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core/core: Move main process creation into Load()
Now that we have dependencies on the initialization order, we can move the creation of the main process to a more sensible area: where we actually load in the executable data. This allows localizing the creation and loading of the process in one location, making the initialization of the process much nicer to trace.
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@ -117,9 +117,6 @@ struct System::Impl {
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if (web_browser == nullptr)
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if (web_browser == nullptr)
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web_browser = std::make_unique<Core::Frontend::DefaultWebBrowserApplet>();
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web_browser = std::make_unique<Core::Frontend::DefaultWebBrowserApplet>();
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auto main_process = Kernel::Process::Create(system, "main");
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kernel.MakeCurrentProcess(main_process.get());
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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service_manager = std::make_shared<Service::SM::ServiceManager>();
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service_manager = std::make_shared<Service::SM::ServiceManager>();
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@ -170,7 +167,8 @@ struct System::Impl {
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return init_result;
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return init_result;
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}
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}
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const Loader::ResultStatus load_result{app_loader->Load(*kernel.CurrentProcess())};
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auto main_process = Kernel::Process::Create(system, "main");
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const Loader::ResultStatus load_result{app_loader->Load(*main_process)};
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if (load_result != Loader::ResultStatus::Success) {
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if (load_result != Loader::ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<int>(load_result));
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LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<int>(load_result));
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Shutdown();
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Shutdown();
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@ -178,6 +176,7 @@ struct System::Impl {
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return static_cast<ResultStatus>(static_cast<u32>(ResultStatus::ErrorLoader) +
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return static_cast<ResultStatus>(static_cast<u32>(ResultStatus::ErrorLoader) +
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static_cast<u32>(load_result));
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static_cast<u32>(load_result));
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}
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}
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kernel.MakeCurrentProcess(main_process.get());
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// Main process has been loaded and been made current.
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// Main process has been loaded and been made current.
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// Begin GPU and CPU execution.
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// Begin GPU and CPU execution.
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