We can't rely on the OS returning files and directories
in a deterministic order, so we should sort them on our own
if we want VolumeDirectory to work for movies and netplay.
These disc images are encrypted and signed using a different set of keys.
We only care about the master key, so we check the signature issuer. If
it matches the debug issuer, then we'll use the RVT-R key. Otherwise,
the previous set of common and Korean keys are used.
This would previously fail to compile when included in files that do not
include FileUtil.h due to lack of a type declaration.
This moves the constructor and destructor into the cpp file in order to
satisfy the requirements of unique_ptr construction and deletion. That is,
unique_ptr requires a concrete type at the point of construction and
destruction. If the constructor or destructor is left in the header, then
at the point of construction or destruction, IOFile will still be
considered an incomplete type, as unique_ptr's deleter will still only be
able to see the forward declaration, which it can't use.
These functions don't actually depend on any state from the class
instance, so they don't really belong in the header, and are just
an implementation detail.
At first there weren't many enums in Volume.h, but the number has been
growing, and I'm planning to add one more for regions. To not make
Volume.h too large, and to avoid needing to include Volume.h in code
that doesn't use volume objects, I'm moving the enums to a new file.
I'm also turning them into enum classes while I'm at it.
If banner loading fails once, it will very likely fail again.
Setting m_banner_loaded to true when banner loading fails
prevents LoadBannerFile from wasting time if it's called again.
Banner loading requires loading the file system, which takes a
noticeable amount of time, so this matters.
DriveReader::m_size was never initialized which was indirectly
causing CGameListCtrl to crash Dolphin when it tried to insert a
character at a negative index in a string.
Reading one sector at a time is very inefficient and appears to
be causing timing issues during boot so SectorReader has been
enhanced to support batching.
SectorReader has been given a working cache system.
instead, leave all the management with the NANDContentLoader.
for file data (directly on the NAND), this opens the file on-demand and
returns the requested chunk when asked for it.
for on-the-fly decrypted WAD data, we just keep the decoded buffer in
memory, like we've done before - except that we don't give away any objects
we don't want to.
Using the XPM format for images has become a maintenance problem because
people don't know how to create them. This commit removes all XPM images
and all C files that contain PNG images. DolphinWX now uses the PNGs
in the Resources folder instead, just like DolphinQt and DolphinQt2 do.
Callers can now check whether reads fail, either by checking the return
value or by setting the buffer to a known bad value and seeing if it stays
untouched. I've added error checks to FileSystemGCWii and Boot_BS2Emu,
but not to Boot since it doesn't check any of its other reads either.
Rather than rely on the developer to do the right thing,
just make the default behavior safely deallocate resources.
If shared semantics are ever needed in the future, the
constructor that takes a unique_ptr for shared_ptr can
be used.
If a disc image is malformed in a specific way, Dolphin
will try to allocate a lot of memory, making it crash.
To avoid that, this change adds an artificial limit for
the size of file systems that Dolphin will try to load.
The offset in a directory FileInfo is an FST offset, not a disc offset.
Treating it as a disc offset doesn't make sense. Directories don't take
up space outside of the FST, so they don't need to be marked as used. The
old behavior may have prevented some scrubbable areas from being scrubbed.
It's used by both the GUI to do things like install WADs and check up on
the system menu, in which case the global root should be used, and by
/dev/es, in which case the local one should. The latter isn't
*terribly* useful today, since no contents will ever be installed in
temporary roots (although it's still relevant for data directories), but
converting the whole thing makes sense because then it will Just Work
once the entire NAND is synced.
Because it would have been a bit of work to split it up (but I can if
desired), this commit also contains some basic cleanup of
NANDContentLoader:
(1) The useless interface class INANDContentLoader is removed and the
methods are changed to just return CNANDContentLoader (the only
implementation);
(2) CNANDContentManager is changed to use unique_ptr and cleaned up a
bit.
04fcb72 fixed an issue with reading the Wii FST size, but I found a second
issue when working on PR #2820 - the size must be shifted left by 2.
DiscScrubber and Boot already do this correctly using separate code.
read_size remained 0 when the "Read beyond end of disc" error occurs,
which made the while (nbytes) loop never end. As a fix, SeekToCluster
now explicitly sets available to 0 when the error occurs, and Read
checks for it.
GC games with long names store two variations of the name in
opening.bnr. This makes the shorter of those names available.
For volumes other than GC discs, prefer_long is ignored.
ISOFile and GameFile were using IsWiiDisc() and IsWadFile() to set
an enum value. The volume might as well return an enum directly.
I increased the Qt CACHE_REVISION because m_platform now is saved as u32
instead of int, but increasing the wx CACHE_REVISION is not necessary.
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
Eventually, netplay will be able to use the host's NAND, but this could
still be useful in some cases; for TAS it definitely makes sense to have
a way to avoid using any preexisting NAND.
In terms of implementation: remove D_WIIUSER_IDX, which was just WIIROOT
+ "/", as well as some other indices which are pointless to have as
separate variables rather than just using the actual path (fixed, since
they're actual Wii NAND paths) at the call site. Then split off
D_SESSION_WIIROOT_IDX, which can point to the dummy NAND directory, from
D_WIIROOT_IDX, which always points to the "real" one the user
configured.
- FileSearch is now just one function, and it converts the original glob
into a regex on all platforms rather than relying on native Windows
pattern matching on there and a complete hack elsewhere. It now
supports recursion out of the box rather than manually expanding
into a full list of directories in multiple call sites.
- This adds a GCC >= 4.9 dependency due to older versions having
outright broken <regex>. MSVC is fine with it.
- ScanDirectoryTree returns the parent entry rather than filling parts
of it in via reference. The count is now stored in the entry like it
was for subdirectories.
- .glsl file search is now done with DoFileSearch.
- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
results after replacements for better determinism.
This is written so that the result of GetCompanyFromID never is cached
(except on Android?). Caching is unnecessary because the string can be
obtained quickly at runtime, and not caching it means that the cache
doesn't have to be invalidated when GetCompanyFromID is edited.
This is intended to better separate it from GetNames and to clarify
that this name originally wasn't meant to be shown to users.
The ISOProperties GUI is also updated, mainly because labeling
the long banner name "short name" was confusing.
Having some data available in banner loaders and some other data
data available in volumes gets messy, especially with GetNames(),
which is available in both but returns different results
depending on which one is used. This change drops support
for reading names and descriptions from Wii save data.
This makes the code cleaner and also leads to some user-visible changes:
The wx game properties will no longer let the user
select WAD languages that don't have any names.
The Qt game list will now display names using the languages
set in the configuration instead of always using
English for PAL GC games and Japanese for WADs.
If a WAD doesn't have a name in the user's preferred language,
English is now selected as a fallback before Japanese.
VolumeHandler is basically just a wrapper around a single IVolume object.
This change moves that object to DVDInterface, moves the Read32
function to IVolume, and gets rid of the rest of VolumeHandler.
This is good for performance when FileMontior is selected
but the log level only is set to notice or warning.
The ability to do this wasn't available until recently:
1ed41672f5
I actually fixed this once, but then I broke it in a
failed attempt to optimize. VolumeHandler::IsWii calls
CVolumeDirectory::Read(0x18, 4, &MagicWord, false);