yuzu/src/core/hle/kernel/kernel.h
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

174 lines
4.6 KiB
C++

// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <string>
#include "common/common.h"
#include "core/hle/result.h"
typedef u32 Handle;
typedef s32 Result;
namespace Kernel {
enum KernelHandle {
CurrentThread = 0xFFFF8000,
CurrentProcess = 0xFFFF8001,
};
enum class HandleType : u32 {
Unknown = 0,
Port = 1,
Session = 2,
Event = 3,
Mutex = 4,
SharedMemory = 5,
Redirection = 6,
Thread = 7,
Process = 8,
AddressArbiter = 9,
Semaphore = 10,
};
enum {
DEFAULT_STACK_SIZE = 0x4000,
};
class ObjectPool;
class Object : NonCopyable {
friend class ObjectPool;
u32 handle;
public:
virtual ~Object() {}
Handle GetHandle() const { return handle; }
virtual std::string GetTypeName() const { return "[BAD KERNEL OBJECT TYPE]"; }
virtual std::string GetName() const { return "[UNKNOWN KERNEL OBJECT]"; }
virtual Kernel::HandleType GetHandleType() const = 0;
/**
* Wait for kernel object to synchronize.
* @return True if the current thread should wait as a result of the wait
*/
virtual ResultVal<bool> WaitSynchronization() {
LOG_ERROR(Kernel, "(UNIMPLEMENTED)");
return UnimplementedFunction(ErrorModule::Kernel);
}
};
class ObjectPool : NonCopyable {
public:
ObjectPool();
~ObjectPool() {}
// Allocates a handle within the range and inserts the object into the map.
Handle Create(Object* obj, int range_bottom=INITIAL_NEXT_ID, int range_top=0x7FFFFFFF);
static Object* CreateByIDType(int type);
template <class T>
void Destroy(Handle handle) {
if (Get<T>(handle)) {
occupied[handle - HANDLE_OFFSET] = false;
delete pool[handle - HANDLE_OFFSET];
}
}
bool IsValid(Handle handle) const;
template <class T>
T* Get(Handle handle) {
if (handle < HANDLE_OFFSET || handle >= HANDLE_OFFSET + MAX_COUNT || !occupied[handle - HANDLE_OFFSET]) {
if (handle != 0) {
LOG_ERROR(Kernel, "Bad object handle %08x", handle);
}
return nullptr;
} else {
Object* t = pool[handle - HANDLE_OFFSET];
if (t->GetHandleType() != T::GetStaticHandleType()) {
LOG_ERROR(Kernel, "Wrong object type for %08x", handle);
return nullptr;
}
return static_cast<T*>(t);
}
}
// ONLY use this when you know the handle is valid.
template <class T>
T *GetFast(Handle handle) {
const Handle realHandle = handle - HANDLE_OFFSET;
_dbg_assert_(Kernel, realHandle >= 0 && realHandle < MAX_COUNT && occupied[realHandle]);
return static_cast<T*>(pool[realHandle]);
}
template <class T, typename ArgT>
void Iterate(bool func(T*, ArgT), ArgT arg) {
int type = T::GetStaticIDType();
for (int i = 0; i < MAX_COUNT; i++)
{
if (!occupied[i])
continue;
T* t = static_cast<T*>(pool[i]);
if (t->GetIDType() == type) {
if (!func(t, arg))
break;
}
}
}
bool GetIDType(Handle handle, HandleType* type) const {
if ((handle < HANDLE_OFFSET) || (handle >= HANDLE_OFFSET + MAX_COUNT) ||
!occupied[handle - HANDLE_OFFSET]) {
LOG_ERROR(Kernel, "Bad object handle %08X", handle);
return false;
}
Object* t = pool[handle - HANDLE_OFFSET];
*type = t->GetHandleType();
return true;
}
Object* &operator [](Handle handle);
void List();
void Clear();
int GetCount() const;
private:
enum {
MAX_COUNT = 0x1000,
HANDLE_OFFSET = 0x100,
INITIAL_NEXT_ID = 0x10,
};
std::array<Object*, MAX_COUNT> pool;
std::array<bool, MAX_COUNT> occupied;
int next_id;
};
extern ObjectPool g_object_pool;
extern Handle g_main_thread;
/// The ID code of the currently running game
/// TODO(Subv): This variable should not be here,
/// we need a way to store information about the currently loaded application
/// for later query during runtime, maybe using the LDR service?
extern u64 g_program_id;
/// Initialize the kernel
void Init();
/// Shutdown the kernel
void Shutdown();
/**
* Loads executable stored at specified address
* @entry_point Entry point in memory of loaded executable
* @return True on success, otherwise false
*/
bool LoadExec(u32 entry_point);
} // namespace