Core: Properly configure address space when loading a binary

The code now properly configures the process image to match the loaded
binary segments (code, rodata, data) instead of just blindly allocating
a large chunk of dummy memory.
This commit is contained in:
Yuri Kunde Schlesner 2015-07-09 22:52:15 -03:00
parent 51820691e7
commit 5c5cf2f8e0
11 changed files with 223 additions and 52 deletions

View file

@ -37,7 +37,7 @@ ArchiveFactory_SaveData::ArchiveFactory_SaveData(const std::string& sdmc_directo
}
ResultVal<std::unique_ptr<ArchiveBackend>> ArchiveFactory_SaveData::Open(const Path& path) {
std::string concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_current_process->program_id);
std::string concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_current_process->codeset->program_id);
if (!FileUtil::Exists(concrete_mount_point)) {
// When a SaveData archive is created for the first time, it is not yet formatted
// and the save file/directory structure expected by the game has not yet been initialized.
@ -52,7 +52,7 @@ ResultVal<std::unique_ptr<ArchiveBackend>> ArchiveFactory_SaveData::Open(const P
}
ResultCode ArchiveFactory_SaveData::Format(const Path& path) {
std::string concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_current_process->program_id);
std::string concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_current_process->codeset->program_id);
FileUtil::DeleteDirRecursively(concrete_mount_point);
FileUtil::CreateFullPath(concrete_mount_point);
return RESULT_SUCCESS;