std::set's lower_bound() is optimized better than the generic
implementation of std::lower_bound()
std::lower_bound() works best on random access iterators, where the
number of comparisons can be logarithmic. However, since std::set's
iterators are bidirectional iterators, the comparisons will actually be
linear in practice when using std::lower_bound().
So, we can use std::set's version which is guaranteed to be logarithmic.
Memory patches would be an easy way to manipulate the memory needed to calculate achievement logic, so they must be disabled. Riivolution patches that do not affect memory are allowed, as they will be hashed with the game file.
The base DebugInterface now depends on the Core's CPUThreadGuard, and
utilities in Common shouldn't be depending on Core facilities. So, we
can move this into the core library instead.
This fixes a problem I was having where using frame advance with the
debugger open would frequently cause panic alerts about invalid addresses
due to the CPU thread changing MSR.DR while the host thread was trying
to access memory.
To aid in tracking down all the places where we weren't properly locking
the CPU, I've created a new type (in Core.h) that you have to pass as a
reference or pointer to functions that require running as the CPU thread.
There are two reasons for this.
1. Using Dolphin's logging system lets the user decide whether
the printout should go to the terminal, the GUI, or a file.
fmt::print always prints to stdout... unless you're on Android, in
which case it does nothing at all, because Android disables stdout.
2. The Windows version of Dolphin crashes when you use fmt::print.
Yes, really. The crash happens because a call to std::fprint in
fmt::v7::detail::fwrite_fully returns that less characters were
written than requested, which fmt handles by throwing an exception.
(As always, Dolphin does not use exception handling.)
I'm not sure why std::fprint is doing this, but since switching
away from using fmt::print is a good idea due to the previous point
anyway, I'd say it's best to just switch.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Common shouldn't be depending on APIs in Core (in this, case depending
on the PowerPC namespace). Because of the poor separation here, this
moves OSThread functionality into core, so that it resolves the implicit
dependency on core.
Previously the logging was a in a little bit of a disarray. Some things
were in namespaces, and other things were not.
Given this code will feature a bit of restructuring during the
transition over to fmt, this is a good time to unify it under a single
namespace and also remove functions and types from the global namespace.
Now, all functions and types are under the Common::Log namespace. The
only outliers being, of course, the preprocessor macros.
At its only usage point, its return value is stored into a u32, and the
default implementation returns 0xFFFFFFFF (-1), which would be an
unsigned integer. Given all of the bits are used to determine a color,
it makes slightly more sense to treat this as an unsigned value as
opposed to a signed one.
We're allowed (by the standard) to forward declare types within
std::vector, so we can replace direct includes with forward declarations
and then include the types where they're directly needed.
While we're at it, we can remove an unused inclusion of <cstring>, given
nothing in the header uses anything from it. This also revealed an
indirect inclusion, which this also resolves.
Previously u32 was being used for part of the interface and unsigned int
was being used for other parts. This makes the interface fully consistent by
using only one type.
We opt for u32 here given they communicate the same thing (for platforms
we care about where int is 32-bit), while also being less to read.
While we're at it, we can also default the constructor and destructor of
inheriting classes in their respective cpp file to prevent the
construction and destruction of non-trivial types being inlined into
other regions of code.