yuzu/src/core/loader/loader.cpp
Subv ea9ce0fba7 Filesystem/Archives: Implemented the SaveData archive
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information

Got rid of the code duplication in File and Directory

Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive.

FS_U: Use the correct error code when a file wasn't found
2014-12-17 19:21:38 -05:00

113 lines
3.3 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <memory>
#include "core/file_sys/archive_romfs.h"
#include "core/loader/3dsx.h"
#include "core/loader/elf.h"
#include "core/loader/ncch.h"
#include "core/hle/service/fs/archive.h"
#include "core/mem_map.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Loader {
/**
* Identifies the type of a bootable file
* @param filename String filename of bootable file
* @todo (ShizZy) this function sucks... make it actually check file contents etc.
* @return FileType of file
*/
FileType IdentifyFile(const std::string &filename) {
if (filename.size() == 0) {
LOG_ERROR(Loader, "invalid filename %s", filename.c_str());
return FileType::Error;
}
size_t extension_loc = filename.find_last_of('.');
if (extension_loc == std::string::npos)
return FileType::Unknown;
std::string extension = Common::ToLower(filename.substr(extension_loc));
// TODO(bunnei): Do actual filetype checking instead of naively checking the extension
if (extension == ".elf") {
return FileType::ELF;
} else if (extension == ".axf") {
return FileType::ELF;
} else if (extension == ".cxi") {
return FileType::CXI;
} else if (extension == ".cci") {
return FileType::CCI;
} else if (extension == ".bin") {
return FileType::BIN;
} else if (extension == ".3dsx") {
return FileType::THREEDSX;
}
return FileType::Unknown;
}
/**
* Identifies and loads a bootable file
* @param filename String filename of bootable file
* @return ResultStatus result of function
*/
ResultStatus LoadFile(const std::string& filename) {
LOG_INFO(Loader, "Loading file %s...", filename.c_str());
switch (IdentifyFile(filename)) {
//3DSX file format...
case FileType::THREEDSX:
return AppLoader_THREEDSX(filename).Load();
// Standard ELF file format...
case FileType::ELF:
return AppLoader_ELF(filename).Load();
// NCCH/NCSD container formats...
case FileType::CXI:
case FileType::CCI: {
AppLoader_NCCH app_loader(filename);
// Load application and RomFS
if (ResultStatus::Success == app_loader.Load()) {
Kernel::g_program_id = app_loader.GetProgramId();
Service::FS::CreateArchive(std::make_unique<FileSys::Archive_RomFS>(app_loader), Service::FS::ArchiveIdCode::RomFS);
return ResultStatus::Success;
}
break;
}
// Raw BIN file format...
case FileType::BIN:
{
LOG_INFO(Loader, "Loading BIN file %s...", filename.c_str());
FileUtil::IOFile file(filename, "rb");
if (file.IsOpen()) {
file.ReadBytes(Memory::GetPointer(Memory::EXEFS_CODE_VADDR), (size_t)file.GetSize());
Kernel::LoadExec(Memory::EXEFS_CODE_VADDR);
} else {
return ResultStatus::Error;
}
return ResultStatus::Success;
}
// Error occurred durring IdentifyFile...
case FileType::Error:
// IdentifyFile could know identify file type...
case FileType::Unknown:
default:
return ResultStatus::ErrorInvalidFormat;
}
return ResultStatus::Error;
}
} // namespace Loader