syphurith
08-10-2014, 07:17 AM
Thanks to all of you devs. You are doing awesome work.
I'm trying to find someone that may get interested in such development within my ordinary reach. And i have some questions about devs, so i registered and came to ask you. If you think that would be the questions dev should help himself with, please tell me such an answer.
1.How can i know a function's prototype?
I searched "UNIMPLEMENTED_FUNC" in the repo with Astrogrep, and easily get a hugh list telling me about those unimplemented functions.
* Some has their arguments list mentioned as comment, ie cellSaveDataListAutoSave in <rpcs3_repo_base_directory>\rpcs3\Emu\SysCalls\Modules\cellSysutil_SaveData.cpp.
However it might be a little different as below. It looks like to pick a save data slot from the list and save yep.
I know i could get the arguments by add a cellSysutil->Warning call to such a call.
* And many of those functions are only names without any comments telling about the arguments, such as int cellSpursLFQueueDetachLv2EventQueue() in cellSpurs.cpp (Queue with Mutex lock?), int cellGameDeleteGameData() in cellGame.cpp, and BLABLA. Some with comments may even have outdated arguments list.
Searched PS3Wiki and Search Engines (sorry i can not connect to google due to GFW), i got no results that may be associated with these function names. I searched the documentations linked on the Development Information page on Github, and got no results neither. I know i may give a call a name but i can not directly know what arguments it has.
Just guess? or using Debugger to let it pause at those calls and analyze the nearby memory manually? or somewhat else? If you know how to do such a thing, please tell me.
2.About function debugging. And the debug console..
Once someone implemented a function, how can he know that the function actioned as expected. Yes we can use games to find somewhere that called the function (also we can know some functions that unimplemented related to the game), but i'm afraid we do not have the chance to access the memories mentioned in the function, or else only the VS debugger would help.
Then, rpcs3 may have a feature that auto pause at the function calls in the list (given a list of function names or hex marks). It would help debugging the functions, and this makes the non-devs may help the function debugging.
Also i find the debug console doesn't have a clear option.. I do not expect a filter for the log but a clear command might be needed. Taking a while looking for the code i can locate a "clear" could be in <rpcs3_repo_base_directory>\rpcs3\Gui\ConLogFrame.cpp and <rpcs3_repo_base_directory>\Utilities\Log.cpp, but i did not have sufficiant skills, so sorry.
3.About the function comments..
I know all of you devs are awesome people so you write awesome apps and code. But to a newbie the comments may be insufficiant for him to get a breif information about the function and its behaviour. You know little comment make code difficult to read and understand.
Then would you allow one adding comment about the functions, and such documentation work as write some words about the architecture of the project (helps when u want to gain a easy breif of where to find)? Reading and trying to understand the code written by others would be a little difficult, but quite "safe" (that does not affect the actual working behaviour). Also reading might find some silly points done accidentially. Would you allow such reading and commenting guys?
Hoping rpcs3 can run better. Thank all you guys for such work.
I'm trying to find someone that may get interested in such development within my ordinary reach. And i have some questions about devs, so i registered and came to ask you. If you think that would be the questions dev should help himself with, please tell me such an answer.
1.How can i know a function's prototype?
I searched "UNIMPLEMENTED_FUNC" in the repo with Astrogrep, and easily get a hugh list telling me about those unimplemented functions.
* Some has their arguments list mentioned as comment, ie cellSaveDataListAutoSave in <rpcs3_repo_base_directory>\rpcs3\Emu\SysCalls\Modules\cellSysutil_SaveData.cpp.
Code:
int cellSaveDataUserListSave() //u32 version, CellSysutilUserId userId, CellSaveDataSetList *setList, CellSaveDataSetBuf *setBuf, CellSaveDataListCallback funcList, CellSaveDataStatCallback funcStat, CellSaveDataFileCallback funcFile, sys_memory_container_t container, void *userdata
Code:
int cellSaveDataUserListSave(u32 version, u64 userId, mem_ptr_t<CellSaveDataSetList > setList,
mem_ptr_t<CellSaveDataSetBuf> setBuf, mem_ptr_t<CellSaveDataListCallback> funcList,
mem_ptr_t<CellSaveDataStatCallback> funcStat, mem_ptr_t<CellSaveDataFileCallback> funcFile,
u32 container, u32 userdata_addr)
* And many of those functions are only names without any comments telling about the arguments, such as int cellSpursLFQueueDetachLv2EventQueue() in cellSpurs.cpp (Queue with Mutex lock?), int cellGameDeleteGameData() in cellGame.cpp, and BLABLA. Some with comments may even have outdated arguments list.
Searched PS3Wiki and Search Engines (sorry i can not connect to google due to GFW), i got no results that may be associated with these function names. I searched the documentations linked on the Development Information page on Github, and got no results neither. I know i may give a call a name but i can not directly know what arguments it has.
Just guess? or using Debugger to let it pause at those calls and analyze the nearby memory manually? or somewhat else? If you know how to do such a thing, please tell me.
2.About function debugging. And the debug console..
Once someone implemented a function, how can he know that the function actioned as expected. Yes we can use games to find somewhere that called the function (also we can know some functions that unimplemented related to the game), but i'm afraid we do not have the chance to access the memories mentioned in the function, or else only the VS debugger would help.
Then, rpcs3 may have a feature that auto pause at the function calls in the list (given a list of function names or hex marks). It would help debugging the functions, and this makes the non-devs may help the function debugging.
Also i find the debug console doesn't have a clear option.. I do not expect a filter for the log but a clear command might be needed. Taking a while looking for the code i can locate a "clear" could be in <rpcs3_repo_base_directory>\rpcs3\Gui\ConLogFrame.cpp and <rpcs3_repo_base_directory>\Utilities\Log.cpp, but i did not have sufficiant skills, so sorry.
3.About the function comments..
I know all of you devs are awesome people so you write awesome apps and code. But to a newbie the comments may be insufficiant for him to get a breif information about the function and its behaviour. You know little comment make code difficult to read and understand.
Then would you allow one adding comment about the functions, and such documentation work as write some words about the architecture of the project (helps when u want to gain a easy breif of where to find)? Reading and trying to understand the code written by others would be a little difficult, but quite "safe" (that does not affect the actual working behaviour). Also reading might find some silly points done accidentially. Would you allow such reading and commenting guys?
Hoping rpcs3 can run better. Thank all you guys for such work.