This adds the WARNPC directive from xkas/asar to complement the existing ORG
directive. A common useful idiom is "WARNPC 0xXXXX\nORG 0xXXXX," which only
seeks forward and raises an error if you've already written to that part
of the file.
Fixes https://bugs.dolphin-emu.org/issues/10265 (Star Wars: The Clone
Wars hangs on loading screen with DSP-HLE and JIT Recompiler).
The Clone Wars hangs upon initial boot if this interrupt happens too
quickly after submitting a command list. When played in DSP-LLE, the
interrupt lags by about 160,000 cycles, though any value greater than or
equal to 814 will work. In other games, the lag can be as small as 50,000
cycles (in Metroid Prime) and as large as 718,092 cycles (in Tales of
Symphonia!).
All credit to @hthh, who put in a heroic(!) amount of detective work and
discovered that The Clone Wars tracks a "AXCommandListCycles" variable
which matches the aforementioned 160,000 cycles. It's initialized to ~2500
cycles for a minimal, empty command list, so that should be a safe number
for pretty much anything a game does (*crosses fingers*).
These settings are already loaded and saved to the SYSCONF. The INI
load/saves are redundant and do not work anyway because they are
overwritten by SYSCONF.
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.
This happened to work without any problems because the only way for a
file system to be invalid was to not have the right GC/Wii magic word
in the unencrypted area, and a volume could not be created without
having the right GC/Wii magic word there. Now that file systems read
the magic word from a partition instead, a fix is needed.
I replaced m_OffsetShift with m_Wii in bb93336 to support
the decrypt parameter for read functions. Doing that is no
longer necessary, so m_offset_shift is now used like before.
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.
- Makes DSP-LLE code checksums the same as those from DSP-HLE. I'm
assuming DSP-HLE was doing it correctly, since there are numerous
references to these pre-endian-swapped checksums (including in
DSPHost.cpp itself).
- Fixes disassembly when dumping code from DSP-LLE, which was using the
wrong endianness and giving totally bogus output.
- Reveals error messages of the format, "Bah! ReadAnnotatedAssembly
couldn't find the file ../../docs/DSP/DSP_UC_AX_07F88145.txt," which
seems to be intended behavior that was previously hidden.
This change centralizes all of the path handling and file writing logic
in DumpDSPCode. DSP-HLE also gains the feature of DSP-LLE to
automatically disassemble dumped code and write it to an accompanying
text file.
With the relocation of DumpDSPCode to DSPCodeUtils, the only remaining
function in DSPLLETools is DumpCWCode. This function 1) is not used
anywhere (not even in DSPTool), 2) doesn't seem to really do anything,
and 3) has a single comment saying "TODO make this useful :p"
This is something that should be the responsibility of the frontend
booting the game. Making this part of the host 'interface' inherently
requires frontends to leak internal details (much like the other
UI-related functions in the interface).
This also decouples more behavior from the debugger and the
initialization process in the wx frontend. This also eliminates several
usages of the parent menubar in the debugger code window.
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.
For thread safety reasons, the currently inserted volume must
only be accessed by the DVD thread (or by the CPU thread if it
calls DVDThread::WaitUntilIdle() first). After this commit,
only DVDThread.cpp can access the volume, which prevents code in
other files from accessing the volume in a non-threadsafe way.
Direct access to the WAD bytes is required to read contents with proper
padding data (since they can sometimes end up being outside of the
data app section). Allowing the whole buffer to be accessed directly
would be error prone, so this commit adds GetContent() to WiiWAD
for getting raw content data by index.
These cannot be booted, so it is bad UX to show them in the UI as if
they were regular titles, and yet have different behaviour for them.
And technically, there is no reason to allow them to be used to boot
in the first place.
Another reason they should not be shown is that Dolphin fails
spectacularly with WADs that have a valid boot content index, but are
not PPC titles (e.g. IOS WADs). The only reliable way to avoid this
is to check for the title type and only show channels, just like
the Wii System Menu.
Mistakenly used the wrong TMD to clean up the import.
The original TMD is the one that is supposed to be used when
cancelling an import, but I forgot it's in the /import directory after
starting an import.
This exposes all ES title management ioctlvs to avoid duplicating IOS
code everywhere and to make it easier to reuse (since this way it's
not unnecessarily tied to the PPC IPC mechanism anymore) and unit test.
Some functions were also renamed for consistency with the other names,
*and* with official names.
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.
Just like DeleteTitle, Using CNANDContentManager is overkill,
inefficient and useless. And it results in a few failures in
situations where a delete should just always work.
But here it gets bonus points, because it manages to actually use
the TMD for deleting contents, when IOS does none of that and just
deletes files ending with .app in the title content directory. :)
This enables constructing an IOS instance that is not tied to emulation
and that can be simply used for internal purposes (ES, FS).
NAND root initialisation was moved to IOS since we cannot rely on HW
doing that for us anymore, and technically the NAND is entirely managed
by IOS anyway.
Default column width was being used for math related to automatic column sizing, in the case of COLUMN_SIZE the default width was -1 which resulted in an issue where an errant scrollbar would appear.
The MemoryWindow.cpp strings should be the same as the
MemoryCheckDlg.cpp strings so that translators don't
have to translate very similar strings twice.
Also adding i18n comments. These strings are *very* easy
to misinterpret in my opinion.
This is unsafe, because the NAND should not be accessed and messed with
while it is being used. In fact, this kind of inappropriate behaviour
will not be possible when we get NAND image support.
And even if there were no safety issue, there is still no reason
a *getter* function should *do* something that has lasting effects
on user data. GetWiiFSPath() should *just* return a path!
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.
* CNANDContentManager does things that are absolutely useless. In
particular, it parses the ticket, the TMD, reads contents, etc.
when we only need to remove the title directory.
* This means it will fail if the ticket cannot be found, when that
should not be the case.
* This also obviously caused DeleteTitle to be incredibly inefficient.
* We are already removing the title directory later in the function,
as CNANDContentManager does not even delete titles correctly.
DeleteTitle != DeleteTitleContents.
* It should take a ticket view, not a title ID.
* It's missing a lot of checks.
* It's not deleting tickets properly.
* It's not deleting only the ticket it needs to delete.
* It should not return -1017 when the ticket doesn't exist.
* It's not returning the proper error code when a read/write fails.
* It's not cleaning up the ticket directory if there is nothing left.
This commit fixes its implementation.
* Supporting other ticket types makes the logic slightly more complex.
* There have been no such non-RSA2048 tickets seen during the Wii's
lifetime.
* The Wii's IOS doesn't even have support for them.
Stops CMake from saying "BlueZ NOT found, disabling bluetooth support"
on other OSes. Windows, macOS, and Android support Bluetooth using other
libraries. I'm not sure if non-Linux, non-Android Unices (like FreeBSD)
need another message?
The accuracy doesn't match ppc, and worse, it doesn't set the error flags if the input is zero.
Lets stop to ship broken instructions, so right now, the interpreter is the closest one.
Fixes warning:
```
Source/Core/DiscIO/NANDImporter.cpp:55:17: warning: format specifies type 'unsigned long' but the argument has type 'u64' (aka 'unsigned long long') [-Wformat]
file.GetSize(), NAND_BIN_SIZE);
^~~~~~~~~~~~~~
1 warning generated.
```
This changes some parts of IOS (actually just ES) to reuse more crypto
code from IOSC or Common::AES.
TicketReader still returns the title key directly as opposed to having
ES use IOSC directly to avoid duplicating the title key IV stuff.
Side effects:
* A nasty unbounded array access bug is now fixed.
* ES_Decrypt/ES_Encrypt now returns sane results for keys other than
the SD key.
* Titles with a Korean ticket can now be decrypted properly.
And in the future, we can look into implementing ioctlv 0x3c and 0x3d
now that we have the proper "infra" for IOSC calls.
This prevents the IOS crypto code and keys from being spread over
the codebase. Things only have to be implemented once, and can be
used everywhere from the IOS code.
Additionally, since ES exposes some IOSC calls directly (DeleteObject
and Encrypt/Decrypt), we need this for proper emulation.
Currently, this only supports AES key objects.
Netplay uses a blank NAND, which means that homebrew launchers like
Gecko will force users to install IOSes.
Expecting netplay users to have a proper NAND setup is unrealistic,
and we don't actually give them a good way of syncing NANDs, so
let's extend the hack to netplay/TAS until we have a better way
of dealing with the issue.
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.
It only marks a string for translation. It doesn't actually do anything
at runtime, so the string will always be displayed in English. Even if
we would've had a way to make the translation work, we shouldn't
translate this, because OSD doesn't support non-ASCII characters.
Some strings were marked with _trans in some places but not
others. This commit adds extra _trans markers so that the
usage of _trans is consistent.
This shouldn't have any effect on which strings actually get
translated. (Note that _trans doesn't do anything at runtime.)
I also added a few new i18n comments.