service/frd: return cfg username on GetMyScreenName

as some games apparently use this for the multiplayer display name
This commit is contained in:
Vitor Kiguchi 2021-06-05 18:34:15 -03:00
parent 842031a2eb
commit 6d99b5d332

View file

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include <array>
#include <cstring>
#include <vector>
#include "common/assert.h"
#include "common/logging/log.h"
@ -10,6 +11,7 @@
#include "core/core.h"
#include "core/hle/ipc_helpers.h"
#include "core/hle/result.h"
#include "core/hle/service/cfg/cfg.h"
#include "core/hle/service/frd/frd.h"
#include "core/hle/service/frd/frd_a.h"
#include "core/hle/service/frd/frd_u.h"
@ -93,16 +95,21 @@ void Module::Interface::GetMyScreenName(Kernel::HLERequestContext& ctx) {
IPC::RequestBuilder rb = rp.MakeBuilder(7, 0);
struct ScreenName {
std::array<char16_t, 12> name;
// 20 bytes according to 3dbrew
char16_t name[10];
};
// TODO: (mailwl) get the name from config
ScreenName screen_name{u"Citra"};
auto cfg = Service::CFG::GetModule(Core::System::GetInstance());
ASSERT_MSG(cfg, "CFG Module missing!");
auto username = cfg->GetUsername();
ASSERT_MSG(username.length() <= 10, "Username longer than expected!");
ScreenName screen_name{0};
std::memcpy(screen_name.name, username.data(), username.length() * sizeof(char16_t));
rb.Push(RESULT_SUCCESS);
rb.PushRaw(screen_name);
LOG_WARNING(Service_FRD, "(STUBBED) called");
LOG_INFO(Service_FRD, "returning the username defined in cfg");
}
void Module::Interface::UnscrambleLocalFriendCode(Kernel::HLERequestContext& ctx) {