Boot: Move StateFlags from Boot_WiiWAD to Boot

It's not specific to WADs. The BS2 emulation boot code will also need
to update the state file.

Move the struct to Boot and add a helper function that will handle
reading + computing the checksum + writing the state file.
This commit is contained in:
Léo Lam 2017-08-06 19:09:45 +08:00
parent 7a74e8ad0b
commit 8489d9da90
3 changed files with 58 additions and 50 deletions

View File

@ -5,7 +5,10 @@
#include "Core/Boot/Boot.h"
#include <algorithm>
#include <array>
#include <cstring>
#include <memory>
#include <numeric>
#include <optional>
#include <string>
#include <unordered_set>
@ -25,6 +28,7 @@
#include "Core/Boot/DolReader.h"
#include "Core/Boot/ElfReader.h"
#include "Core/CommonTitles.h"
#include "Core/ConfigManager.h"
#include "Core/FifoPlayer/FifoPlayer.h"
#include "Core/HLE/HLE.h"
@ -418,3 +422,38 @@ BootExecutableReader::BootExecutableReader(const std::vector<u8>& bytes) : m_byt
}
BootExecutableReader::~BootExecutableReader() = default;
void StateFlags::UpdateChecksum()
{
constexpr size_t length_in_bytes = sizeof(StateFlags) - 4;
constexpr size_t num_elements = length_in_bytes / sizeof(u32);
std::array<u32, num_elements> flag_data;
std::memcpy(flag_data.data(), &flags, length_in_bytes);
checksum = std::accumulate(flag_data.cbegin(), flag_data.cend(), 0U);
}
void UpdateStateFlags(std::function<void(StateFlags*)> update_function)
{
const std::string file_path =
Common::GetTitleDataPath(Titles::SYSTEM_MENU, Common::FROM_SESSION_ROOT) + WII_STATE;
File::IOFile file;
StateFlags state;
if (File::Exists(file_path))
{
file.Open(file_path, "r+b");
file.ReadBytes(&state, sizeof(state));
}
else
{
File::CreateFullPath(file_path);
file.Open(file_path, "a+b");
memset(&state, 0, sizeof(state));
}
update_function(&state);
state.UpdateChecksum();
file.Seek(0, SEEK_SET);
file.WriteBytes(&state, sizeof(state));
}

View File

@ -5,6 +5,7 @@
#pragma once
#include <cstdlib>
#include <functional>
#include <memory>
#include <optional>
#include <string>
@ -128,3 +129,18 @@ public:
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);

View File

@ -2,15 +2,12 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <array>
#include <cstddef>
#include <memory>
#include <numeric>
#include <string>
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/File.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
#include "Common/NandPaths.h"
@ -24,55 +21,11 @@
#include "DiscIO/NANDContentLoader.h"
struct StateFlags
{
u32 checksum;
u8 flags;
u8 type;
u8 discstate;
u8 returnto;
u32 unknown[6];
};
static u32 StateChecksum(const StateFlags& flags)
{
constexpr size_t length_in_bytes = sizeof(StateFlags) - 4;
constexpr size_t num_elements = length_in_bytes / sizeof(u32);
std::array<u32, num_elements> flag_data;
std::memcpy(flag_data.data(), &flags.flags, length_in_bytes);
return std::accumulate(flag_data.cbegin(), flag_data.cend(), 0U);
}
bool CBoot::Boot_WiiWAD(const std::string& _pFilename)
{
std::string state_filename(
Common::GetTitleDataPath(Titles::SYSTEM_MENU, Common::FROM_SESSION_ROOT) + WII_STATE);
if (File::Exists(state_filename))
{
File::IOFile state_file(state_filename, "r+b");
StateFlags state;
state_file.ReadBytes(&state, sizeof(StateFlags));
state.type = 0x03; // TYPE_RETURN
state.checksum = StateChecksum(state);
state_file.Seek(0, SEEK_SET);
state_file.WriteBytes(&state, sizeof(StateFlags));
}
else
{
File::CreateFullPath(state_filename);
File::IOFile state_file(state_filename, "a+b");
StateFlags state;
memset(&state, 0, sizeof(StateFlags));
state.type = 0x03; // TYPE_RETURN
state.discstate = 0x01; // DISCSTATE_WII
state.checksum = StateChecksum(state);
state_file.WriteBytes(&state, sizeof(StateFlags));
}
UpdateStateFlags([](StateFlags* state) {
state->type = 0x03; // TYPE_RETURN
});
const DiscIO::NANDContentLoader& ContentLoader =
DiscIO::NANDContentManager::Access().GetNANDLoader(_pFilename);