* Make all title id instances unsigned
* Replace address and size with ulong instead of signed types
Long overdue change.
Also change some logics here and there to optimize with the new memory
manager.
* Address Ac_K's comments
* Remove uneeded cast all around
* Fixes some others misalignment
* Rename CommandAttribute as CommandHIpcAttribute to prepare for 12.x changes
* Implement inital support for TIPC and adds SM command ids
* *Ipc to *ipc
* Missed a ref in last commit...
* CommandAttributeTIpc to CommandAttributeTipc
* Addresses comment and fixes some bugs around
TIPC doesn't have any padding requirements as buffer C isn't a thing
Fix for RegisterService inverting two argument only on TIPC
* account: Adds Account Manager
In a way to have Custom User Profiles merged in master faster, this PR adds a `AccountManager` class (based on `AccountUtils` class) and the following changes have been made:
- Adds a "default profile values" which were the old hardcoded ones.
- The image profile is moved to the Account service folder.
- The hardcoded UserId for the savedata is now using the `AccountManager` last opened one.
- The DeviceId in Mii service is changed to the right value (checked by REd sys:set call).
* Fix csproj
* Addresses gdkchan's comments
* Fix UserProfile fields
* Fix mii GetDeviceId()
* Update Ryujinx.HLE.csproj
* Surface Flinger: Fix an oversight when closing a layer
As the title say.
I also took the liberty of changing the logic on how we select the
current layer being rendered to make it more explicit when opening and
creating layers.
NOTE: Found by Ac_k.
* check for RenderLayerId and not the dictionary size
This fix a possible race condition between the time you create a layer and set the one currently used for rendering
This PR stub ILibraryAppletAccessor (20) RequestExit call which is needed by Monster Hunter Rise when you press "Private Policy" at the beginning.
The game try to run the `WebApplet` which is already partially stubbed, then call `RequestExit` to know when the applet exits. If the call does nothing, the game just hang forever. If you signals the event, you can interracts with the menu again.
* misc: Add credit to AmiiboAPI properly and fix a warning disable
This PR adds a properly credit to AmiiboAPI which is used in our Amiibo emulation in the Readme and in the about window.
I've changed a wrong warning code added in a recent PR too.
* Update README.md
* Fix aligment
* am/ectx: Implement SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled and add service placeholder
This PR implements `am` service call `SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled` (closes#2028) accordingly to RE and adds placeholder for the `ectx` service. Both were added in 11.0.0+ firmware and are needed to boots games which needs this version.
Some games are now playable/bootable:
* Remove unused warning
* am/gui: Implement Wake-up message.
This implement the ability to send a Wake-up (Resume) message to the guest.
Sometime games needs to Sleep and Wake-up the switch to unlock some ingame features.
* Address gdkchan feedback
This implement IApplicationFunctions GetHealthWarningDisappearedSystemEvent call which is needed by Mario Kart 8 in Chinese version. Call was checked by RE.
We still have to determine where to signals some AM events.
Thanks to Kakasita on our Discord to reported this and confirm this works fine!
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
This PR fix an issue I've made in #1688 which is enabled VR as default.
It could cause rendering issues in games when VR mode isn't used, as users have reported in Smash:
* am/lbl/hid/pctl: Enabled VR Rendering
This PR enable VR rendering on games which support it through the Toy-Con VR Goggles.
Please remember Ryujinx currently don't support console SixAxis sensor and for now, in some games, the view can't be moved.
Everything is implemented accordingly to RE:
- am: ICommonStateGetter: SetVrModeEnabled, BeginVrModeEx, EndVrModeEx.
- lbl: ILblController: SetBrightnessReflectionDelayLevel, GetBrightnessReflectionDelayLevel, SetCurrentAmbientLightSensorMapping, GetCurrentAmbientLightSensorMapping, SetCurrentBrightnessSettingForVrMode, GetCurrentBrightnessSettingForVrMode, EnableVrMode, DisableVrMode, IsVrModeEnabled.
- pctl: IParentalControlService: ConfirmStereoVisionPermission, ConfirmStereoVisionRestrictionConfigurable, GetStereoVisionRestriction, SetStereoVisionRestriction, ResetConfirmedStereoVisionPermission, IsStereoVisionPermitted.
- hid: IHidServer: ResetSevenSixAxisSensorTimestamp is stubbed because we don't support console SixAxisSensor for now.
Maybe we could add a setting later to enable or disable VR. But I think it's fine to keep this always available since you have to enable it in games.
* Fix permission flag check
* Address gdkchan feedback
* apm: Refactoring/Unstub service
This PR implement some IPC calls of apm service:
- nn::apm::IManager is fully implemented.
- nn::apm::ISession is fully implemented (close#1633).
- nn::apm::ISystemManager is partially implemented.
nn::appletAE::ICommonStateGetter have some calls which are just a layer of apm IPC calls. What we did in some calls was wrong, it's fixed now!
Everything is checked with RE.
* abstract Apm *Server as Thog requested
* abstract ISession and fix other classes
* Address gdkchan feedback
* Fix class
* Fix Logging
* Return "NotAvailable" when no UserChannel data is present.
* Return ObjectInvalid for undefined parameter kinds.
* No need to specify which, there's only one.
* Just works as a literal string.
* hos/gui: Add a check of NCA program index in titleid
This add a check to `ApplicationLoader` for the last 2 digits of the game TitleId who seems to be the NCA program index.
We currently return the last index, instead of the lower one.
Same check is added to ApplicationLibrary in the UI.
I've cleaned up both file too.
* hle: implement partial relaunch logic
TODO: make the emulator auto relauch.
* Handle auto relaunch
* hle: Unify update usage system
* hle: Implement support of multi programs in update system
* Add some documentation
* Address rip's comment
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* Implement SwKbd GUI
* Relocate UI handler to Emu Context from Config
Also create a common interface for UI handlers in the context and specialize for Gtk
Add basic input length validation in InputDialog
* Add Transfer Memory support to AppletCreator
Read Initial Text for SwKbd using Transfer Memory
* Improve InputDialog widget
Improve length validation
Has extra label to show validition info
Handle potential errors and log them
* Misc improvements
* Improve string validation
* Improve error handling
* Remove tuple in struct
* Address formatting nits
* Add proper Cancel functionality
Also handle GUI errors in UI handler
* Address jD's comments
* Fix _uiHandler init
* Address AcK's comments
* Add multiple calls to am service
This implement/stub some am calls:
- SetAutoSleepDisabled
- IsAutoSleepDisabled
- SetAlbumImageTakenNotificationEnabled
- EnableApplicationCrashReport
- GetPreviousProgramIndex
- NeedsToExitProcess
- RequestForAppletToGetForeground
- GetIndirectLayerConsumerHandle
All checked by RE.
Additionnaly to that, there is some cleanup here and there.
Fix#1387, #1324, #1165, #1163, #1065
* Fix casting
* Thread safe assign
* am: Implement GetFriendInvitationStorageChannelEvent
This implement GetFriendInvitationStorageChannelEvent according to RE, needed by Streets of Rage 4
* Fix handle name
* add GetNotificationStorageChannelEvent
* Implement a new physical memory manager and replace DeviceMemory
* Proper generic constraints
* Fix debug build
* Add memory tests
* New CPU memory manager and general code cleanup
* Remove host memory management from CPU project, use Ryujinx.Memory instead
* Fix tests
* Document exceptions on MemoryBlock
* Fix leak on unix memory allocation
* Proper disposal of some objects on tests
* Fix JitCache not being set as initialized
* GetRef without checks for 8-bits and 16-bits CAS
* Add MemoryBlock destructor
* Throw in separate method to improve codegen
* Address PR feedback
* QueryModified improvements
* Fix memory write tracking not marking all pages as modified in some cases
* Simplify MarkRegionAsModified
* Remove XML doc for ghost param
* Add back optimization to avoid useless buffer updates
* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper
* Some nits
* Do not perform address translation when size is 0
* Address PR feedback and format NativeInterface class
* Remove ghost parameter description
* Update Ryujinx.Cpu to .NET Core 3.1
* Address PR feedback
* Fix build
* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified
* Typo
* Add support for dynamic docking/undocking
As SurfaceFlinger is now working more accurately, we can now support
dynamic configuration of docking mode :)
* Simplify a bt the code
* Fix import ordering
* Remove unused argument
* Implement some calls of ISelfController
This PR implement some calls of ISelfController:
- EnterFatalSection
- LeaveFatalSection
- GetAccumulatedSuspendedTickValue (close#937)
According to RE of the 8.1.0 am service.
* thread safe increment/decrement
* Fix thread safe
* remove unused using
* Stub the application copyright framebuffer api
As we currently don't support multi layers on vi/nvnflinger, this PR
implement a stub of this API.
* Address Cyuubi's comments
* Add IPC checks and comments for future reversing
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix inconsistencies with UserId
The account user id isn't an UUID. This PR adds a new UserId type with
the correct value ordering to avoid mismatch with LibHac's Uid. This also fix
an hardcoded value of the UserId.
As the userid has been invalid for quite some time (and to avoid forcing
users to their recreate saves), the userid has been changed to "00000000000000010000000000000000".
Also implement a stub for IApplicationFunctions::GetSaveDataSize. (see
the sources for the reason)
Fix#626
* Address jd's & Ac_k's comments
* Keep the GUI alive when closing a game
Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.
This also make HLE in charge of disposing the audio and gpu backend.
* Address Ac_k's comments
* Make sure to dispose the Discord module and use GTK quit method
Also update Discord Precense when closing a game.
* Make sure to dispose MainWindow
* Address gdk's comments
* Use savedata FS commands from LibHac
* Add EnsureSaveData. Use ApplicationControlProperty struct
* Add a function to migrate to the new directory layout
* LibHac update
* Change backup structure
* Don't create UI files in the save path
* Update RyuFs paths
* Add GetProgramIndexForAccessLog
Ryujinx only runs one program at a time, so always return values reflecting that
* Load control NCA when loading from an NSP
* Skip over UI stats when exiting
* Set TitleName and TitleId in more cases. Fix TitleID naming style
* Completely comment out GUI play stats code
* rebase
* Update LibHac
* Update LibHac
* Revert UI changes
* Do migration automatically at startup
* Rename RyuFs directory to Ryujinx
* Update RyuFs text
* Store savedata paths in the GUI
* Make "Open Save Directory" work
* Use a dummy NACP in EnsureSaveData if one is not loaded
* Remove manual migration button
* Respond to feedback
* Don't read the installer config to get a version string
* Delete nuget.config
* Exclude 'sdcard' and 'bis' during migration
Co-authored-by: Thog <thog@protonmail.com>
* am: Initial swkbd implementation
Currently only implements the full screen keyboard, inline keyboard will come later.
* Remove unnecessary logging
* Miscellaneous tidy up
* am: Always pop incoming interactive session data
* am: Add a reminder to implement the full config struct
* am: Check for a max length of zero
We should only limit/truncate text when the max length is set to a non-zero value.
* Add documentation
* am: Return IStorage not available when queue is empty
We should be returning the appropriate error code when the FIFO is empty, rather than just throwing an exception and killing the emulator.
* Fix typo
* Code style changes
* Implement IApplicationFunctions & IQueryService commands
- Fix some nits in `IApplicationFunctions`
- Implement `QueryApplicationPlayStatistics` and `QueryApplicationPlayStatisticsByUid` checked by RE.
- Implement `QueryApplicationPlayStatisticsForSystem` and `QueryApplicationPlayStatisticsByUserAccountIdForSystem` checked by RE.
- Implement `QueryPlayStatisticsManager` to get/set played games statistics. We currently don't store any statistics because it's handled by qlaunch (or maybe am service?) on Switch.
We can add support later if games use returned statistics for something.
* Fix reviews