Example #1
0
static u32 sceUtilityLoadModule(u32 module) {
	const ModuleLoadInfo *info = __UtilityModuleInfo(module);
	if (!info) {
		ERROR_LOG_REPORT(SCEUTILITY, "sceUtilityLoadModule(%i): invalid module id", module);
		return SCE_ERROR_MODULE_BAD_ID;
	}
	if (currentlyLoadedModules.find(module) != currentlyLoadedModules.end()) {
		ERROR_LOG(SCEUTILITY, "sceUtilityLoadModule(%i): already loaded", module);
		return SCE_ERROR_MODULE_ALREADY_LOADED;
	}

	// Some games, like Kamen Rider Climax Heroes OOO, require an error if dependencies aren't loaded yet.
	for (const int *dep = info->dependencies; dep && *dep == 0; ++dep) {
		if (currentlyLoadedModules.find(*dep) == currentlyLoadedModules.end()) {
			ERROR_LOG(SCEUTILITY, "sceUtilityLoadModule(%i): dependent module %i not loaded", module, *dep);
			return hleDelayResult(SCE_KERNEL_ERROR_LIBRARY_NOTFOUND, "utility module load attempt", 25000);
		}
	}

	INFO_LOG(SCEUTILITY, "sceUtilityLoadModule(%i)", module);

	u32 allocSize = info->size;
	char name[64];
	snprintf(name, sizeof(name), "UtilityModule/%x", module);
	currentlyLoadedModules[module] = userMemory.Alloc(allocSize, false, name);

	// TODO: Each module has its own timing, technically, but this is a low-end.
	if (module == 0x3FF)
		return hleDelayResult(0, "utility module loaded", 130);
	else
		return hleDelayResult(0, "utility module loaded", 25000);
}
Example #2
0
static u32 sceUtilityUnloadModule(u32 module) {
	const ModuleLoadInfo *info = __UtilityModuleInfo(module);
	if (!info) {
		ERROR_LOG_REPORT(SCEUTILITY, "sceUtilityUnloadModule(%i): invalid module id", module);
		return SCE_ERROR_MODULE_BAD_ID;
	}

	if (currentlyLoadedModules.find(module) == currentlyLoadedModules.end()) {
		WARN_LOG(SCEUTILITY, "sceUtilityUnloadModule(%i): not yet loaded", module);
		return SCE_ERROR_MODULE_NOT_LOADED;
	}
	if (currentlyLoadedModules[module] != 0) {
		userMemory.Free(currentlyLoadedModules[module]);
	}
	currentlyLoadedModules.erase(module);

	INFO_LOG(SCEUTILITY, "sceUtilityUnloadModule(%i)", module);
	// TODO: Each module has its own timing, technically, but this is a low-end.
	if (module == 0x3FF)
		return hleDelayResult(0, "utility module unloaded", 110);
	else
		return hleDelayResult(0, "utility module unloaded", 400);
}