diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md index 4434e5a..70b531c 100644 --- a/README.md +++ b/README.md @@ -10,7 +10,7 @@ Project Solana is a launcher and a set of static recompilations. Each game's cod 1. Download `Project Solana.exe` from the [latest launcher release](../../releases) and put it in a folder of its own (it keeps its files next to itself). 2. Run it and add your disc image: **Add disc image**, **Scan a folder**, or drag an `.iso` onto the window. -3. Select the game and press **Build**. The first build downloads about 95 MB (Python and the zig compiler, then the game's build kit) and builds the game from your disc: 10 to 30 minutes depending on your CPU. It only happens once per game version. +3. Select the game and press **Build**. The first build downloads about 95 MB (Python and the zig compiler, then the game's build kit) and builds the game from your disc: about 15 minutes on a recent 6 to 8 core CPU, an hour or more on an older 4 core one. It only happens once per game version. 4. Press **Play**. ### Supported games @@ -24,9 +24,10 @@ Project Solana is a launcher and a set of static recompilations. Each game's cod ### Requirements - Windows 10 or 11, 64-bit -- A GPU with OpenGL 3.3 (Upscaled at 3 to 4x wants a GTX 1060 class card or better) +- A CPU with SSE4.2 (Intel since 2008, AMD since 2011) and 8 GB of RAM +- A GPU with OpenGL 3.3 (tested: RTX 3060, Upscaled at 3x) - A controller: Xbox, DualShock 4 or DualSense, over USB or Bluetooth -- About 2 GB free while building, 300 MB after +- About 2.5 GB free while building, 600 MB after (the game plus the build tools, kept for rebuilds) ### Settings diff --git a/games/rac1/build.py b/games/rac1/build.py index 3128109..5c86ff0 100644 --- a/games/rac1/build.py +++ b/games/rac1/build.py @@ -239,7 +239,14 @@ else: r = subprocess.run(link, capture_output=True, text=True) if r.returncode: print(r.stderr[-6000:]); sys.exit("link failed (dll)") - exe = os.path.join(out, "rac1_wrapper.exe") + # the function names for crash reports (the .pdb is deleted after a launcher build) + try: + sys.path.insert(0, os.path.join(HERE, "tools")) + import pdb_syms + print("symbols:", pdb_syms.write_sym(dll, os.path.join(out, "rac1_game.pdb"), os.path.join(out, "rac1_game.sym"))) + except Exception as e: + print("no symbol map (%s): crash reports will show offsets only" % e) + exe =os.path.join(out, "rac1_wrapper.exe") L = os.path.join(HERE, "launcher") link = zig + ["cc", "-target", target, "-O2", "-nostdlib", "-o", exe, os.path.join(L, "launcher_win32.c"), os.path.join(L, "ps2ram_win32.c"), "-lkernel32", "-luser32", diff --git a/games/rac1/dev/crash_lookup.py b/games/rac1/dev/crash_lookup.py new file mode 100644 index 0000000..4150e8a --- /dev/null +++ b/games/rac1/dev/crash_lookup.py @@ -0,0 +1,75 @@ +#!/usr/bin/env python3 +"""crash_lookup.py: names the function at a crash offset in rac1_game.dll. + +Builds from kit 2026.10.14 on name crashes in rac1_log.txt themselves (rac1_game.sym); +this is for older builds, or offsets from elsewhere. + +usage: python crash_lookup.py rac1_game.dll rac1_game.pdb 0x0c4f6807 [more offsets] + +The offset is the "Fault offset" of a Windows Application Error event (or a crash +address minus the DLL's base). The .pdb must come from the same build as the .dll: +the launcher deletes it after building, so rebuild by hand to keep it (see below). +A player's crash can be looked up with your own build as long as both were built +from the same kit version: the build is reproducible. + +To keep the .pdb, run the build yourself from the game's folder (games\\rac1): + ..\\..\\toolchain\\python\\python.exe -u build.py --platform windows --iso "C:\\path\\disc.iso" --repo decomp --levels 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18 +with ..\\..\\toolchain\\zig on PATH. It reads only the PDB's public symbols.""" +import bisect, struct, sys + + +def sections(dll): + d = open(dll, "rb").read(4096) + pe = struct.unpack_from("Type == MEM_IMAGE && GetModuleFileNameA((HMODULE)mi->AllocationBase, who, sizeof who)) {} + uya_log("cannot map PS2 memory 0x%08X+0x%X: 0x%08X is in use by %s", addr, size, at, who); + snprintf(msg, sizeof msg, "The game needs the memory at 0x%08X for the PS2, but it is in use by:\n\n%s\n\n" + "If this is a program injected into games (an overlay, recorder or RGB tool), close it or exclude " + "rac1_wrapper.exe from it, then try again.", at, who); + MessageBoxA(0, msg, "Project Solana", MB_ICONERROR); + return -1; +} + int plat_map_fixed(uint32_t addr, uint32_t size, int exec) { DWORD prot = exec ? PAGE_EXECUTE_READWRITE : PAGE_READWRITE; - void *p = VirtualAlloc((void *)(uintptr_t)addr, size, MEM_RESERVE | MEM_COMMIT, prot); - if (p == (void *)(uintptr_t)addr) return 0; - /* already there? (PS2 RAM comes from the launcher's image section) */ - MEMORY_BASIC_INFORMATION mi; - uint32_t a = addr; - while (a < addr + size) { - if (!VirtualQuery((void *)(uintptr_t)a, &mi, sizeof mi) || mi.State != MEM_COMMIT) { - uya_log("cannot map 0x%08X+0x%X (0x%08X is in use)", addr, size, a); + static int said; + if (!said++) { /* (normally 0x40000000; elsewhere when Windows relocated it) */ + MEMORY_BASIC_INFORMATION me; + if (VirtualQuery((void *)plat_map_fixed, &me, sizeof me)) uya_log("rac1_game.dll loaded at %p", me.AllocationBase); + if ((uintptr_t)me.AllocationBase < 0x40000000u) { /* (rac1_wrapper.exe keeps it above: see launcher_win32.c) */ + char msg[512]; + snprintf(msg, sizeof msg, "rac1_game.dll was loaded at 0x%08X, but the game needs it at 0x40000000 or above " + "(lower addresses belong to the PS2). Please report this, with rac1_log.txt.", (unsigned)(uintptr_t)me.AllocationBase); + uya_log("%s", msg); + MessageBoxA(0, msg, "Project Solana", MB_ICONERROR); return -1; } + } + MEMORY_BASIC_INFORMATION mi; + void *p = 0; + if (VirtualQuery((void *)(uintptr_t)addr, &mi, sizeof mi)) { + if (mi.State == MEM_RESERVE && mi.AllocationBase == (void *)(uintptr_t)addr && mi.RegionSize >= size) + p = VirtualAlloc((void *)(uintptr_t)addr, size, MEM_COMMIT, prot); /* rac1_wrapper.exe reserved it before loading this DLL */ + else if (mi.State == MEM_FREE) + p = VirtualAlloc((void *)(uintptr_t)addr, size, MEM_RESERVE | MEM_COMMIT, prot); + } + if (p == (void *)(uintptr_t)addr) return 0; + /* already there: only PS2 RAM, which is the wrapper's own image section (.ps2ram) */ + HMODULE self = GetModuleHandleA(0); + uint32_t a = addr; + while (a < addr + size) { + if (!VirtualQuery((void *)(uintptr_t)a, &mi, sizeof mi)) return map_conflict(addr, size, a, 0); + if (mi.State != MEM_COMMIT || mi.AllocationBase != (void *)self) return map_conflict(addr, size, a, &mi); DWORD old; VirtualProtect(mi.BaseAddress, mi.RegionSize, prot, &old); a = (uint32_t)(uintptr_t)mi.BaseAddress + (uint32_t)mi.RegionSize; @@ -60,6 +92,38 @@ void plat_at_exit(void) } } +/* the function at rva in rac1_game.sym (written by build.py: "RVA name" per line, sorted), + * read with Win32 calls only: the C library may be what crashed */ +static int sym_lookup(uint32_t rva, char *name, int cap, uint32_t *start) +{ + char p[MAX_PATH + 32]; + DWORD n = GetModuleFileNameA(0, p, MAX_PATH); + while (n && p[n - 1] != '\\') n--; + lstrcpyA(p + n, "rac1_game.sym"); + HANDLE f = CreateFileA(p, GENERIC_READ, FILE_SHARE_READ, 0, OPEN_EXISTING, 0, 0); + if (f == INVALID_HANDLE_VALUE) return 0; + DWORD sz = GetFileSize(f, 0), got = 0; + char *b = sz && sz < (64u << 20) ? VirtualAlloc(0, sz + 1, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE) : 0; + int ok = b && ReadFile(f, b, sz, &got, 0) && got == sz; + CloseHandle(f); + if (!ok) { if (b) VirtualFree(b, 0, MEM_RELEASE); return 0; } + b[sz] = '\n'; + const char *best = 0; uint32_t ba = 0; + for (char *q = b; q < b + sz;) { + uint32_t a = 0; char *s = q; + for (; s < q + 8; s++) a = a * 16 + (uint32_t)(*s <= '9' ? *s - '0' : (*s | 32) - 'a' + 10); + if (a > rva) break; + best = s + 1; ba = a; + while (*q != '\n') q++; + q++; + } + int k = 0; + if (best) for (; best[k] != '\n' && best[k] != '\r' && k < cap - 1; k++) name[k] = best[k]; + name[k] = 0; *start = ba; + VirtualFree(b, 0, MEM_RELEASE); + return k > 0; +} + static LONG CALLBACK on_exception(EXCEPTION_POINTERS *ep) { EXCEPTION_RECORD *er = ep->ExceptionRecord; @@ -72,8 +136,32 @@ static LONG CALLBACK on_exception(EXCEPTION_POINTERS *ep) c->Eip = ret; c->Esp += 4; return EXCEPTION_CONTINUE_EXECUTION; } - uya_log("crash: exception 0x%08lX at 0x%08X, fault address 0x%08lX", er->ExceptionCode, at, - er->NumberParameters > 1 ? (unsigned long)er->ExceptionInformation[1] : 0ul); + static volatile LONG in_crash; + if (InterlockedExchange(&in_crash, 1)) ExitProcess(1); /* (a crash while reporting one) */ + { /* where: module+offset, the form crash_lookup.py and Windows' event log use */ + char mod[MAX_PATH] = "?"; MEMORY_BASIC_INFORMATION mi; + uintptr_t base = 0; + if (VirtualQuery(er->ExceptionAddress, &mi, sizeof mi) && mi.Type == MEM_IMAGE) { + base = (uintptr_t)mi.AllocationBase; + if (GetModuleFileNameA((HMODULE)base, mod, sizeof mod)) { char *s = strrchr(mod, '\\'); if (s) memmove(mod, s + 1, strlen(s)); } + } + uint32_t off = (uint32_t)((uintptr_t)er->ExceptionAddress - base); + uya_log("crash: exception 0x%08lX at 0x%08X (%s+0x%X), fault address 0x%08lX", er->ExceptionCode, at, base ? mod : "no module", + off, er->NumberParameters > 1 ? (unsigned long)er->ExceptionInformation[1] : 0ul); + char fn[256]; uint32_t fs; + MEMORY_BASIC_INFORMATION me; /* (this DLL: is the crash in it?) */ + if (base && VirtualQuery((void *)sym_lookup, &me, sizeof me) && me.AllocationBase == (void *)base && sym_lookup(off, fn, sizeof fn, &fs)) + uya_log("crash: in %s+0x%X", fn, off - fs); + /* the return addresses on the stack, named: the call chain */ + const uint32_t *sp = (const uint32_t *)(uintptr_t)c->Esp; + for (int i = 0, shown = 0; i < 256 && shown < 12 && !IsBadReadPtr(sp + i, 4); i++) { + uintptr_t v = sp[i]; + if (base && v > base && v < base + 0x10000000 && VirtualQuery((void *)v, &me, sizeof me) && me.AllocationBase == (void *)base && + (me.Protect & 0xF0) && sym_lookup((uint32_t)(v - base), fn, sizeof fn, &fs)) { + uya_log("crash: called from %s+0x%X", fn, (uint32_t)(v - base) - fs); shown++; + } + } + } uya_log("crash: thread %lu, eax %08lX ecx %08lX edx %08lX ebx %08lX esi %08lX edi %08lX esp %08lX ebp %08lX", GetCurrentThreadId(), c->Eax, c->Ecx, c->Edx, c->Ebx, c->Esi, c->Edi, c->Esp, c->Ebp); { /* the stack: return addresses near its top, then the frame chain */ diff --git a/games/rac1/launcher/launcher_win32.c b/games/rac1/launcher/launcher_win32.c index 0d10bfa..3e2dc65 100644 --- a/games/rac1/launcher/launcher_win32.c +++ b/games/rac1/launcher/launcher_win32.c @@ -25,6 +25,8 @@ __declspec(dllimport) int __stdcall DeleteFileA(const char *); __declspec(dllimport) int __stdcall MoveFileExA(const char *, const char *, unsigned); __declspec(dllimport) void *__stdcall VirtualAlloc(void *, unsigned long, unsigned, unsigned); __declspec(dllimport) int __stdcall VirtualFree(void *, unsigned long, unsigned); +typedef struct { void *base, *alloc_base; unsigned alloc_prot; unsigned long size; unsigned state, prot, type; } mbi_t; +__declspec(dllimport) unsigned long __stdcall VirtualQuery(const void *, mbi_t *, unsigned long); __declspec(dllimport) unsigned __stdcall GetModuleFileNameA(HMODULE, char *, unsigned); #define INVALID ((HANDLE)(long)-1) @@ -48,7 +50,7 @@ static void path(char *out, const char *dir, const char *name, int i) static void fail(const char *m) { MessageBoxA(0, m, "RAC1", 0x10); ExitProcess(1); } /* rac1_game.dll from its parts, when a manifest says they are there */ -static void join_parts(void) +static __attribute__((noinline)) void join_parts(void) { char dir[600], man[700], tmp[700], dll[700], nm[700]; unsigned dl = GetModuleFileNameA(0, dir, 520); @@ -93,10 +95,36 @@ static void join_parts(void) void __stdcall launcher_start(void) { + /* The PS2's fixed addresses beyond RAM (EE registers, VU memory, GS registers, scratchpad), + * reserved before rac1_game.dll loads: if Windows relocates the DLL (Mandatory ASLR, or its + * address taken), it must not land on them. The runtime commits them (plat_map_fixed). */ + VirtualAlloc((void *)0x10000000, 0x10000, 0x2000 /* MEM_RESERVE */, 1 /* PAGE_NOACCESS */); + VirtualAlloc((void *)0x11000000, 0x10000, 0x2000, 1); + VirtualAlloc((void *)0x12000000, 0x2000, 0x2000, 1); + VirtualAlloc((void *)0x70000000, 0x4000, 0x2000, 1); join_parts(); + /* The runtime takes addresses below 0x40000000 for PS2 ones (RAM, its uncached mirrors at + * 0x20000000-0x3FFFFFFF, the registers), so the DLL must load at or above 0x40000000 (its own + * base, unless something holds it or Windows forces relocation). While it loads, every free + * range below that is reserved, then released: Windows can only place it higher. */ + void *held[64]; unsigned nheld = 0; + for (unsigned a = 0x00010000; a < 0x40000000 && nheld < 64;) { + mbi_t m; + if (!VirtualQuery((void *)a, &m, sizeof m)) break; + unsigned end = (unsigned)m.base + (unsigned)m.size; + if (end <= a) break; + if (m.state == 0x10000 /* MEM_FREE */) { + unsigned lo = (a + 0xFFFF) & ~0xFFFFu, hi = end > 0x40000000 ? 0x40000000 : end; + void *r = lo < hi ? VirtualAlloc((void *)lo, hi - lo, 0x2000, 1) : 0; + if (r) held[nheld++] = r; + } + a = end; + } HMODULE h = LoadLibraryA("rac1_game.dll"); + while (nheld) VirtualFree(held[--nheld], 0, 0x8000 /* MEM_RELEASE */); if (!h) { - MessageBoxA(0, "rac1_game.dll was not found next to rac1_wrapper.exe.", "UYA Wrapper", 0x10); + MessageBoxA(0, "rac1_game.dll could not be loaded. It should be next to rac1_wrapper.exe; if it is, " + "Windows found no room for it above address 0x40000000.", "Project Solana", 0x10); ExitProcess(1); } uya_main_fn f = (uya_main_fn)GetProcAddress(h, "uya_main_win32"); diff --git a/games/rac1/tools/pdb_syms.py b/games/rac1/tools/pdb_syms.py new file mode 100644 index 0000000..003b0c7 --- /dev/null +++ b/games/rac1/tools/pdb_syms.py @@ -0,0 +1,60 @@ +"""pdb_syms.py: the public symbols of a Windows DLL, from its .pdb (no other tools needed). + +build.py writes rac1_game.sym with it after linking: one line per function, "RVA name" +in hex, sorted. The launcher deletes the .pdb (hundreds of MB) but keeps the .sym, and +the crash handler names the function a crash is in from it (in rac1_log.txt).""" +import struct + + +def sections(dll): + """(name, virtual size, RVA) of each section of a PE file""" + with open(dll, "rb") as fh: d = fh.read(4096) + pe = struct.unpack_from("