using Ryujinx.Core.OsHle.Ipc; using System.Collections.Generic; using System.IO; namespace Ryujinx.Core.OsHle.Services.Am { class IApplicationFunctions : IpcService { private Dictionary m_Commands; public override IReadOnlyDictionary Commands => m_Commands; public IApplicationFunctions() { m_Commands = new Dictionary() { { 1, PopLaunchParameter }, { 20, EnsureSaveData }, { 21, GetDesiredLanguage }, { 22, SetTerminateResult }, { 40, NotifyRunning }, { 66, InitializeGameplayRecording }, }; } private const uint LaunchParamsMagic = 0xc79497ca; public long PopLaunchParameter(ServiceCtx Context) { //Only the first 0x18 bytes of the Data seems to be actually used. MakeObject(Context, new IStorage(MakeLaunchParams())); return 0; } public long EnsureSaveData(ServiceCtx Context) { long UIdLow = Context.RequestData.ReadInt64(); long UIdHigh = Context.RequestData.ReadInt64(); Logging.Stub(LogClass.ServiceAm, $"UidLow = {UIdLow}, UidHigh = {UIdHigh}"); Context.ResponseData.Write(0L); return 0; } public long GetDesiredLanguage(ServiceCtx Context) { Logging.Stub(LogClass.ServiceAm, "LanguageId = 1"); //This is an enumerator where each number is a differnet language. //0 is Japanese and 1 is English, need to figure out the other codes. Context.ResponseData.Write(1L); return 0; } public long SetTerminateResult(ServiceCtx Context) { int ErrorCode = Context.RequestData.ReadInt32(); int Module = ErrorCode & 0xFF; int Description = (ErrorCode >> 9) & 0xFFF; Logging.Info(LogClass.ServiceAm, $"({(ErrorModule)Module}){2000 + Module}-{Description}"); return 0; } public long NotifyRunning(ServiceCtx Context) { Context.ResponseData.Write(1); return 0; } public ulong InitializeGameplayRecording(ServiceCtx Context) { //TODO: Stubbed return 0; } private byte[] MakeLaunchParams() { //Size needs to be at least 0x88 bytes otherwise application errors. using (MemoryStream MS = new MemoryStream()) { BinaryWriter Writer = new BinaryWriter(MS); MS.SetLength(0x88); Writer.Write(LaunchParamsMagic); Writer.Write(1); //IsAccountSelected? Only lower 8 bits actually used. Writer.Write(1L); //User Id Low (note: User Id needs to be != 0) Writer.Write(0L); //User Id High return MS.ToArray(); } } } }