Lioncash f7bc75ae6d Boot: Make BootExecutableReader's constructor take a std::vector by value
This allows avoiding two copies of the executable data being created in
the following scenario (using pseudocode):

some_function()
{
  std::vector<u8> data = ...;
  DolReader reader{data};

  ...
}

In this scenario, if we only use the data for passing it to DolReader,
then we have to perform a copy, as the constructor takes the std::vector
as a constant reference -- you cannot move from a constant reference,
and so we copy data into the DolReader, and perform another copy in the
constructor itself when assigning the data to the m_bytes member
variable. However, we can do better.

Now, the following is allowable as well:

some_function()
{
  std::vector<u8> data = ...;
  DolReader reader{std::move(data)};

  ...
}

and now we perform no copy at any point in the reader's construction, as
we just std::move the data all the way through to m_bytes.

In the case where we *do* want to keep the executable data around after
constructing the reader, then we can just pass the vector without
std::move-ing it, and we only perform a copy once (as we'll std::move
said copy into m_bytes). Therefore, we get a more flexible interface
resource-wise out of it.
2018-05-12 17:40:34 -04:00

160 lines
4.2 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstdlib>
#include <functional>
#include <memory>
#include <optional>
#include <string>
#include <variant>
#include <vector>
#include "Common/CommonTypes.h"
#include "DiscIO/Blob.h"
#include "DiscIO/Enums.h"
#include "DiscIO/Volume.h"
#include "DiscIO/WiiWad.h"
namespace File
{
class IOFile;
}
struct RegionSetting
{
const std::string area;
const std::string video;
const std::string game;
const std::string code;
};
class BootExecutableReader;
struct BootParameters
{
struct Disc
{
std::string path;
std::unique_ptr<DiscIO::Volume> volume;
};
struct Executable
{
std::string path;
std::unique_ptr<BootExecutableReader> reader;
};
struct NANDTitle
{
u64 id;
};
struct IPL
{
explicit IPL(DiscIO::Region region_);
IPL(DiscIO::Region region_, Disc&& disc_);
std::string path;
DiscIO::Region region;
// It is possible to boot the IPL with a disc inserted (with "skip IPL" disabled).
std::optional<Disc> disc;
};
struct DFF
{
std::string dff_path;
};
static std::unique_ptr<BootParameters>
GenerateFromFile(const std::string& boot_path,
const std::optional<std::string>& savestate_path = {});
using Parameters = std::variant<Disc, Executable, DiscIO::WiiWAD, NANDTitle, IPL, DFF>;
BootParameters(Parameters&& parameters_, const std::optional<std::string>& savestate_path_ = {});
Parameters parameters;
std::optional<std::string> savestate_path;
bool delete_savestate = false;
};
class CBoot
{
public:
static bool BootUp(std::unique_ptr<BootParameters> boot);
// Tries to find a map file for the current game by looking first in the
// local user directory, then in the shared user directory.
//
// If existing_map_file is not nullptr and a map file exists, it is set to the
// path to the existing map file.
//
// If writable_map_file is not nullptr, it is set to the path to where a map
// file should be saved.
//
// Returns true if a map file exists, false if none could be found.
static bool FindMapFile(std::string* existing_map_file, std::string* writable_map_file);
static bool LoadMapFromFilename();
private:
static bool DVDRead(const DiscIO::Volume& volume, u64 dvd_offset, u32 output_address, u32 length,
const DiscIO::Partition& partition);
static void RunFunction(u32 address);
static void UpdateDebugger_MapLoaded();
static bool Boot_WiiWAD(const DiscIO::WiiWAD& wad);
static bool BootNANDTitle(u64 title_id);
static void SetupMSR();
static void SetupBAT(bool is_wii);
static bool RunApploader(bool is_wii, const DiscIO::Volume& volume);
static bool EmulatedBS2_GC(const DiscIO::Volume& volume);
static bool EmulatedBS2_Wii(const DiscIO::Volume& volume);
static bool EmulatedBS2(bool is_wii, const DiscIO::Volume& volume);
static bool Load_BS2(const std::string& boot_rom_filename);
static void SetupGCMemory();
static bool SetupWiiMemory();
};
class BootExecutableReader
{
public:
explicit BootExecutableReader(const std::string& file_name);
explicit BootExecutableReader(File::IOFile file);
explicit BootExecutableReader(std::vector<u8> buffer);
virtual ~BootExecutableReader();
virtual u32 GetEntryPoint() const = 0;
virtual bool IsValid() const = 0;
virtual bool IsWii() const = 0;
virtual bool LoadIntoMemory(bool only_in_mem1 = false) const = 0;
virtual bool LoadSymbols() const = 0;
protected:
std::vector<u8> m_bytes;
};
struct StateFlags
{
void UpdateChecksum();
u32 checksum;
u8 flags;
u8 type;
u8 discstate;
u8 returnto;
u32 unknown[6];
};
// Reads the state file from the NAND, then calls the passed update function to update the struct,
// and finally writes the updated state file to the NAND.
void UpdateStateFlags(std::function<void(StateFlags*)> update_function);
/// Create title directories for the system menu (if needed).
///
/// Normally, this is automatically done by ES when the System Menu is installed,
/// but we cannot rely on this because we don't require any system titles to be installed.
void CreateSystemMenuTitleDirs();