8fc9c03126
This allows frontends to keep a single loader and use it multiple times e.g. for code loading and SMDH parsing.
217 lines
6.1 KiB
C++
217 lines
6.1 KiB
C++
// Copyright 2014 Citra Emulator Project
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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 <algorithm>
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#include <initializer_list>
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#include <memory>
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#include <string>
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#include <vector>
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/file_util.h"
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#include "common/swap.h"
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namespace Kernel {
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struct AddressMapping;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Loader namespace
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namespace Loader {
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/// File types supported by CTR
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enum class FileType {
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Error,
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Unknown,
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CCI,
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CXI,
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CIA,
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ELF,
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THREEDSX, //3DSX
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};
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/**
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* Identifies the type of a bootable file based on the magic value in its header.
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* @param file open file
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* @return FileType of file
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*/
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FileType IdentifyFile(FileUtil::IOFile& file);
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/**
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* Identifies the type of a bootable file based on the magic value in its header.
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* @param file_name path to file
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* @return FileType of file. Note: this will return FileType::Unknown if it is unable to determine
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* a filetype, and will never return FileType::Error.
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*/
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FileType IdentifyFile(const std::string& file_name);
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/**
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* Guess the type of a bootable file from its extension
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* @param extension String extension of bootable file
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* @return FileType of file. Note: this will return FileType::Unknown if it is unable to determine
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* a filetype, and will never return FileType::Error.
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*/
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FileType GuessFromExtension(const std::string& extension_);
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/**
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* Convert a FileType into a string which can be displayed to the user.
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*/
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const char* GetFileTypeString(FileType type);
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/// Return type for functions in Loader namespace
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enum class ResultStatus {
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Success,
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Error,
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ErrorInvalidFormat,
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ErrorNotImplemented,
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ErrorNotLoaded,
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ErrorNotUsed,
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ErrorAlreadyLoaded,
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ErrorMemoryAllocationFailed,
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ErrorEncrypted,
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};
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constexpr u32 MakeMagic(char a, char b, char c, char d) {
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return a | b << 8 | c << 16 | d << 24;
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}
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/// SMDH data structure that contains titles, icons etc. See https://www.3dbrew.org/wiki/SMDH
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struct SMDH {
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u32_le magic;
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u16_le version;
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INSERT_PADDING_BYTES(2);
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struct Title {
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std::array<u16, 0x40> short_title;
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std::array<u16, 0x80> long_title;
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std::array<u16, 0x40> publisher;
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};
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std::array<Title, 16> titles;
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std::array<u8, 16> ratings;
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u32_le region_lockout;
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u32_le match_maker_id;
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u64_le match_maker_bit_id;
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u32_le flags;
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u16_le eula_version;
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INSERT_PADDING_BYTES(2);
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float_le banner_animation_frame;
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u32_le cec_id;
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INSERT_PADDING_BYTES(8);
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std::array<u8, 0x480> small_icon;
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std::array<u8, 0x1200> large_icon;
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/// indicates the language used for each title entry
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enum class TitleLanguage {
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Japanese = 0,
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English = 1,
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French = 2,
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German = 3,
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Italian = 4,
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Spanish = 5,
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SimplifiedChinese = 6,
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Korean= 7,
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Dutch = 8,
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Portuguese = 9,
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Russian = 10,
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TraditionalChinese = 11
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};
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};
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static_assert(sizeof(SMDH) == 0x36C0, "SMDH structure size is wrong");
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/// Interface for loading an application
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class AppLoader : NonCopyable {
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public:
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AppLoader(FileUtil::IOFile&& file) : file(std::move(file)) { }
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virtual ~AppLoader() { }
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/**
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* Load the application
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* @return ResultStatus result of function
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*/
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virtual ResultStatus Load() = 0;
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/**
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* Get the code (typically .code section) of the application
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* @param buffer Reference to buffer to store data
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* @return ResultStatus result of function
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*/
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virtual ResultStatus ReadCode(std::vector<u8>& buffer) {
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return ResultStatus::ErrorNotImplemented;
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}
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/**
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* Get the icon (typically icon section) of the application
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* @param buffer Reference to buffer to store data
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* @return ResultStatus result of function
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*/
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virtual ResultStatus ReadIcon(std::vector<u8>& buffer) {
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return ResultStatus::ErrorNotImplemented;
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}
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/**
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* Get the banner (typically banner section) of the application
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* @param buffer Reference to buffer to store data
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* @return ResultStatus result of function
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*/
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virtual ResultStatus ReadBanner(std::vector<u8>& buffer) {
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return ResultStatus::ErrorNotImplemented;
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}
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/**
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* Get the logo (typically logo section) of the application
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* @param buffer Reference to buffer to store data
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* @return ResultStatus result of function
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*/
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virtual ResultStatus ReadLogo(std::vector<u8>& buffer) {
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return ResultStatus::ErrorNotImplemented;
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}
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/**
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* Get the RomFS of the application
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* Since the RomFS can be huge, we return a file reference instead of copying to a buffer
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* @param romfs_file The file containing the RomFS
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* @param offset The offset the romfs begins on
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* @param size The size of the romfs
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* @return ResultStatus result of function
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*/
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virtual ResultStatus ReadRomFS(std::shared_ptr<FileUtil::IOFile>& romfs_file, u64& offset, u64& size) {
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return ResultStatus::ErrorNotImplemented;
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}
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protected:
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FileUtil::IOFile file;
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bool is_loaded = false;
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};
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/**
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* Common address mappings found in most games, used for binary formats that don't have this
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* information.
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*/
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extern const std::initializer_list<Kernel::AddressMapping> default_address_mappings;
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/**
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* Get a loader for a file with a specific type
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* @param file The file to load
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* @param type The type of the file
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* @param filename the file name (without path)
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* @param filepath the file full path (with name)
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* @return std::unique_ptr<AppLoader> a pointer to a loader object; nullptr for unsupported type
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*/
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std::unique_ptr<AppLoader> GetLoader(FileUtil::IOFile&& file, FileType type, const std::string& filename, const std::string& filepath);
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/**
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* Identifies a bootable file and return a suitable loader
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* @param filename String filename of bootable file
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* @return best loader for this file
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*/
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std::unique_ptr<AppLoader> GetFileLoader(const std::string& filename);
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} // namespace
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