Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
They're essentially the same. To achieve this, this commit unifies
DolReader and ElfReader into a common interface for boot executable
readers, so the only remaining difference between ELF and DOL is
how which volume is inserted.
* Move out boot parameters to a separate struct, which is not part
of SConfig/ConfigManager because there is no reason for it to
be there.
* Move out file name parsing and constructing the appropriate params
from paths to a separate function that does that, and only that.
* For every different boot type we support, add a proper struct with
only the required parameters, with descriptive names and use
std::variant to only store what we need.
* Clean up the bHLE_BS2 stuff which made no sense sometimes. Now
instead of using bHLE_BS2 for two different things, both for storing
the user config setting and as a runtime boot parameter,
we simply replace the Disc boot params with BootParameters::IPL.
* Const correctness so it's clear what can or cannot update the config.
* Drop unused parameters and unneeded checks.
* Make a few checks a lot more concise. (Looking at you, extension
checks for disc images.)
* Remove a mildly terrible workaround where we needed to pass an empty
string in order to boot the GC IPL without any game inserted.
(Not required anymore thanks to std::variant and std::optional.)
The motivation for this are multiple: cleaning up and being able to add
support for booting an installed NAND title. Without this change, it'd
be pretty much impossible to implement that.
Also, using std::visit with std::variant makes the compiler do
additional type checks: now we're guaranteed that the boot code will
handle all boot types and no invalid boot type will be possible.
This file is pretty small now that it doesn't handle Wii
partitions anymore, so let's move its contents to Volume.cpp.
This is also more consistent with how blob creation works.
By removing mutable state in VolumeWiiCrypted, this change makes
partition-related code simpler. It also gets rid of other ugly things,
like ISOProperties's "over 9000" loop that creates a list of
partitions by trying possible combinations, and DiscScrubber's
volume swapping that recreates the entire volume when it needs to
change partition.
VolumeDirectory doesn't support necessities like TMDs,
so thanks to 5.0-2172 (18968ab), EmulatedBS2_Wii crashes
when the inserted disc is a VolumeDirectory.
This commit fixes that.
This commit makes our DOL booting code very similar to our
ELF booting code. One exception is that the DOL booting
code still always calls SetupBAT. (Note that EmulatedBS2_GC
calls SetupBAT even if no disc is inserted.) I'm not sure
if there's a point to the difference, but I thought I'd
better avoid changing it so that I don't break anything.
It's better to just let the calling code provide a volume
object instead of needing one SetVolume for each way of
creating a volume. This simplifies InsertDiscCallback and
is needed for the following commits.
This adds code to update the PPC's UID and GID, which fixes a
regression with the system menu. Ideally, we would simply rely on IOS's
ES_Launch here and not duplicate the logic here, but we cannot do that
properly until the direct WAD launch hack is dropped, *and* until the
IOS changes that would enable internal calls are ready.
Since this fixes a semi-important regression with managing saves from
the SM, and the duplication is not too terrible, I believe it is a good
idea to get this fixed right now to avoid affecting users too much.
I do plan to fix this properly in the future.
This changes the main IOS code (roughly the equivalent of the kernel)
to a class instead of being a set of free functions + tons of static
variables.
The reason for this change is that keeping tons of static variables
like that prevents us from making an IOS instance and reusing IOS
code easily.
Converting the IOS code to a class also allows us to mostly decouple
IOS from the PPC emulation.
The more interesting changes are in Core/IOS/IOS. Everything else is
mostly just boring stuff required by this change...
* Because the devices themselves call back to the main IOS code
for various things (getting the current version, replying to a
request, and other syscall-like functions), just like processes in
IOS call kernel syscalls, we have to pass a reference to the kernel
to anything that uses IOS syscalls.
* Change DoState to save device names instead of device IDs to simplify
AddDevice() and get rid of an ugly static count.
* Change ES_Launch's ack to be sent at IOS boot, now that we can do
this properly.