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Kudos to Shiz for providing the groundwork for this. Fundamentally re-think how launcher operates and bootstrapping the games is managed and configured. This brings it significantly closer to how the original bootstrap is doing the job: launcher now utilizes the data (structures) provided by the bootstrap.xml configuration file. This creates compatibility with vanilla data dumps and original stock images. Note that bemanitools does not include any code or means to run DRM'd data, only decrypted. But, this allows users to keep decrypted dumps as stock as possible which means: * No copying around of property files anymore * Keep the modules/ folder with the binaries * Have bemanitools binaries separate in the data * No need to edit/customize the original configuration files A list of key features of the "new" launcher: * Boostrap games by following the configuration provided by stock game's bootstrap.xml files * Custom launcher.xml configuration file that adds further launcher configurable features, composability of bootstrap.xml configuration(s) as well as configuration overriding/stacking of selected types of configurations, e.g. eamuse config, avs-config. The latter eliminates the need for modifying stock config files in the prop/ folder * Unified logging system: launcher and AVS logging uses the same logger, all output can now be in a single file * Original features such as various hook types still available Due to the significant architectural changes, this also breaks with any backwards compatibility to existing launcher setups. Thus, users need to migrate by re-applying the new configuration format and migrating their config parameters accordingly. Further migration instructions and updated documentation will be provided upon release. Co-authored-by: Shiz <hi@shiz.me>
17 lines
450 B
C
17 lines
450 B
C
#ifndef LAUNCHER_AVS_H
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#define LAUNCHER_AVS_H
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#include <stdint.h>
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#include "imports/avs.h"
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void avs_fs_assert_root_device_exists(struct property_node *node);
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void avs_fs_mountpoints_fs_dirs_create(struct property_node *node);
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void avs_init(
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struct property_node *node, uint32_t avs_heap_size, uint32_t std_heap_size);
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void avs_fs_file_copy(const char *src, const char *dst);
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void avs_fs_dir_log(const char *path);
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void avs_fini(void);
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#endif
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