They're essentially the same. To achieve this, this commit unifies
DolReader and ElfReader into a common interface for boot executable
readers, so the only remaining difference between ELF and DOL is
how which volume is inserted.
* Move out boot parameters to a separate struct, which is not part
of SConfig/ConfigManager because there is no reason for it to
be there.
* Move out file name parsing and constructing the appropriate params
from paths to a separate function that does that, and only that.
* For every different boot type we support, add a proper struct with
only the required parameters, with descriptive names and use
std::variant to only store what we need.
* Clean up the bHLE_BS2 stuff which made no sense sometimes. Now
instead of using bHLE_BS2 for two different things, both for storing
the user config setting and as a runtime boot parameter,
we simply replace the Disc boot params with BootParameters::IPL.
* Const correctness so it's clear what can or cannot update the config.
* Drop unused parameters and unneeded checks.
* Make a few checks a lot more concise. (Looking at you, extension
checks for disc images.)
* Remove a mildly terrible workaround where we needed to pass an empty
string in order to boot the GC IPL without any game inserted.
(Not required anymore thanks to std::variant and std::optional.)
The motivation for this are multiple: cleaning up and being able to add
support for booting an installed NAND title. Without this change, it'd
be pretty much impossible to implement that.
Also, using std::visit with std::variant makes the compiler do
additional type checks: now we're guaranteed that the boot code will
handle all boot types and no invalid boot type will be possible.
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.
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.
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.
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.
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.
LoadPatches was apparently never being called when booting
Wii discs. Maybe this will fix the recent regression with
cheat codes not getting loaded? I don't know how this
managed to work to begin with, though...
(The call was also moved for WADs, just for consistency.)
This changes ES to keep track of the active title properly,
just like IOS:
* It is NOT changed on resource manager open/close.
* It is reset on IOS reload.
* It is changed by ES_DIVerify and ES_Launch.
IOS stores the active title in a structure like this:
struct ESTitleContext
{
Ticket* ticket;
TMD* tmd;
u32 active;
};
With this commit, we also do keep the Ticket and TMD around. This
makes some of the DI ioctlvs (which return data about the current
active title) trivial to implement in the future.
This fixes the System Menu not being able to see update partitions
and also allows us to change Dolphin's active game info in the future.
We already have a TMDReader, so let's actually use it.
And move ESFormats to IOS::ES, since it's definitely part of IOS.
This adds a DiscIO dependency on Core which will be fixed in a
follow-up PR.