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vm.c
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vm.c
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/* vm.c: Glulxe code related to the VM overall. Also miscellaneous stuff.
Designed by Andrew Plotkin <[email protected]>
http://eblong.com/zarf/glulx/index.html
*/
#include "glk.h"
#include "glulxe.h"
/* The memory blocks which contain VM main memory and the stack. */
unsigned char *memmap = NULL;
unsigned char *stack = NULL;
/* Various memory addresses which are useful. These are loaded in from
the game file header. */
glui32 ramstart;
glui32 endgamefile;
glui32 origendmem;
glui32 stacksize;
glui32 startfuncaddr;
glui32 origstringtable;
glui32 checksum;
/* The VM registers. */
glui32 stackptr;
glui32 frameptr;
glui32 pc;
glui32 stringtable;
glui32 valstackbase;
glui32 localsbase;
glui32 endmem;
glui32 protectstart, protectend;
/* This is not needed for VM operation, but it may be needed for
autosave/autorestore. */
glui32 prevpc;
void (*stream_char_handler)(unsigned char ch);
void (*stream_unichar_handler)(glui32 ch);
/* setup_vm():
Read in the game file and build the machine, allocating all the memory
necessary.
*/
void setup_vm()
{
unsigned char buf[4 * 7];
int res;
pc = 0; /* Clear this, so that error messages are cleaner. */
prevpc = 0;
/* Read in all the size constants from the game file header. */
stream_char_handler = NULL;
stream_unichar_handler = NULL;
glk_stream_set_position(gamefile, gamefile_start+8, seekmode_Start);
res = glk_get_buffer_stream(gamefile, (char *)buf, 4 * 7);
if (res != 4 * 7) {
fatal_error("The game file header is too short.");
}
ramstart = Read4(buf+0);
endgamefile = Read4(buf+4);
origendmem = Read4(buf+8);
stacksize = Read4(buf+12);
startfuncaddr = Read4(buf+16);
origstringtable = Read4(buf+20);
checksum = Read4(buf+24);
/* Set the protection range to (0, 0), meaning "off". */
protectstart = 0;
protectend = 0;
/* Do a few sanity checks. */
if ((ramstart & 0xFF)
|| (endgamefile & 0xFF)
|| (origendmem & 0xFF)
|| (stacksize & 0xFF)) {
nonfatal_warning("One of the segment boundaries in the header is not "
"256-byte aligned.");
}
if (endgamefile != gamefile_len) {
nonfatal_warning("The gamefile length does not match the header "
"endgamefile length.");
}
if (ramstart < 0x100 || endgamefile < ramstart || origendmem < endgamefile) {
fatal_error("The segment boundaries in the header are in an impossible "
"order.");
}
if (stacksize < 0x100) {
fatal_error("The stack size in the header is too small.");
}
/* Allocate main memory and the stack. This is where memory allocation
errors are most likely to occur. */
endmem = origendmem;
memmap = (unsigned char *)glulx_malloc(origendmem);
if (!memmap) {
fatal_error("Unable to allocate Glulx memory space.");
}
stack = (unsigned char *)glulx_malloc(stacksize);
if (!stack) {
glulx_free(memmap);
memmap = NULL;
fatal_error("Unable to allocate Glulx stack space.");
}
stringtable = 0;
/* Initialize various other things in the terp. */
init_operands();
init_accel();
init_serial();
/* Set up the initial machine state. */
vm_restart();
/* If the debugger is compiled in, check that the debug data matches
the game. (This only prints warnings for mismatch.) */
debugger_check_story_file();
/* Also, set up any start-time debugger state. This may do a block-
and-debug, if the user has requested that. */
debugger_setup_start_state();
}
/* finalize_vm():
Deallocate all the memory and shut down the machine.
*/
void finalize_vm()
{
stream_set_table(0);
if (memmap) {
glulx_free(memmap);
memmap = NULL;
}
if (stack) {
glulx_free(stack);
stack = NULL;
}
final_serial();
}
/* vm_restart():
Put the VM into a state where it's ready to begin executing the
game. This is called both at startup time, and when the machine
performs a "restart" opcode.
*/
void vm_restart()
{
glui32 lx;
int res;
int bufpos;
char buf[0x100];
/* Deactivate the heap (if it was active). */
heap_clear();
/* Reset memory to the original size. */
lx = change_memsize(origendmem, FALSE);
if (lx)
fatal_error("Memory could not be reset to its original size.");
/* Load in all of main memory. We do this in 256-byte chunks, because
why rely on OS stream buffering? */
glk_stream_set_position(gamefile, gamefile_start, seekmode_Start);
bufpos = 0x100;
for (lx=0; lx<endgamefile; lx++) {
if (bufpos >= 0x100) {
int count = glk_get_buffer_stream(gamefile, buf, 0x100);
if (count != 0x100) {
fatal_error("The game file ended unexpectedly.");
}
bufpos = 0;
}
res = buf[bufpos++];
if (lx >= protectstart && lx < protectend)
continue;
memmap[lx] = res;
}
for (lx=endgamefile; lx<origendmem; lx++) {
memmap[lx] = 0;
}
/* Reset all the registers */
stackptr = 0;
frameptr = 0;
pc = 0;
prevpc = 0;
stream_set_iosys(0, 0);
stream_set_table(origstringtable);
valstackbase = 0;
localsbase = 0;
/* Note that we do not reset the protection range. */
/* Push the first function call. (No arguments.) */
enter_function(startfuncaddr, 0, NULL);
/* We're now ready to execute. */
}
/* change_memsize():
Change the size of the memory map. This may not be available at
all; #define FIXED_MEMSIZE if you want the interpreter to
unconditionally refuse. The internal flag should be true only when
the heap-allocation system is calling.
Returns 0 for success; otherwise, the operation failed.
*/
glui32 change_memsize(glui32 newlen, int internal)
{
long lx;
unsigned char *newmemmap;
if (newlen == endmem)
return 0;
#ifdef FIXED_MEMSIZE
return 1;
#else /* FIXED_MEMSIZE */
if ((!internal) && heap_is_active())
fatal_error("Cannot resize Glulx memory space while heap is active.");
if (newlen < origendmem)
fatal_error("Cannot resize Glulx memory space smaller than it started.");
if (newlen & 0xFF)
fatal_error("Can only resize Glulx memory space to a 256-byte boundary.");
newmemmap = (unsigned char *)glulx_realloc(memmap, newlen);
if (!newmemmap) {
/* The old block is still in place, unchanged. */
return 1;
}
memmap = newmemmap;
if (newlen > endmem) {
for (lx=endmem; lx<newlen; lx++) {
memmap[lx] = 0;
}
}
endmem = newlen;
return 0;
#endif /* FIXED_MEMSIZE */
}
/* pop_arguments():
If addr is 0, pop N arguments off the stack, and put them in an array.
If non-0, take N arguments from that main memory address instead.
This has to dynamically allocate if there are more than 32 arguments,
but that shouldn't be a problem.
*/
glui32 *pop_arguments(glui32 count, glui32 addr)
{
int ix;
glui32 argptr;
glui32 *array;
/* This shouldn't happen. */
if (count & 0x80000000)
fatal_error("Argument count is negative");
#define MAXARGS (32)
static glui32 statarray[MAXARGS];
static glui32 *dynarray = NULL;
static glui32 dynarray_size = 0;
if (count == 0)
return NULL;
if (count <= MAXARGS) {
/* Store in the static array. */
array = statarray;
}
else {
if (!dynarray) {
dynarray_size = count+8;
dynarray = glulx_malloc(sizeof(glui32) * dynarray_size);
if (!dynarray)
fatal_error("Unable to allocate function arguments.");
array = dynarray;
}
else {
if (dynarray_size >= count) {
/* It fits. */
array = dynarray;
}
else {
dynarray_size = count+8;
dynarray = glulx_realloc(dynarray, sizeof(glui32) * dynarray_size);
if (!dynarray)
fatal_error("Unable to reallocate function arguments.");
array = dynarray;
}
}
}
if (!addr) {
if (stackptr < valstackbase+4*count)
fatal_error("Stack underflow in arguments.");
stackptr -= 4*count;
for (ix=0; ix<count; ix++) {
argptr = stackptr+4*((count-1)-ix);
array[ix] = Stk4(argptr);
}
}
else {
for (ix=0; ix<count; ix++) {
array[ix] = Mem4(addr);
addr += 4;
}
}
return array;
}
/* verify_address():
Make sure that count bytes beginning with addr all fall within the
current memory map. This is called at every memory (read) access if
VERIFY_MEMORY_ACCESS is defined in the header file.
*/
void verify_address(glui32 addr, glui32 count)
{
if (addr >= endmem)
fatal_error_i("Memory access out of range", addr);
if (count > 1) {
addr += (count-1);
if (addr >= endmem)
fatal_error_i("Memory access out of range", addr);
}
}
/* verify_address_write():
Make sure that count bytes beginning with addr all fall within RAM.
This is called at every memory write if VERIFY_MEMORY_ACCESS is
defined in the header file.
*/
void verify_address_write(glui32 addr, glui32 count)
{
if (addr < ramstart)
fatal_error_i("Memory write to read-only address", addr);
if (addr >= endmem)
fatal_error_i("Memory access out of range", addr);
if (count > 1) {
addr += (count-1);
if (addr >= endmem)
fatal_error_i("Memory access out of range", addr);
}
}
/* verify_address_stack():
Make sure that count bytes beginning with stackpos all fall
within the stack. This is called at every stack access if
VERIFY_MEMORY_ACCESS is defined in the header file.
*/
void verify_address_stack(glui32 stackpos, glui32 count)
{
if (stackpos >= stacksize || stackpos+count > stacksize)
fatal_error_i("Stack access out of range", stackpos);
switch (count) {
case 1:
break;
case 2:
if (stackpos & 1)
fatal_error_i("Unaligned stack access (2)", stackpos);
break;
case 4:
if (stackpos & 3)
fatal_error_i("Unaligned stack access (4)", stackpos);
break;
default:
fatal_error_i("Invalid stack access size", count);
}
}
/* verify_array_addresses():
Make sure that an array of count elements (size bytes each),
starting at addr, does not fall outside the memory map. This goes
to some trouble that verify_address() does not, because we need
to be wary of lengths near -- or beyond -- 0x7FFFFFFF.
*/
void verify_array_addresses(glui32 addr, glui32 count, glui32 size)
{
glui32 bytecount;
if (addr >= endmem)
fatal_error_i("Memory access out of range", addr);
if (count == 0)
return;
bytecount = count*size;
/* If just multiplying by the element size overflows, we have trouble. */
if (bytecount < count)
fatal_error_i("Memory access way too long", addr);
/* If the byte length by itself is too long, or if its end overflows,
we have trouble. */
if (bytecount > endmem || addr+bytecount < addr)
fatal_error_i("Memory access much too long", addr);
/* The simple length test. */
if (addr+bytecount > endmem)
fatal_error_i("Memory access too long", addr);
}