| Commit message (Collapse) | Author | Age | Files | Lines |
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service: hle: Allow to access read buffer A and X directly
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service: HLE multiprocess
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Converts services to have their own processes
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- These APIs are used to capture the opened users and allow that state to be persisted across processes.
- They are not intended to just return the system opened users, that is what ListOpenUsers is for.
- Fixes the launch hang with Bayonetta 3.
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Previously it was spamming the logs in certain multiplayer games like Puyo Puyo Tetris.
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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This completes the removal of the old UUID implementation.
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This allows us to avoid including KProcess' header file in files that only need to get the current process' program id.
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core: Reduce unused header includes
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- Used by Animal Crossing: New Horizons v2.0.0
Since the name is currently unknown, '160' is used as a placeholder.
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Given we have a function to invalidate, we should also have ones to
query the validity. Also makes the code more straightforward to read.
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Closes #2547, #6946
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Transition to PascalCase for result names.
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Transition to PascalCase for result names.
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* common: fs: fs_types: Create filesystem types
Contains various filesystem types used by the Common::FS library
* common: fs: fs_util: Add std::string to std::u8string conversion utility
* common: fs: path_util: Add utlity functions for paths
Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library
* common: fs: file: Rewrite the IOFile implementation
* common: fs: Reimplement Common::FS library using std::filesystem
* common: fs: fs_paths: Add fs_paths to replace common_paths
* common: fs: path_util: Add the rest of the path functions
* common: Remove the previous Common::FS implementation
* general: Remove unused fs includes
* string_util: Remove unused function and include
* nvidia_flags: Migrate to the new Common::FS library
* settings: Migrate to the new Common::FS library
* logging: backend: Migrate to the new Common::FS library
* core: Migrate to the new Common::FS library
* perf_stats: Migrate to the new Common::FS library
* reporter: Migrate to the new Common::FS library
* telemetry_session: Migrate to the new Common::FS library
* key_manager: Migrate to the new Common::FS library
* bis_factory: Migrate to the new Common::FS library
* registered_cache: Migrate to the new Common::FS library
* xts_archive: Migrate to the new Common::FS library
* service: acc: Migrate to the new Common::FS library
* applets/profile: Migrate to the new Common::FS library
* applets/web: Migrate to the new Common::FS library
* service: filesystem: Migrate to the new Common::FS library
* loader: Migrate to the new Common::FS library
* gl_shader_disk_cache: Migrate to the new Common::FS library
* nsight_aftermath_tracker: Migrate to the new Common::FS library
* vulkan_library: Migrate to the new Common::FS library
* configure_debug: Migrate to the new Common::FS library
* game_list_worker: Migrate to the new Common::FS library
* config: Migrate to the new Common::FS library
* configure_filesystem: Migrate to the new Common::FS library
* configure_per_game_addons: Migrate to the new Common::FS library
* configure_profile_manager: Migrate to the new Common::FS library
* configure_ui: Migrate to the new Common::FS library
* input_profiles: Migrate to the new Common::FS library
* yuzu_cmd: config: Migrate to the new Common::FS library
* yuzu_cmd: Migrate to the new Common::FS library
* vfs_real: Migrate to the new Common::FS library
* vfs: Migrate to the new Common::FS library
* vfs_libzip: Migrate to the new Common::FS library
* service: bcat: Migrate to the new Common::FS library
* yuzu: main: Migrate to the new Common::FS library
* vfs_real: Delete the contents of an existing file in CreateFile
Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now.
* input_profiles: Don't iterate the input profile dir if it does not exist
Silences an error produced in the log if the directory does not exist.
* game_list_worker: Skip parsing file if the returned VfsFile is nullptr
Prevents crashes in GetLoader when the virtual file is nullptr
* common: fs: Validate paths for path length
* service: filesystem: Open the mod load directory as read only
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This command returns a Nintendo Account ID and writes 2 output buffers. The first output buffer is a NasUserBaseForApplication and the second output buffer is currently empty.
Used by:
- Pokken Tournament DX
- Super Smash Bros. Ultimate
- Super Nintendo Entertainment System - Nintendo Switch Online
- Mario Kart 8 Deluxe
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Fixes ACA NEOGEO METAL SLUG hanging on boot.
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This requires making several types trivial and properly initialize
them whenever they are called.
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Completely removes all usages of the global system instance within the
services code by passing in the using system instance to the services.
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With this, only 19 usages of the global system instance remain within
the core library.
We're almost there.
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Resolves numerous deprecation warnings throughout the codebase due to
inclusion of this header. Now building core should be significantly less
noisy (and also relying on less global state).
This also uncovered quite a few modules that were relying on indirect
includes, which have also been fixed.
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- Used by Super Mario 3D All-Stars.
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This is used in multiple games such as:
- Clubhouse Games: 51 Worldwide Classics
- Grandia HD Collection
- XCOM 2 Collection
- Baldur's Gate 1/2
- Dr Kawashima's Brain Training
- Super Mario 3D All-Stars
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Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.
This also allows for high-traffic FS related code to alias the
filesystem function namespace as
namespace FS = Common::FS;
for more concise typing.
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* ipc: Allow all trivially copyable objects to be passed directly into WriteBuffer
With the support of C++20, we can use concepts to deduce if a type is an STL container or not.
* More agressive concept for stl containers
* Add -fconcepts
* Move to common namespace
* Add Common::IsBaseOf
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Needed by Baldur's Gate 1/2
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* account: Update function tables and add missing classes
* clang-format
* Add missing "public"
* Add missing public again
* Add missing final
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acc: Return a unique value per account for GetAccountId
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acc: Fix InitializeApplicationInfo
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We're not suppose to pop a u64, should just read the sent pid and check that
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Closes #2844
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These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
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According to ogniK, this should have always been Debug and not Info.
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acc: Implement IProfileEditor interface and 'Store'/'StoreWithImage' commands
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Takes a UUID of a user and provides and interface that allows RW access to user data/settings.
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Verified with IDA
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Since 2/3 of the commands are shared, this is likely how its done on HW.
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InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
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The sanitizing function ensures that the returned type is always the
correct type. This eliminates warnings without extra casts.
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IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
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Since the Mii database uses UUIDs very similar to the Accounts database, it makes no sense to not share code between them.
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Updates function tables based off information from SwitchBrew.
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Changed logging to be "Log before execution", Added more error logging, all services/svc should now log on some level
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The ProfileData is a 0x80-sized structure that stores various pieces of miscellaneous data for the account.
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empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
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Needed for Shantae - Half-Genie Hero - Ultimate Edition!
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This is just flat data, so it doesn't really need to be in the function
itself. This also allows deduplicating the constant for the backup size
in GetImageSize().
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Silences compiler warnings related to truncation. This also introduces a
small helper function to perform the clamping of the image size.
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Allows unindenting the other branch's code.
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With these, `Nintendo Entertainment System - Nintendo Switch Online` loads
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This is only used in a shared_ptr, so we can forward declare it.
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We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
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Arranges them in the order the members would be initialized
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This is no longer used, so it can be removed.
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This commit verified working on puyo
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- Used by Pokken Tournament DX.
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Avoids unwanted implicit conversions. Thankfully, given the large amount
of cleanup in past PRs, only this tiny amount is left over to cover.
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And make IManagerForApplication::CheckAvailability always return false.
Returning a bogus id from GetAccountId causes games to crash on boot.
We should investigate this with a hwtest and either stub it properly or implement it.
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HLE/ACC: Change the default user id and small improvements to the way we handle profiles
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The default username for now is "yuzu".
We should eventually allow the creation of users in the emulator and have the ability to modify their parameters.
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In IApplicationFunctions::PopLaunchParameter we tell the games that they were launched as user id 1.
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We only emulate a single user id for now.
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Tidies up namespace declarations
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* Updated ACC with more service names
* Updated SVC with more service names
* Updated set with more service names
* Updated sockets with more service names
* Updated SPL with more service names
* Updated time with more service names
* Updated vi with more service names
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