First step to help refactor Module management.
Add every module in the static ModuleInfo list. Module without id are assigned
to 0xffff.
The init function is called after constructor and take a pointer to Module
as an input.
This pointer is used to set the Module's global pointer in its file.
Reasons: 1) It's unsafe - we cannot guarantee that address is still good
while it is used. 2) It's wrong in many modules which are usually just
compare pointer with zero.
Very small commit to take care of one thing missing in #409.
Reasons for that change:
<Nekoteki>AlexAltea: it's fatal error that shouldn't be ignored
<Nekoteki>AlexAltea: the second reason, ps3 can handle page faults by
itself
* Replace `int` with `s32` as return type for syscalls.
* Renamed `SC_Something.*` files with the proper lv2 name
`sys_something.*`.
* Moving away from the lv2, those functions and folders that doesn't
correspond to lv2 functions. E.g. module functions from sys_io,
sysPrxForUser, cellGcmSys.
* Splitted some files (memory -> memory+mmapper) and merged other ones
(event+event_flag ->event, spu+spu_thread -> spu), according to common
sense, PSDevWiki docs, and checking firmware files.
* Removed external functions from `SysCalls.h`.
NOTE: What should we do about: cellGcmCallback? It's not a lv2 syscall
but it appears on the sc_table and it is actually called in games. Is
this some kind of hack?
* use one central unified log with channels/priorities ad-hoc listener registration and de-registration
* disable buffering by default
* add multi-threaded ringbuffer implementation
* use buffered listener for the gui (using the ringbuffer)