loader: Add DeconstructedRomDirectory for game dumps.
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/common_funcs.h"
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#include "common/common_paths.h"
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#include "common/logging/log.h"
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#include "common/string_util.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/resource_limit.h"
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#include "core/loader/deconstructed_rom_directory.h"
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#include "core/loader/nso.h"
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#include "core/memory.h"
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namespace Loader {
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FileType AppLoader_DeconstructedRomDirectory::IdentifyType(FileUtil::IOFile& file,
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const std::string& filepath) {
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bool is_main_found{};
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bool is_rtld_found{};
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bool is_sdk_found{};
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const auto callback = [&](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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// Skip directories
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std::string physical_name = directory + virtual_name;
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if (FileUtil::IsDirectory(physical_name)) {
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return true;
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}
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// Verify filename
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if (Common::ToLower(virtual_name) == "main") {
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is_main_found = true;
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} else if (Common::ToLower(virtual_name) == "rtld") {
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is_rtld_found = true;
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} else if (Common::ToLower(virtual_name) == "sdk") {
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is_sdk_found = true;
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} else {
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// Contrinue searching
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return true;
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}
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// Verify file is an NSO
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FileUtil::IOFile file(physical_name, "rb");
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if (AppLoader_NSO::IdentifyType(file, physical_name) != FileType::NSO) {
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return false;
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}
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// We are done if we've found and verified all required NSOs
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return !(is_main_found && is_rtld_found && is_sdk_found);
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};
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// Search the directory recursively, looking for the required modules
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const std::string directory = filepath.substr(0, filepath.find_last_of("/\\")) + DIR_SEP;
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FileUtil::ForeachDirectoryEntry(nullptr, directory, callback);
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if (is_main_found && is_rtld_found && is_sdk_found) {
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return FileType::DeconstructedRomDirectory;
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}
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return FileType::Error;
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}
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ResultStatus AppLoader_DeconstructedRomDirectory::Load(
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Kernel::SharedPtr<Kernel::Process>& process) {
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if (is_loaded) {
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return ResultStatus::ErrorAlreadyLoaded;
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}
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if (!file.IsOpen()) {
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return ResultStatus::Error;
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}
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process = Kernel::Process::Create("main");
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// Load NSO modules
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VAddr next_load_addr{Memory::PROCESS_IMAGE_VADDR};
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for (const auto& module : {"rtld", "main", "subsdk0", "subsdk1", "subsdk2", "subsdk3",
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"subsdk4", "subsdk5", "subsdk6", "subsdk7", "sdk"}) {
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const std::string path =
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filepath.substr(0, filepath.find_last_of("/\\")) + DIR_SEP + module;
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const VAddr load_addr = next_load_addr;
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next_load_addr = AppLoader_NSO::LoadModule(path, load_addr);
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if (next_load_addr) {
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LOG_DEBUG(Loader, "loaded module %s @ 0x%llx", module, load_addr);
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} else {
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next_load_addr = load_addr;
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}
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}
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process->svc_access_mask.set();
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process->address_mappings = default_address_mappings;
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process->resource_limit =
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Kernel::ResourceLimit::GetForCategory(Kernel::ResourceLimitCategory::APPLICATION);
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process->Run(Memory::PROCESS_IMAGE_VADDR, 48, Kernel::DEFAULT_STACK_SIZE);
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is_loaded = true;
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return ResultStatus::Success;
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}
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} // namespace Loader
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@ -0,0 +1,44 @@
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include "common/common_types.h"
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#include "common/file_util.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/loader/loader.h"
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namespace Loader {
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/**
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* This class loads a "deconstructed ROM directory", which are the typical format we see for Switch
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* game dumps. The path should be a "main" NSO, which must be in a directory that contains the other
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* standard ExeFS NSOs (e.g. rtld, sdk, etc.). It will automatically find and load these.
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* Furthermore, it will look for the first .istorage file (optionally) and use this for the RomFS.
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*/
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class AppLoader_DeconstructedRomDirectory final : public AppLoader {
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public:
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AppLoader_DeconstructedRomDirectory(FileUtil::IOFile&& file, std::string filepath)
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: AppLoader(std::move(file)), filepath(std::move(filepath)) {}
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/**
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* Returns the type of the file
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* @param file FileUtil::IOFile open file
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* @param filepath Path of the file that we are opening.
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* @return FileType found, or FileType::Error if this loader doesn't know it
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*/
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static FileType IdentifyType(FileUtil::IOFile& file, const std::string& filepath);
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FileType GetFileType() override {
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return IdentifyType(file, filepath);
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}
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ResultStatus Load(Kernel::SharedPtr<Kernel::Process>& process) override;
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private:
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std::string filepath;
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};
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} // namespace Loader
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