Boot: Clean up the boot code

* 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 commit is contained in:
Léo Lam 2017-05-27 15:43:40 +02:00
commit 22992ae41e
18 changed files with 468 additions and 440 deletions

View file

@ -31,6 +31,7 @@
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/Boot/Boot.h"
#include "Core/Config/Config.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
#include "Core/ConfigLoaders/NetPlayConfigLoader.h"
@ -222,23 +223,23 @@ static GPUDeterminismMode ParseGPUDeterminismMode(const std::string& mode)
}
// Boot the ISO or file
bool BootCore(const std::string& filename, SConfig::EBootBS2 type)
bool BootCore(std::unique_ptr<BootParameters> boot)
{
if (!boot)
return false;
SConfig& StartUp = SConfig::GetInstance();
StartUp.m_BootType = SConfig::BOOT_ISO;
StartUp.m_strFilename = filename;
StartUp.bRunCompareClient = false;
StartUp.bRunCompareServer = false;
config_cache.SaveConfig(StartUp);
// If for example the ISO file is bad we return here
if (!StartUp.AutoSetup(type))
if (!StartUp.SetPathsAndGameMetadata(*boot))
return false;
// Load game specific settings
if (type == SConfig::BOOT_DEFAULT)
if (!std::holds_alternative<BootParameters::IPL>(boot->parameters))
{
std::string game_id = SConfig::GetInstance().GetGameID();
u16 revision = SConfig::GetInstance().GetRevision();
@ -400,15 +401,14 @@ bool BootCore(const std::string& filename, SConfig::EBootBS2 type)
if (StartUp.bWii)
StartUp.SaveSettingsToSysconf();
// Run the game
// Init the core
if (!Core::Init())
const bool load_ipl = !StartUp.bWii && !StartUp.bHLE_BS2 &&
std::holds_alternative<BootParameters::Disc>(boot->parameters);
if (load_ipl)
{
PanicAlertT("Couldn't init the core.\nCheck your configuration.");
return false;
return Core::Init(std::make_unique<BootParameters>(BootParameters::IPL{
StartUp.m_region, std::move(std::get<BootParameters::Disc>(boot->parameters))}));
}
return true;
return Core::Init(std::move(boot));
}
void Stop()