This add support for SD protocol 2 while staying compatible with protocol 1.01.
Most of this is quite hacky, but it seems to be working well.
The original implementation was quite confusing, so I didn't touch most of the stuff I did not understand.
This makes the EGL interface select OpenGL|ES contexts over "desktop"
OpenGL ones.
Possibly not useful for anyone outside my own debugging, but you never
know
Same as the previous commit, except I'm copying strings
in the other direction because the DolphinWX variants
of these strings could use some improvement.
The section is 0x461 bytes long, not 0x460. The config data is also now
initialised to zero to avoid garbage being written to the SYSCONF.
Because our handling has been wrong forever, we discard older BT.DINF
section backups as using them would result in the section being the
wrong size / incomplete again.
It turns out that the last byte of array entries isn't unused (as we
thought); instead, it looks like it's actually part of the main data,
and the length stored next to the name is in fact the length minus one.
Getting it wrong and always storing a null byte in there won't affect
most entries (since the last byte is zeroed most of the time), except:
- IPL.NIK: the length is stored in the last byte, and it must be kept.
- BT.DINF: u8 unknown[0x45] should be another Bluetooth device entry.
- Possibly other unknown affected entries.
I don't know who thought it would be a good idea to put the Wiimote
connect code as part of the Host interface, and have that called
from both the UI code and the core. And then hack around it by having
"force connect" events whenever Host_ConnectWiimote is called
from the core...
BluetoothEmu had its own bdaddr_t type which is a old style C struct
and typedef, which makes comparisons and copies a bit ugly.
On the other hand, BTReal had its own btaddr_t type using std::array.
To make things very slightly nicer, this commit changes the Bluetooth
code to use a single type (std::array<u8, 6>) for all BT addresses.
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key #5),
not the title key (at all).
To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)
This commit implements these checks so we are using the correct key
in all of these cases.
We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
Core::PauseAndLock requires all calls to it to be balanced, like this:
const bool was_unpaused = Core::PauseAndLock(true);
// do stuff on the CPU thread
Core::PauseAndLock(false, was_unpaused);
Aside from being a bit cumbersome, it turns out all callers really
don't need to know about was_unpaused at all. They just need to do
something on the CPU thread safely, including locking/unlocking.
So this commit replaces Core::PauseAndLock with a function that
makes both the purpose and the scope of what is being run on the
CPU thread visually clear. This makes it harder to accidentally run
something on the wrong thread, or forget the second call to
PauseAndLock to unpause, or forget that it needs to be passed
was_unpaused at the end.
We also don't need comments to indicate code X is being run on the
CPU thread anymore, as the function name makes it obvious.
The region mismatch check that we used can give false positives.
Skipping the check won't lead to any harm - games will ignore
save files that have a non-matching fourth game ID character.
Showing the Wii remote connection status leads to inconsistent UX,
because we don't do anything like that for GameCube controllers
or with Bluetooth passthrough.
It's also questionable how useful it is given that:
* it doesn't print the number of connected remotes, just that one
remote is connected, connecting or not connected, so the only info
it provides is actually wrong when using multiple remotes;
* this user-facing feature is actually broken in master and no one has
complained AFAIK, which means people don't really rely on it;
* the status bar isn't visible most of the time unless the user is
using render to main or deliberately keeping the main window's
status bar visible by moving the render window and they're not too
far away from their screen;
* emulated Wii remotes now reconnect on input, which means that there
is less of a need to actually know at all times whether a remote
is connected, since pressing any button will reconnect it and provide
immediate, visible feedback via OSD messages and the Wii remote
pointer appearing.
Rather than returning 0 / not creating an expected SI interrupt. You can
test this by running VBA-M in a debugger and stopping it while it's
connected to Dolphin: on current master, Dolphin will freeze-up until it
gets a response. With this PR, Dolphin will gracefully disconnect the device, and reconnect if it starts responding again.
Tracking a buffer's size manually and storing it under a name that
does not make it obvious it is related to the buffer is really... meh.
Also gets rid of the need to manually manage its capacity and
new/delete an array.
This commit merges the import and export contexts into a single context
because this is what IOS does, which means we can only reproduce its
behaviour correctly if we use a single context for both operations.
The other reason is that having two separate and very similar structs
is not really a good idea.
While working on this commit, I was notified that our handling of
ImportTmd/ExportTitleInit is not correct. In particular, we always use
the title key for both importing and exporting, which is wrong. To make
this easier to fix in a follow-up PR, the context now also has a title
key field, just like ES. This also lets us avoid computing it every
single time in ImportContentDone.
Allows them to be reused easily. Still a bit too much duplicated code
in my opinion (OpenContent/SeekContent/ReadContent should just call
FS code), but this is a start.
I think I do not need to explain why hardcoding space usage for two
random directories when we can calculate it and when IOS doesn't
actually do that is wrong.
There are some cases where overriding the opening.bnr names
isn't desirable, such as when someone has several modded
versions of a game that differ in names but not game IDs.
Changes:
- `ShowDevelopmentWarning` is now under the '[Interface]' group in
Dolphin.ini, with other interface-related settings. So, whoever uses
DolphinQt will have to edit that manually again. Sorry!
- Game search paths and the last file are now shared properly with
DolphinWX
- Qt-only preferences like "Preferred View: list/table" are now
stored using the platform's native settings storage, rather than in
UI.ini
struct GekkoOPTemplate was implemented differently in different
compilation units, which breaks the ODR and could end up causing issues
as symbols exported from one compilation unit could end up being used by
another even if they have different implementations.
This puts them in an anonymous namespace, restricting any generated
symbols to the single compilation unit.
Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
While setting up a proper NAND for Wii emulation has become much easier
now that disc and online system updates work, they still require users
to have a recent disc game, certificates extracted from IOS or a NAND
dump for online updates to work and to really get all system titles.
This commit adds the ability to do an online update right from
Dolphin itself, which solves that usability issue.
Allows reusing the WAD import logic more easily, whereas UICommon
code can only be used from UICommon and UI.
And managing what's on the NAND is the Core's responsability, not UI.
* IOS: WiiRoot shutdown was moved to HW.
* Movie: Don't call UpdateWantDeterminism() if we're not running yet,
because this will automatically be done during the boot process.
Not doing this will result in two NANDs being created.
This is larger than I thought I would be, but unfortunately it's quite
hard to split fixes like this when the handling is wrong in tons of
different places.
The content table is limited in size. It can only hold 16 entries.
Three consequences:
* Since the table cannot grow indefinitely, instead of using a std::map
we use a std::array as we should.
* Remove a hack where the CFD was cleared back to 0 on IPC close (wtf?)
* The CFD now doesn't keep increasing to infinity. It's unknown if this
would fix anything at all, but some issues in the past were caused
by CFDs being excessively large.
Other minor changes:
* Simplify save state logic.
* Keep track of the UID like ES does. Not sure how useful this is, but
we can do this very easily so why not.
* Remove the guesswork and use the actual error codes.
* Add more error checking to make Dolphin less likely to crash.
Something that should be done in the future: deduplicate the filesystem
logic. Something that takes one line in the actual ES code takes
10+ lines in our implementation... while duplicating the FS logic...
This will likely harder to fix though, so I'm leaving that
for another time.
Before these changes each value of latency were actually 5ms, with a
minimum latency of ~10 ms. If it was set to 4 ms on the UI, the actual
latency was 10 + 5 * 4 = 30 ms.
Now 30 ms on the UI means 30 ms on the backend.
This seems like an oversight in the old code, because
what's the point of loading user files if the titles
in them are going to be ignored for nearly all games?
This commit fixes the issue by making the first LoadMap
variant not overwrite entries and making the constructor
do everything in the opposite order. An alternative solution
would be to make the second LoadMap variant overwrite entries.
The sanity check runs *before* finalising the import, so at that time
the whole title directory is still in /import and not in /title.
This means we should check for contents there, not in /title. Whoops.
The efficient function (that is nearly the same as
https://graphics.stanford.edu/~seander/bithacks.html#DetermineIfPowerOf2)
replaces one loop based instance (which also reused the xx variable
afterwards, whereas it should have used htabmask instead) and one
instance using the population count a.k.a. Hamming weigth.
This adds a check to ImportTitleDone to make sure all required contents
that are listed in the TMD have been imported before allowing to finish
the import. Not checking for this could allow titles to be left in an
inconsistent state.
There seems to be a race condition between a peripheral device
connecting to the bluetooth controller and it being ready to use.
It's very short and it depends upon the controller, some appear to
connect synchronously and block until the device is ready, others
report the device upon discovery but do not allow communication straight
away. I don't know which is the correct behaviour, or whether it depends
on the peripheral, controller or both. Anyway, Dolphin waits for a
remote to appear and immediately attempts to open the communication
channels, this can fail because the device isn't ready yet, delay, try
again, and it works.
There are other (unlikely) chances the device is busy at random
moments after this initial race condition so it loops around try to
reconnect.
This was inspired by an earlier patch, see here:
https://bugs.dolphin-emu.org/issues/5997#note-20
I can confirm that it works perfectly for me on a bluetooth
controller where otherwise it's impossible to connect (Dell 380
Bluetooth 4.0).
So, a FifoRecorder instance is instantiated as a file-local variable and
used as a singleton (ugh). Most users likely don't regularly use the
FIFO player/FIFO recorder, so this is kind of a substantial waste of
memory.
FifoRecorder's internal RAM and ExRAM vectors are 33554432 and 67108864
bytes respectively, which is around 100.66MB in total.
Just on the game list view on a clean build with nothing loaded, this
knocks debug build memory usage down from ~232.4MB to ~137.5MB, and
release build memory usage down from ~101MB to ~5.7MB.
The GameCube IPL sounds the same when using the free ROM as it does when
using the official ROM (and in Audacity, I couldn't visually distinguish
between the waveforms). It has a reference to an unimplemented function
at 0x8644 which seems to only be used in an inlined version of the CARD
ucode.
This rewrites the SysConf code for several reasons:
* Modernising the SysConf class. The naming was entirely cleaned up.
constexpr for constants.
* Exposing less stuff in the header.
* Probably less efficient parsing and writing logic, but much simpler
to understand and use in my opinion. No more hardcoded offsets.
No more duplicated code for the initial SYSCONF generation.
* More flexibility. It is now possible to add and remove entries,
since we rebuild the file. This allows us to stop spamming
"section not found" panic alerts; we can now use and insert
default entries.
On a real Wii, the title list is not in any particular order. However,
because of how the flash filesystem works, titles such as 1-2 are
*never* in the first position. We must keep this behaviour, or some
versions of the System Menu may break.
Will be used from several functions to verify the signatures for
different containers (TMDs, tickets, device signed blobs).
An option was added to disable signature checks, because that could be
useful for people trying to import unsigned stuff.
Instead of expecting callers to know how the size of directory file infos
relates to which files are in which directories, filesystems now offer a
GetRoot() method, and file infos offer a way to get their children. As
a bonus, m_FileInfoVector no longer has to be created and kept around
in RAM. Only the file info objects that actually are used are created.
Some callers already have the file info, making the relatively slow
FindFileInfo calls unnecessary. Callers that didn't have the file info
will now need to call FindFileInfo on their own.
Some callers (i.e. ISOProperties) don't want the full path, so giving them
it is unnecessary. Those that do want it can use GetPathFromFSTOffset.
Not storing full paths everywhere also saves a small bit of RAM and is
necessary for a later commit. The code isn't especially pretty right now
(callers need to use FST offsets...) but it'll become better later.
Too much boilerplate that is duplicated if we use curl directly.
Let's add a simple wrapper class that hides the implementation details
and just allows to simply make HTTP requests and get responses.
Makes it slightly less likely to forget a check and end up doing an
out-of-bounds access. Also makes it obvious that we *are* indeed
checking whether the handle is valid, instead of hiding it in
HasOwnership (which won't handle the root key handle case properly).
I don't see why we need to call ShutdownWiiRoot on InitializeWiiRoot.
Also, atexit? Really? Not only is this unnecessary, it will also cause
ShutdownWiiRoot to be called twice in rapid succession for no reason.
The config must only be restored after the HW has shut down, not while
it is still running, because the HW can still query the config, which
can lead to inconsistent states.
This fixes WiiRoot not being able to copy back saves on shutdown.
This ioctlv is used to get an IOSC decrypt handle for a title.
It is known to be used internally by the WFS modules, but it can also
be used from the PPC under some conditions.
Brings us down to 2 essentially unimplementable ioctlvs (syscalls which
seem to return kernel thread priorities...), and 1 known but
unimplemented ioctlv (VerifySign).
In the future, NAND filesystem access will be limited to one IOS
instance, for safety reasons and to make it possible to consider
supporting NAND images. This means that any code accessing the NAND
filesystem must go through the FS device, both for code that is
external to IOS and internal.
Because we don't want to introduce any singleton, this requires
internal IOS code that needs NAND access to be part of an IOS device
class, so they can access the FS device easily.
Making some of the internal ES implementation functions member
functions also prevents them from being (mis)used outside of IOS,
since they cannot be called everywhere anymore.