refactor: Entire code base, thread and log usage
Boils down to: - Include headers - Reduce boiler plate with helpers - Swap out explicit usages with core API layer and ensure the right API is configured beforehand
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@@ -5,7 +5,7 @@
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#include "acioemu/addr.h"
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#include "acioemu/emu.h"
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#include "util/log.h"
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#include "core/log.h"
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void ac_io_emu_cmd_assign_addrs(
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struct ac_io_emu *emu, const struct ac_io_message *req, uint8_t node_count)
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@@ -14,9 +14,10 @@
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#include "acioemu/emu.h"
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#include "acioemu/pipe.h"
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#include "core/log.h"
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#include "hook/iohook.h"
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#include "util/log.h"
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#include "util/str.h"
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static HRESULT ac_io_emu_open(struct ac_io_emu *emu, struct irp *irp);
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@@ -6,7 +6,7 @@
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#include "acioemu/emu.h"
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#include "acioemu/hdxs.h"
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#include "util/log.h"
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#include "core/log.h"
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static void ac_io_emu_hdxs_cmd_send_version(
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struct ac_io_emu_hdxs *hdxs, const struct ac_io_message *req);
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@@ -7,9 +7,10 @@
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#include "acio/acio.h"
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#include "core/log.h"
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#include "util/iobuf.h"
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#include "util/list.h"
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#include "util/log.h"
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/* This uses the USB convention where OUT and IN are from the host's (game's)
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perspective. So an OUT transaction comes in to us and vice versa.
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