Commit Graph
177 Commits
Author SHA1 Message Date
Pokechu22 2652aed85c Common: Merge CRC32.h into Hash.h
This makes it easier to find the relevant functions.
2022-01-01 10:36:38 -08:00
Admiral H. Curtiss b928900f6e Core/WiiRoot: Handle the combination of NetPlay and savegame redirects. 2021-12-14 06:15:37 +01:00
Admiral H. Curtiss 894773f607 Core/Boot: Add Wii FS sync data (for temp NAND/netplay) to BootSessionData and handle it in the boot and shutdown logic. 2021-11-22 01:33:45 +01:00
Admiral H. Curtiss 83ad84061e Core/Boot: Refactor storage of boot-to-savestate data into a separate class. 2021-11-22 00:35:35 +01:00
Emmanuel Gil Peyrot 3d662e746b Core: Fix a -Wshadow warning in gcc 11
This moves the only direct call to zlib’s crc32() into its own
translation unit, but that operation is cold enough that this won’t
matter in the slightest.  crc32_z() would be more appropriate, but
Android has an older zlib version…
2021-11-02 13:50:21 +01:00
Admiral H. Curtiss ba3373b476 RiivolutionPatcher: Modify memory patching logic to be more accurate to actual Riivolution. 2021-10-24 00:09:09 +02:00
Admiral H. Curtiss dd64c0e423 Core: Deduplicate Riivolution Patch to BootParameters apply logic. 2021-10-24 00:09:08 +02:00
Admiral H. Curtiss 6394960f54 Core: Add ability to specify and launch a riivolution-modded game via a .json file. 2021-10-24 00:09:07 +02:00
Admiral H. Curtiss 175f225ac1 DolphinQt: Add ability to start a game with Riivolution patches from the GUI. 2021-10-24 00:09:06 +02:00
Pierre Bourdon e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Léo Lam 19667cb801 Fix symbol map being loaded too early during title changes
We should only try to load a symbol map for the new title *after* it
has been loaded into memory, not before. Likewise for applying HLE
patches and loading new custom textures.

In practice, loading/repatching too early was only a problem for
titles that are launched via ES_Launch. This commit fixes that.
2021-03-04 18:41:13 +01:00
Shawn Hoffman 84128d9532 rename Common/File to Common/IOFile 2021-01-27 14:29:48 -08:00
JosJuice 525268f043 Android: Fix opening games with extensionless URI 2020-12-20 13:24:54 +01:00
Lioncash eedfe2abf1 Core: Convert missed log calls over to fmt 2020-11-23 12:20:02 -05:00
Pokechu22 fba51b2956 Split drive state and drive error into 2 fields, and fix some inaccuracies
In particular:
- Trying to play audio in a non-ready state returns the state-specific error, not an audio buf error
- Audio status cannot be requested in non-ready states
- The audio buffer cannot be configured in states other than ReadyNoReadsMade
- Using the stop motor command while the motor is already stopped doesn't change states

Additionally, the internal state IDs are used (which distinguish ReadyNoReadsMade and Ready), instead of the state IDs exposed in request error.  This makes some of the weird behavior a bit more obvious.

State and error behavior of the seek command was not implemented in this commit.
2020-07-29 16:57:34 -07:00
JosJuice d17b801518 DiscIO: Deduplicate some VolumeGC/VolumeWii code 2020-06-25 16:37:21 +02:00
JosJuice e2ae2b3b0b Add new file format RVZ based on WIA 2020-06-17 13:47:34 +02:00
JosJuice 8da5d0c4fe Add an early version of WIABlobReader
It can currently only read the first 0x80 bytes of a disc image,
which is enough for identifying it but not for doing anything else.
2020-06-17 13:43:51 +02:00
Pokechu22 55a88ba2ed Track drive state better, reporting errors if the state is wrong
Also, fix DVDLowStopMotor logging (which was based on the ioctl parameters)
2020-01-04 11:43:31 -08:00
JosJuice 34f32898e6 DiscIO: Merge WiiWAD into VolumeWAD
These two classes are very similar, so let's merge them.
2019-07-18 22:29:04 +02:00
JosJuice 0f5a4b37ee DiscIO: Add functions CreateDisc and CreateWAD
...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.
2019-07-18 22:29:04 +02:00
JosJuice c0a6fa5dcc Work around C++20 std::filesystem changes related to u8string 2019-06-21 18:34:21 +02:00
JosJuice 9c33f658a5 Simplify std::filesystem usage a little in Boot.cpp
If path_b is absolute, (path_a / path_b) will be the same as path_b.
2019-06-20 10:42:56 +02:00
JosJuice fab15edb53 Replace <experimental/filesystem> includes with <filesystem>
https://bugs.dolphin-emu.org/issues/11770
2019-06-20 10:39:56 +02:00
Lioncash a9663669dc Common/CommonFuncs: Remove now-unneccessary ArraySize function
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.
2019-06-01 10:07:57 -04:00
Lioncash 1d22e50899 Core/Boot/Boot: Amend use-after-move cases in GenerateFromFile()
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.
2019-05-21 08:44:29 -04:00
JosJuice 8fd6f8f6e9 Call Host_NotifyMapLoaded when clearing g_symbolDB
Otherwise DolphinQt will have a stale symbol list and
you can get nullptr dereferences when trying to use it.
2019-05-01 17:48:27 +02:00
Jordan Woyak 1d024c8add Fix u8 string literal C++20 compile error. 2019-04-16 16:31:12 -05:00
JosJuice d42fa8f80e Remove invalid IPL hashes (NTSC-U and NTSC-J use same IPL)
See https://bugs.dolphin-emu.org/issues/11467. We now only have
the hashes that have been confirmed on Redump.

For the reference, MAME's list of bad GameCube IPL dumps:
https://github.com/mamedev/mame/blob/80b2ca6088281babff558b36a98d329aa60aa8ed/src/mame/drivers/gamecube.cpp#L152-L158
2019-03-24 14:19:23 +01:00
Tillmann Karras 45aeb86766 Fix -Wmissing-declarations warning 2019-02-01 03:06:01 +00:00
JosJuice 0c622929ba Add M3U file support for automatic disc switching 2019-01-04 09:24:42 +01:00
JosJuice bd665aad5d Automatic disc change for 2-disc games 2019-01-04 09:24:38 +01:00
Michael M e7cbee235c Convert Dolphin.Core.DefaultISO to use new-style config 2018-07-06 19:28:19 -07:00
JosJuice af5d9f693a Set 0x0000002C to NDEV 2.1 when running a debug-signed Wii disc
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.
2018-06-07 10:14:32 +02:00
Léo Lam 6b9aef7042 FS: Add a struct for modes
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.
2018-06-03 20:45:35 +02:00
Lioncash 470b09fe9d CDUtils: Amend function names
Amends the function names to follow our coding style.
2018-05-27 18:48:09 -04:00
Lioncash 1f75fa0aff CDUtils: Namespace code under the Common namespace 2018-05-27 18:30:58 -04:00
Lioncash f7bc75ae6d Boot: Make BootExecutableReader's constructor take a std::vector by value
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.
2018-05-12 17:40:34 -04:00
Léo Lam a977a56434 Boot: Migrate to new filesystem interface 2018-05-10 22:34:03 +02:00
Lioncash ffcf107dd2 PowerPC: Make the PowerPCState's msr member variable a UReg_MSR instance
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).
2018-05-05 17:59:30 -04:00
Léo Lam 8317a66ea5 NandPaths: Return paths that are relative to Wii NAND
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.
2018-05-04 19:52:17 +02:00
JosJuice 4387432436 DiscIO: Don't use all uppercase for enum values
Also removing some prefixes that we don't need now that we're
using enum classes instead of plain enums.
2018-03-31 14:11:32 +02:00
JosJuice 9dd88d76dd Redesign the ability to load state at boot
BootParameters can now contain the path of a savestate to load at boot.
Movie has been made to use this instead of poking at Core.cpp's state.
2017-12-26 20:39:03 +01:00
Léo Lam 3dd777be70 Boot: Add default exception handlers
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.
2017-12-09 17:24:04 +01:00
Léo Lam 520039ab28 Boot: Use values from libogc for booting Wii homebrew
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.
2017-12-09 17:24:03 +01:00
Léo Lam ecd7191b5a Boot: Fix BAT setup in Wii mode
HID4.SBE must be set before calling PowerPC::Update{D,I}BAT, otherwise
extended BATs will not be enabled.
2017-12-09 17:24:03 +01:00
Léo Lam 4cc1bd972a CommonTitles: Add a named constant for IOS TIDs 2017-10-24 11:41:55 +02:00
Léo Lam 346ca009f9 Remove NANDContentManager 2017-10-24 11:41:54 +02:00
Léo Lam 9000a042e4 Drop the direct WAD launch hack
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.
2017-10-24 11:41:54 +02:00
Léo Lam 60ba382799 Boot: Add support for booting NAND titles with just the ID 2017-10-24 11:41:54 +02:00