43b78ae157
* prepo: Update implementation for 10.x changes On 10.x, Nintendo changed yet another time the prepo SaveReport & SaveReportWithUser command ids. This PR add support for command 10104 & 10105 and update naming of the old variants to match switchbrew. * Fix misalign and remove a ToString * Address jD's comment
114 lines
No EOL
3.8 KiB
C#
114 lines
No EOL
3.8 KiB
C#
using MsgPack;
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using MsgPack.Serialization;
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using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using Ryujinx.HLE.HOS.Services.Account.Acc;
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using Ryujinx.HLE.Utilities;
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using System.Text;
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namespace Ryujinx.HLE.HOS.Services.Prepo
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{
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[Service("prepo:a")]
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[Service("prepo:a2")]
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[Service("prepo:u")]
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class IPrepoService : IpcService
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{
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public IPrepoService(ServiceCtx context) { }
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[Command(10100)] // 1.0.0-5.1.0
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[Command(10102)] // 6.0.0-9.2.0
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[Command(10104)] // 10.0.0+
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// SaveReport(u64, pid, buffer<u8, 9>, buffer<bytes, 5>)
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public ResultCode SaveReport(ServiceCtx context)
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{
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// We don't care about the differences since we don't use the play report.
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return ProcessReport(context, withUserID: false);
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}
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[Command(10101)] // 1.0.0-5.1.0
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[Command(10103)] // 6.0.0-9.2.0
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[Command(10105)] // 10.0.0+
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// SaveReportWithUser(nn::account::Uid, u64, pid, buffer<u8, 9>, buffer<bytes, 5>)
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public ResultCode SaveReportWithUser(ServiceCtx context)
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{
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// We don't care about the differences since we don't use the play report.
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return ProcessReport(context, withUserID: true);
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}
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[Command(10200)]
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// RequestImmediateTransmission()
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public ResultCode RequestImmediateTransmission(ServiceCtx context)
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{
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// It signals an event of nn::prepo::detail::service::core::TransmissionStatusManager that requests the transmission of the report.
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// Since we don't use reports it's fine to do nothing.
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return ResultCode.Success;
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}
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[Command(10300)]
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// GetTransmissionStatus() -> u32
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public ResultCode GetTransmissionStatus(ServiceCtx context)
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{
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// It returns the transmission result of nn::prepo::detail::service::core::TransmissionStatusManager.
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// Since we don't use reports it's fine to return ResultCode.Success.
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context.ResponseData.Write((int)ResultCode.Success);
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return ResultCode.Success;
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}
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private ResultCode ProcessReport(ServiceCtx context, bool withUserID)
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{
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UserId userId = withUserID ? context.RequestData.ReadStruct<UserId>() : new UserId();
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string gameRoom = StringUtils.ReadUtf8String(context);
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if (withUserID)
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{
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if (userId.IsNull)
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{
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return ResultCode.InvalidArgument;
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}
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}
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if (gameRoom == string.Empty)
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{
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return ResultCode.InvalidState;
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}
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long inputPosition = context.Request.SendBuff[0].Position;
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long inputSize = context.Request.SendBuff[0].Size;
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if (inputSize == 0)
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{
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return ResultCode.InvalidBufferSize;
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}
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byte[] inputBuffer = new byte[inputSize];
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context.Memory.Read((ulong)inputPosition, inputBuffer);
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Logger.PrintInfo(LogClass.ServicePrepo, ReadReportBuffer(inputBuffer, gameRoom, userId));
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return ResultCode.Success;
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}
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private string ReadReportBuffer(byte[] buffer, string room, UserId userId)
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{
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StringBuilder builder = new StringBuilder();
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MessagePackObject deserializedReport = MessagePackSerializer.UnpackMessagePackObject(buffer);
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builder.AppendLine();
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builder.AppendLine("PlayReport log:");
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if (!userId.IsNull)
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{
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builder.AppendLine($" UserId: {userId}");
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}
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builder.AppendLine($" Room: {room}");
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builder.AppendLine($" Report: {MessagePackObjectFormatter.Format(deserializedReport)}");
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return builder.ToString();
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}
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}
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} |