IOS/Kernel: Difference between revisions

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Memory allocation: kernel supports 16 heaps
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Threads: [0x54] is process id
Line 26: Line 26:
s32 priority; // 0x4C
s32 priority; // 0x4C
u32 state; // 0x50
u32 state; // 0x50
u32 unknown2[4]; // 0x54
u32 processId; // 0x54
u32 unknown2[3]; // 0x58
struct IOS_Thread **nextPointer; // 0x64
struct IOS_Thread **nextPointer; // 0x64
}
}

Revision as of 08:18, 9 April 2022

The IOS kernel is responsible for dispatching interrupts to processes, handling syscalls, and running the IOSP threads. It is independent of the Wii's specific architecture, as Wii-specific functions such as high-level title launching are provided by ES.

Threads

IOS uses this struct to keep track of a thread. The first 0x40 bytes may belong to an OSContext-like struct.

struct IOS_Thread {
	u32 cpsr; // 0x0
	u32 r0; // 0x4
	u32 r1; // 0x8
	u32 r2; // 0xC
	u32 r3; // 0x10
	u32 r4; // 0x14
	u32 r5; // 0x18
	u32 r6; // 0x1C
	u32 r7; // 0x20
	u32 r8; // 0x24
	u32 r9; // 0x28
	u32 r10; // 0x2C
	u32 r11; // 0x30
	u32 r12; // 0x34
	void *sp; // 0x38
	void *lr; // 0x3C
	void *resumeAddr; // 0x40
	struct IOS_Thread *next; // 0x44
	u32 unknown; // 0x48
	s32 priority; // 0x4C
	u32 state; // 0x50
	u32 processId; // 0x54
	u32 unknown2[3]; // 0x58
	struct IOS_Thread **nextPointer; // 0x64
}

Memory allocation

Memory allocation is similar to in the IPC library, although the IOS kernel supports 16 heaps instead of 8.

struct HeapBlockHeader {
	u16 magic; // 0xbabe
	u16 status; // 0 = free, 1 = allocated, 2 = aligned alias for header
	u32 size;
	struct HeapBlockHeader *prev; // depends on status; status 0 has the previous free block, status 1 has NULL, status 2 has the main block
	struct HeapBlockHeader *next; // NULL for anything besides status 0
}

struct Heap {
	void *base;
	u32 processId;
	u32 size;
	struct HeapBlockHeader *firstBlock;
}

When writing an aligned copy of a block, IOS does not check if it overlaps the existing copy; this could potentially be exploited.