...in addition to the existing function CreateVolume
(renamed from CreateVolumeFromFilename).
Lets code easily add constraints such as not letting the user
select a WAD file when using the disc changing functionality.
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.
In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.
In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
In terms of order of operations, the move would occur first before the
construction of the relevant reader would occur. However, given the
local variable 'path' was declared const, this bug actually wouldn't
occur, as std::move on a const variable does nothing (in a non-mutable
context), resulting in a copy instead, masking this issue.
Given this is a bug waiting to happen, we correct the code.
This fixes the The Last Story prototype that GerbilSoft was testing,
because the apploader is a bit more lenient with the max size of DOL
sections when it detects that you're using a devkit console.
As suggested here: https://dolp.in/pr7059#pullrequestreview-125401778
More descriptive than having a std::tuple of FS::Mode, and lets us
give names to known triplets of modes (like in ES). Functions that
only forward mode arguments are slightly less verbose now too.
PowerPC.h at this point is pretty much a general glob of stuff, and it's
unfortunate, since it means pulling in a lot of unrelated header
dependencies and a bunch of other things that don't need to be seen by
things that just want to read memory.
Breaking this out into its own header keeps all the MMU-related stuff
together and also limits the amount of header dependencies being
included (the primary motivation for this being the former reason).
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.
Change SettingsHandler to take a buffer instead of assuming that the
setting file to read is always on the host filesystem for more
flexibility and make it possible to use the new filesystem interface.
Gets rid of the need to construct UReg_MSR values around the the actual
member in order to query information from it (without using shifts and
masks). This makes it more concise in some areas, while helping with
readability in some other places (such as copying the ILE bit to the LE
bit in the exception checking functions).
Since all FS access will go through the new FS interface (PR #6421)
in order to keep track of metadata properly, there is no need to return
absolute paths anymore.
In fact, returning host paths is a roadblock to using the FS interface.
This starts the migration work by adding a way to get paths that are
relative to the Wii NAND instead of always getting absolute paths
on the host FS.
To prepare for future changes, this commit also makes returned paths
canonical by removing the trailing slash when it's unneeded.
Eventually, once everything has been migrated to the new interface,
we can remove the "from" parameter.
This was necessary to work around a FS timing issue which caused small
writes to take much longer than they should.
Now that we emulate timings for the FS module including its file cache,
we don't need to maintain this workaround anymore.
Return a FileHandle which will automatically close the FD when
the handle goes out of scope. For the rare cases where this behaviour
is undesirable, the FD can be released from the handle.
Some homebrew expect exception handlers to be present -- which is
almost always the case on console, since most of the time homebrew are
launched from either a libogc or SDK title) -- and break if they are
not. To fix this, we just need to include default, dummy handlers.
Set HID0, HID4, GPR1 to values that are used by libogc for
initialisation. This makes boots more similar to a launch
from the HBC or another loader, since normally the registers
have already been initialised by the loader.
This fixes a crash in homebrew that assume GPR1 points to a correct
location and attempt to use it before initialising registers.
Because the Wii NAND size is finite, mark titles that were installed
only for booting as temporary, and remove them whenever we need to
install another title (to make room). This is exactly what the
System Menu does for temporary SD card title data.
This removes the hack that enables directly booting from WADs
without installing them first for the following reasons:
1. It makes the NAND content handling much more complicated than what
it should be and makes future changes like permissions or booting
NAND titles without a WAD more annoying to implement.
Because of this hack, we needed an extra level of abstraction
(NANDContent*) which has to read tons of things from the NAND, even
most of the time it's useless. This in turn forces us to have
caching, which is known to break titles and requires manual cache
invalidations. Annoying and error prone.
2. It prevents the WAD boot code from being easily accurate. With this
change, we can simply reuse the existing launch code, and ask IOS
to launch the title from the NAND.
3. The hack did not work that well since it did not cover a lot of ES
commands. And it works even less since the ES accuracy fixes.
This results in Dolphin returning inconsistent results: a
lot of the ES "DI" commands will just fail because the active title
is not installed on the NAND. uid.sys is not changed, etc.
And I'm not even talking about FS stuff -- where this would still
totally fail, unless we add even more unnecessary hacks.
This is not just theoretical -- the system menu and the Wii Shop are
known to behave strangely because the hack damages the NAND
structure, and we've already had several users report issues.
This commit makes it so WADs are always installed prior to launching.
A future commit will remove any code that was there only for the hack.
Settings that come from the SYSCONF are now included in Dolphin's
config system as part of the base layer. They are handled in a
special way compared to other settings to make sure they are only
loaded from and saved to the SYSCONF (to avoid different, possibly
contradicting sources of truth).
Writing to 0x60 does actually not "init exception[s]" or anything like
that. Not at all. Rather, it *breaks* a check in Nintendo's SDK, which
makes it fail to realise that the hook hasn't been set up.
This prevents the SDK initialisation routines from writing the rest of
the hook instructions (total: 0x20 bytes), which in turn causes an
anti-piracy check to fail in some Ubisoft games (including Tintin).
Dolphin can be really amazing sometimes.