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
parent 4d2fb9b9ba
commit 22992ae41e
18 changed files with 468 additions and 440 deletions

View File

@ -30,6 +30,7 @@
#include "Common/NandPaths.h"
#include "Common/StringUtil.h"
#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
@ -53,6 +54,7 @@
#include "Core/PowerPC/PowerPC.h"
#include "Core/State.h"
#include "DiscIO/Enums.h"
#include "DiscIO/NANDContentLoader.h"
#include "DiscIO/NANDImporter.h"
#include "DiscIO/VolumeWad.h"
@ -315,7 +317,7 @@ void CFrame::BootGame(const std::string& filename)
}
if (!bootfile.empty())
{
StartGame(bootfile);
StartGame(BootParameters::GenerateFromFile(bootfile));
}
}
@ -627,7 +629,7 @@ void CFrame::ToggleDisplayMode(bool bFullscreen)
}
// Prepare the GUI to start the game.
void CFrame::StartGame(const std::string& filename, SConfig::EBootBS2 type)
void CFrame::StartGame(std::unique_ptr<BootParameters> boot)
{
if (m_is_game_loading)
return;
@ -705,7 +707,7 @@ void CFrame::StartGame(const std::string& filename, SConfig::EBootBS2 type)
SetDebuggerStartupParameters();
if (!BootManager::BootCore(filename, type))
if (!BootManager::BootCore(std::move(boot)))
{
DoFullscreen(false);
@ -1169,17 +1171,17 @@ void CFrame::OnMemcard(wxCommandEvent& WXUNUSED(event))
void CFrame::OnLoadGameCubeIPLJAP(wxCommandEvent&)
{
StartGame("", SConfig::BOOT_BS2_JAP);
StartGame(std::make_unique<BootParameters>(BootParameters::IPL{DiscIO::Region::NTSC_J}));
}
void CFrame::OnLoadGameCubeIPLUSA(wxCommandEvent&)
{
StartGame("", SConfig::BOOT_BS2_USA);
StartGame(std::make_unique<BootParameters>(BootParameters::IPL{DiscIO::Region::NTSC_U}));
}
void CFrame::OnLoadGameCubeIPLEUR(wxCommandEvent&)
{
StartGame("", SConfig::BOOT_BS2_EUR);
StartGame(std::make_unique<BootParameters>(BootParameters::IPL{DiscIO::Region::PAL}));
}
void CFrame::OnExportAllSaves(wxCommandEvent& WXUNUSED(event))