PPCSymbolDB: Move loading map on boot logic from boot.cpp into PPCSymbolDB, as it will be needing a mutex.
Cleanup loading code and reduce amount of signals. On boot. allow previously loaded map to be kept, if its filename matches. Useful for restarting a game with a large symbol map.
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@@ -354,19 +354,6 @@ bool CBoot::DVDReadDiscID(Core::System& system, const DiscIO::VolumeDisc& disc,
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return true;
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}
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bool CBoot::LoadMapFromFilename(const Core::CPUThreadGuard& guard, PPCSymbolDB& ppc_symbol_db)
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{
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std::string strMapFilename;
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bool found = ppc_symbol_db.FindMapFile(&strMapFilename, nullptr);
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if (found && ppc_symbol_db.LoadMap(guard, strMapFilename))
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{
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Host_PPCSymbolsChanged();
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return true;
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}
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return false;
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}
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// If ipl.bin is not found, this function does *some* of what BS1 does:
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// loading IPL(BS2) and jumping to it.
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// It does not initialize the hardware or anything else like BS1 does.
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@@ -504,12 +491,6 @@ bool CBoot::BootUp(Core::System& system, const Core::CPUThreadGuard& guard,
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{
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SConfig& config = SConfig::GetInstance();
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if (auto& ppc_symbol_db = system.GetPPCSymbolDB(); !ppc_symbol_db.IsEmpty())
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{
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ppc_symbol_db.Clear();
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Host_PPCSymbolsChanged();
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}
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// PAL Wii uses NTSC framerate and linecount in 60Hz modes
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system.GetVideoInterface().Preset(DiscIO::IsNTSC(config.m_region) ||
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(system.IsWii() && Config::Get(Config::SYSCONF_PAL60)));
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@@ -591,11 +572,18 @@ bool CBoot::BootUp(Core::System& system, const Core::CPUThreadGuard& guard,
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const std::string filename = PathToFileName(executable.path);
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if (executable.reader->LoadSymbols(guard, system.GetPPCSymbolDB(), filename))
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auto& ppc_symbol_db = system.GetPPCSymbolDB();
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bool symbols_changed = ppc_symbol_db.Clear();
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if (executable.reader->LoadSymbols(guard, ppc_symbol_db, filename))
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{
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Host_PPCSymbolsChanged();
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symbols_changed = true;
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HLE::PatchFunctions(system);
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}
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if (symbols_changed)
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Host_PPCSymbolsChanged();
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return true;
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}
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@@ -159,17 +159,6 @@ public:
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static bool BootUp(Core::System& system, const Core::CPUThreadGuard& guard,
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std::unique_ptr<BootParameters> boot);
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// Tries to find a map file for the current game by looking first in the
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// local user directory, then in the shared user directory.
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//
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// If existing_map_file is not nullptr and a map file exists, it is set to the
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// path to the existing map file.
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//
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// If writable_map_file is not nullptr, it is set to the path to where a map
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// file should be saved.
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//
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// Returns true if a map file exists, false if none could be found.
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static bool LoadMapFromFilename(const Core::CPUThreadGuard& guard, PPCSymbolDB& ppc_symbol_db);
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private:
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static bool DVDRead(Core::System& system, const DiscIO::VolumeDisc& disc, u64 dvd_offset,
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