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Update the LibHac dependency to version 0.13.1. This brings a ton of improvements and changes such as: - Refactor `FsSrv` to match the official refactoring done in FS. - Change how the `Horizon` and `HorizonClient` classes are handled. Each client created represents a different process with its own process ID and client state. - Add FS access control to handle permissions for FS service method calls. - Add FS program registry to keep track of the program ID, location and permissions of each process. - Add FS program index map info manager to track the program IDs and indexes of multi-application programs. - Add all FS IPC interfaces. - Rewrite `Fs.Fsa` code to be more accurate. - Rewrite a lot of `FsSrv` code to be more accurate. - Extend directory save data to store `SaveDataExtraData` - Extend directory save data to lock the save directory to allow only one accessor at a time. - Improve waiting and retrying when encountering access issues in `LocalFileSystem` and `DirectorySaveDataFileSystem`. - More `IFileSystemProxy` methods should work now. - Probably a bunch more stuff. On the Ryujinx side: - Forward most `IFileSystemProxy` methods to LibHac. - Register programs and program index map info when launching an application. - Remove hacks and workarounds for missing LibHac functionality. - Recreate missing save data extra data found on emulator startup. - Create system save data that wasn't indexed correctly on an older LibHac version. `FsSrv` now enforces access control for each process. When a process tries to open a save data file system, FS reads the save's extra data to determine who the save owner is and if the caller has permission to open the save data. Previously-created save data did not have extra data created when the save was created. With access control checks in place, this means that processes with no permissions (most games) wouldn't be able to access their own save data. The extra data can be partially created from data in the save data indexer, which should be enough for access control purposes.
125 lines
6 KiB
C#
125 lines
6 KiB
C#
using LibHac;
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using LibHac.Bcat;
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using LibHac.FsSrv.Impl;
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using LibHac.Loader;
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using LibHac.Ncm;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.HOS.Services.Arp;
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using System;
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using StorageId = LibHac.Ncm.StorageId;
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namespace Ryujinx.HLE.HOS
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{
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public class LibHacHorizonManager
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{
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private LibHac.Horizon Server { get; set; }
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public HorizonClient RyujinxClient { get; private set; }
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public HorizonClient ApplicationClient { get; private set; }
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public HorizonClient AccountClient { get; private set; }
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public HorizonClient AmClient { get; private set; }
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public HorizonClient BcatClient { get; private set; }
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public HorizonClient FsClient { get; private set; }
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public HorizonClient NsClient { get; private set; }
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public HorizonClient SdbClient { get; private set; }
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internal LibHacIReader ArpIReader { get; private set; }
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public LibHacHorizonManager()
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{
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InitializeServer();
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}
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private void InitializeServer()
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{
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Server = new LibHac.Horizon(new HorizonConfiguration());
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RyujinxClient = Server.CreatePrivilegedHorizonClient();
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}
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public void InitializeArpServer()
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{
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ArpIReader = new LibHacIReader();
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RyujinxClient.Sm.RegisterService(new LibHacArpServiceObject(ArpIReader), "arp:r").ThrowIfFailure();
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}
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public void InitializeBcatServer()
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{
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BcatClient = Server.CreateHorizonClient(new ProgramLocation(SystemProgramId.Bcat, StorageId.BuiltInSystem),
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BcatFsPermissions);
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_ = new BcatServer(BcatClient);
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}
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public void InitializeFsServer(VirtualFileSystem virtualFileSystem)
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{
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virtualFileSystem.InitializeFsServer(Server, out var fsClient);
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FsClient = fsClient;
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}
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public void InitializeSystemClients()
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{
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AccountClient = Server.CreateHorizonClient(new ProgramLocation(SystemProgramId.Account, StorageId.BuiltInSystem),
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AccountFsPermissions);
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AmClient = Server.CreateHorizonClient(new ProgramLocation(SystemProgramId.Am, StorageId.BuiltInSystem),
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AmFsPermissions);
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NsClient = Server.CreateHorizonClient(new ProgramLocation(SystemProgramId.Ns, StorageId.BuiltInSystem),
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NsFsPermissions);
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SdbClient = Server.CreateHorizonClient(new ProgramLocation(SystemProgramId.Sdb, StorageId.BuiltInSystem),
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SdbFacData, SdbFacDescriptor);
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}
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public void InitializeApplicationClient(ProgramId programId, in Npdm npdm)
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{
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ApplicationClient = Server.CreateHorizonClient(new ProgramLocation(programId, StorageId.BuiltInUser),
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npdm.FsAccessControlData, npdm.FsAccessControlDescriptor);
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}
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private static AccessControlBits.Bits AccountFsPermissions => AccessControlBits.Bits.SystemSaveData |
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AccessControlBits.Bits.GameCard |
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AccessControlBits.Bits.SaveDataMeta |
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AccessControlBits.Bits.GetRightsId;
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private static AccessControlBits.Bits AmFsPermissions => AccessControlBits.Bits.SaveDataManagement |
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AccessControlBits.Bits.CreateSaveData |
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AccessControlBits.Bits.SystemData;
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private static AccessControlBits.Bits BcatFsPermissions => AccessControlBits.Bits.SystemSaveData;
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private static AccessControlBits.Bits NsFsPermissions => AccessControlBits.Bits.ApplicationInfo |
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AccessControlBits.Bits.SystemSaveData |
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AccessControlBits.Bits.GameCard |
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AccessControlBits.Bits.SaveDataManagement |
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AccessControlBits.Bits.ContentManager |
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AccessControlBits.Bits.ImageManager |
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AccessControlBits.Bits.SystemSaveDataManagement |
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AccessControlBits.Bits.SystemUpdate |
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AccessControlBits.Bits.SdCard |
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AccessControlBits.Bits.FormatSdCard |
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AccessControlBits.Bits.GetRightsId |
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AccessControlBits.Bits.RegisterProgramIndexMapInfo |
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AccessControlBits.Bits.MoveCacheStorage;
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// Sdb has save data access control info so we can't store just its access control bits
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private static ReadOnlySpan<byte> SdbFacData => new byte[]
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{
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0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
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0x03, 0x03, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x09, 0x10, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x01
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};
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private static ReadOnlySpan<byte> SdbFacDescriptor => new byte[]
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{
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0x01, 0x00, 0x02, 0x00, 0x08, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x01, 0x09, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01
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};
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}
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}
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