00
Tyler Wilding 73d38bd9ff
game/debugger: handle uncaught loader thread exceptions and better handle that situation on the windows debugger (#2075) 2023-01-01 12:31:12 -05:00
Tyler Wilding 216e73b61f
CI: Add a macOS Github runner (#2064) 2022-12-22 18:12:59 -05:00
water111 73561f10a3
support c++ tools on macos (#2063)
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
2022-12-22 17:12:05 -05:00
Tyler Wilding 9c631e11fe
offline-test: Partition by DGO and colorize/condense output (#2045)
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular

The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it


https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
2022-12-22 13:41:33 -05:00
water111 70e231fa72
[jak 2] merc (#2039) 2022-11-30 22:36:09 -05:00
Tyler Wilding ac3c4e59b0
goalc/repl: Allow hot-loading files via ml with just the object name (#2036)
This allows you to not have to define the entire file path to a source
file to re-compile and load it. Technically a stop-gap until editor
tools are developed around writing OpenGOAL.


![image](https://user-images.githubusercontent.com/13153231/203196148-de61cf4b-42c8-43dc-a7fd-80e6ba6f5ac2.png)

As opposed to `(ml "goal_src/jak2/engine/game/main.gc")` (which still
works)

This is accomplished via the following config (connection attempts is
irrelevant):
```json
{
  "numConnectToTargetAttempts": 1,
  "jak2": {
    "asmFileSearchDirs": [
      "goal_src/jak2"
    ]
  }
}
```

This also provides a way to make game-specific configurations for the
REPL fairly easily.
2022-11-29 19:22:22 -05:00
Tyler Wilding a0a85eb60a
repl: Add a few new quality of life improvements (#2030)
- You can define a `startup.gc` in your user folder, each line will be
executed on startup (deprecates the usefulness of some cli flags)
- You can define a `repl-config.json` file to override REPL settings.
Long-term this is a better approach than a bunch of CLI flags as well
- Via this, you can override the amount of time the repl will attempt to
listen for the target
- At the same time, I think i may have found why on Windows it can
sometimes take forever to timeout when the game dies, will dig into this
later
- Added some keybinds for common operations, shown here


https://user-images.githubusercontent.com/13153231/202890278-1ff2bb06-dddf-4bde-9178-aa0883799167.mp4
> builds the game, connects to it, attaches a debugger and continues,
launches it, gets the backtrace, stops the target -- all with only
keybinds.

If you want these keybinds to work inside VSCode's integrated terminal,
you need to add the following to your settings file
```json
"terminal.integrated.commandsToSkipShell": [
    "-workbench.action.quickOpen",
    "-workbench.action.quickOpenView"
  ]
```
2022-11-20 14:28:41 -05:00
ManDude b0e8cba6f1
[decomp2] game-save (#1988)
memory card code was not done!
2022-10-29 16:08:04 -04:00
Tyler Wilding d402ad8918
tests: parallelize offline-test execution (#1974)
The offline-tests are going to end up taking too long for jak 2, I did
some rough math and by the end of it we'll be spending almost 2 minutes
for a full offline test on my machine.

These changes allow us to throw hardware at the problem

Still some work to do to make the output nicer, but seems to be fairly
reliable. By default it still uses 1 thread, use `num_threads` to change
this.
2022-10-16 17:20:44 -04:00
water111 46f11b1b47
add level ref test (#1973)
There's a few functions that have to be excluded, but I think it's still
useful to have this.
2022-10-15 18:36:32 -04:00
Tyler Wilding 4d751af38e
logs: replace every fmt::print with a lg call instead (#1368)
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.

I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.

We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.

I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.

Closes #1358
2022-10-01 11:58:36 -04:00
ManDude 9351bf782e
[decomp2] game-info, game-task and task-control (#1884)
And everything else needed for them!

A couple functions are bad currently.

- fixes #1929 - untested on linux
- fixes #1924 - now you need to type `,` before a lambda you want to put
in a pair.
- fix debugger symbol table in jak 2
- made the decompiler output `(meters 2)` instead of `(meters 2.0)`
- fixed a bug with the bitfield enum special -1 case
- made bad game text decomp not exit the decompiler
- added `editable-player` and `script`
2022-09-27 19:44:20 -04:00
Tyler Wilding 4620f96574
d/jak2: mostly finish mysql-nav-graph and fix docstring handling around with-pp/local-vars (#1869) 2022-09-13 18:15:02 -04:00
water111 f3c63f26bb
fix let* format, new on stack guessing case, type failure, handle casts (#1860)
Fixes https://github.com/open-goal/jak-project/issues/1821 by adding a
special case for `new` method calls where the argument with type
`symbol` is actually an address to uninitialized structure on the stack.

Fixes https://github.com/open-goal/jak-project/issues/1849 (or at least
the cause of the issue Vaser gave in chat, and one random one I found in
`debug-sphere`)

Fixes https://github.com/open-goal/jak-project/issues/1853

Fixes https://github.com/open-goal/jak-project/issues/1857 by moving the
cast into the cond if the body is a single form and the destination type
is a bitfield/enum which is likely to work well. Seems to work on the
examples we could find in jak 1 and jak 2.

Also fixes an issue with casts on the result of `handle->process` (a
common place to use casts)

the output of process->handle is a plain process. Most of the time, you
end up casting this to a more specific. If you add a cast on every use
of the variable, the decompiler will decide to change the type of that
variable to the more specific type, and this breaks the handle cast.

so previously it was impossible to get code like
```
    (let* ((s2-0 (the-as swingpole (handle->process (-> self control hack))))
           (gp-0 (-> s2-0 dir))
           )
```
But now it will work
2022-09-07 21:58:09 -04:00
water111 97637d7902
fix for windows newlines (#1834) 2022-09-01 22:44:43 -04:00
Tyler Wilding 01c70368e3
LSP: initial LSP implementation for IR files to assist with decompilation (#1647)
* lsp: json-rpc example is working, a decent place to start...

* lsp: vendor library

* lsp: cleanup and time to get started

* lsp: commit what i got so far

* lsp: example `initialize` payload

* lsp: switch to `stdio`

* stash

* modularize the lsp implementation

* lsp: implement first actual LSP feature - function names in outline

* lsp: produce document diagnostics

* lsp: remove unused third-party lib

* lsp: support hovering MIPS instructions in IR files

* lsp: basic go-to all-types definition

* stash

* lsp: cleanup code, just need to add it to the release artifacts

* fix some project configuration

* fix linux build

* lsp: add lsp to PR artifacts and release assets

* lsp: address feedback
2022-07-18 18:26:57 -04:00
Tyler Wilding 1b67d1dc77
Fix UTF-8 handling when running the game, env-vars, and setting the project path (#1632)
* fix utf-8 handling around env-vars

* fix file opening errors related to unicode

* add uncaught exception handler in `gk` to ensure something is logged

* gracefully fail if window icon cant be loaded and work with unicode

* linux fix and add changes to vendor file
2022-07-10 19:03:24 -04:00
Tyler Wilding 6446389263
extractor: cleanup, support unicode properly, and add multi-game support (#1609)
* extractor: refactor and cleanup for multi-game support

* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default

* extractor: finally working with unicode

* unicode: fix unicode cli args on windows in all `main` functions
2022-07-05 20:38:13 -04:00
Tyler Wilding 34d93e59ed
subtitles: Add more cutscenes to subtitle editor (#1588)
* fix repl-history saving

* subtitles: fix `\"` edge-case

* subtitles: add almost every remaining (current) cutscene

* merge: master

* subtitles: fix some crashes and disable `Remove Line` as it is broken
2022-07-02 15:32:52 -04:00
water111 f763eb6bf0
[jak2] support for multiple out/ directories (#1585)
* [jak2] support for multiple out/ directories

* windows
2022-06-30 21:11:58 -04:00
Tyler Wilding 0cefb366f6
config: change linux and windows config directories (#1582) 2022-06-30 18:05:26 -04:00
water111 628ce47b2e
compiler speed improvement (#1547) 2022-06-24 18:21:24 -04:00
Tyler Wilding 2d595c1ac0
lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
ManDude 7ce58f709f
process-spawn + pretty printer improvements (#1428)
* some jp support to fix some errors in the original game

* music fade toggle

* recognize `process-new` macros!!

* strip casts in this macro

* rename macro

* fix cast typecheck

* update source 1

* detect kernel stack case

* less boilerplate

* `manipy-spawn` special case

* pretty printer improvements

* revert dumb thing from earlier

* use shell detection on `send-event`

* fix some events

* remove unused argument

* detect `static-attack-info` and add `CondNoElse` to shell detect

* better `attack-info` detect

* support `process-spawn` in multi-lets

* detect `rand-float-gen` pt 1

* detect as return value

* detect in `countdown` and  `dotimes`

* oops this wasnt working

* fancier `send-event`s

* clang

* update source!!

* fix tests

* fine jeez

* uh okay

* fix some accidental regressions

* fix more regressions

* regression fixes

* fix big bug...

* extra safety!
2022-06-10 02:18:08 +01:00
water111 13c4da7ff8
make linux tests pass again (#1371)
* make linux tests pass again

* format
2022-05-21 20:55:29 -04:00
water111 1a41c5f8dd
try using a hash table for art groups (#1370)
* try using a hash table for art groups

* comments and test
2022-05-21 19:36:14 -04:00