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
179 lines
4.2 KiB
C
179 lines
4.2 KiB
C
#define LOG_MODULE "avs-boot"
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <string.h>
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#include "core/log-bt.h"
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#include "core/log.h"
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#include "hook/iohook.h"
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#include "hook/table.h"
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#include "imports/avs.h"
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#include "ddrhook1/avs-boot.h"
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#include "ddrhook1/filesystem.h"
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#include "util/str.h"
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static void (*real_avs_boot)(
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struct property_node *config,
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void *std_heap,
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size_t sz_std_heap,
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void *avs_heap,
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size_t sz_avs_heap,
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avs_log_writer_t log_writer,
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void *log_context);
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static int (*real_ea3_boot)(struct property_node *config);
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static int my_ea3_boot(struct property_node *config);
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static void my_avs_boot(
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struct property_node *config,
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void *std_heap,
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size_t sz_std_heap,
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void *avs_heap,
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size_t sz_avs_heap,
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avs_log_writer_t log_writer,
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void *log_context);
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static struct net_addr ddrhook1_avs_boot_eamuse_server_addr;
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static const struct hook_symbol ddrxhook_avs_hook_syms[] = {
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{.name = "avs_boot",
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.patch = my_avs_boot,
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.link = (void **) &real_avs_boot},
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};
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static const struct hook_symbol ddrhook1_avs_ea3_hook_syms[] = {
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{.name = "ea3_boot",
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.patch = my_ea3_boot,
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.link = (void **) &real_ea3_boot},
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};
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static AVS_LOG_WRITER(_avs_boot_log_writer, chars, nchars, ctx)
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{
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core_log_bt_direct_sink_write(chars, nchars);
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}
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static void avs_boot_replace_property_str(
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struct property_node *node, const char *name, const char *val)
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{
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struct property_node *tmp;
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tmp = property_search(NULL, node, name);
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if (tmp) {
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property_node_remove(tmp);
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}
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tmp = property_node_create(NULL, node, PROPERTY_TYPE_STR, name, val);
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if (tmp) {
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property_node_datasize(tmp);
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}
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}
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static void my_avs_boot(
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struct property_node *config,
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void *std_heap,
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size_t sz_std_heap,
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void *avs_heap,
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size_t sz_avs_heap,
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avs_log_writer_t log_writer,
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void *log_context)
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{
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log_info("Called my_avs_boot");
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#if AVS_VERSION < 1002
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// Only need to add these hooks for DDR X
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char nvram_path[MAX_PATH] = {0};
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char raw_path[MAX_PATH] = {0};
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// Using the full path as part of the AVS paths seems to break on long
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// paths. So instead, just take the launcher folder relative to the main
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// game directory.
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char *launcher_folder;
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ddrhook1_get_launcher_path_parts(NULL, &launcher_folder);
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if (launcher_folder) {
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strcpy(nvram_path, launcher_folder);
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strcat(nvram_path, "\\");
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strcpy(raw_path, launcher_folder);
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strcat(raw_path, "\\");
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free(launcher_folder);
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}
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strcat(nvram_path, "conf\\nvram");
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strcat(raw_path, "conf\\raw");
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log_misc("avs paths: %s %s\n", nvram_path, raw_path);
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avs_boot_replace_property_str(config, "/fs/nvram/device", nvram_path);
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avs_boot_replace_property_str(config, "/fs/raw/device", raw_path);
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#endif
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real_avs_boot(
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config,
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std_heap,
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sz_std_heap,
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avs_heap,
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sz_avs_heap,
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_avs_boot_log_writer,
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NULL);
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}
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static int my_ea3_boot(struct property_node *config)
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{
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char *server_addr;
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log_info("Called my_ea3_boot");
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if (ddrhook1_avs_boot_eamuse_server_addr.type != NET_ADDR_TYPE_INVALID) {
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log_misc("Injecting network server address");
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server_addr = net_addr_to_str(&ddrhook1_avs_boot_eamuse_server_addr);
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avs_boot_replace_property_str(config, "network/services", server_addr);
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free(server_addr);
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}
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return real_ea3_boot(config);
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}
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void ddrhook1_avs_boot_init()
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{
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hook_table_apply(
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NULL,
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"libavs-win32.dll",
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ddrxhook_avs_hook_syms,
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lengthof(ddrxhook_avs_hook_syms));
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hook_table_apply(
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NULL,
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"libavs-win32-ea3.dll",
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ddrhook1_avs_ea3_hook_syms,
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lengthof(ddrhook1_avs_ea3_hook_syms));
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memset(&ddrhook1_avs_boot_eamuse_server_addr, 0, sizeof(struct net_addr));
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log_info("Inserted avs log hooks");
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}
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void ddrhook1_avs_boot_set_eamuse_addr(const struct net_addr *server_addr)
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{
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char *str;
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str = net_addr_to_str(server_addr);
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log_info("Setting eamuse server: %s", str);
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free(str);
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memcpy(
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&ddrhook1_avs_boot_eamuse_server_addr,
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server_addr,
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sizeof(struct net_addr));
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} |