While we're at it, we can also improve some of the allocations and
copying that would be going on in one case by preallocating and then
emplacing before modifying.
This might be caused by some packet/status delay within the enet protocol, or may be caused by our not properly handling disconnection. Anyway, this situation *can* happen, and we should not crash Citra for a non-critical error.
This change is not HW tested as I do not have 3 3DSes, but this should make sure that all the members of the network hold the same `node_info`, `nodes` and the bitmasks, etc.
Previously, when connecting, the host was using the incorrect node_id to update `node_info`.
This is an attempt to fix tywald's problem with MH, reported on Discord a while ago. I'm not sure if this would actually fix that though.
I'm not sure why we decided to have a boolean here, but apparently that wasn't the correct behaviour. According to HW tests, the Software Keyboard simply displays the default text when the button text provided is empty (**not necessarily all zero**). For example, if you set a text for one of the buttons and leave others empty, the button you set will have your text, while others will have their default texts. Removed the boolean and updated frontend code to make it correct.
Quite a few service functions are stubbed but still pop all their
arguments, which can lead to unused variable warnings.
We can mark the unused arguments with [[maybe_unused]] to silence these
warnings until a full implementation of these functions are made.
Allows implementations to allocate the object and the shared_ptr control
block in one allocation instead of needing to do two separate
allocations.
Also looks much nicer to the reader.
* swkbd: Fix a bug where clicking Cancel hangs the game
The text is validated in `Finalize`. If the validation fails, an error is returned and the applet is not actually finalized. This can result in hangs.
This is usually not a problem as the frontend is expected to validate the text passed to `Finalize`. However, when the user clicked on `Cancel`, the text is ignored and the frontend won't do any validation. Therefore, we should skip the validation here as well.
Also fixed a potential data race. All these functions should now be called on the same thread
* Address review comments
Renamed the fields
Remove close button
This class is memcpy-ed and memcpy has the requirement that data passed
to it must be trivially copyable, otherwise the behavior is undefined.
This is trivial to resolve as BitField was made trivially copyable a
while ago, so this explicit copy assignment operator isn't necessary.
This can be removed as it's not used. Even if it were however, it would
be an incorrect forward declaration, as ServiceManager exists within the
Service::SM namespace, not the top-level SM namespace.
Previously, we were returning a value that was way too big, causing an integer overflow in Fractured Souls.
According to wwylele, the biggest oberserved save size for 3DS is 1MB, so this new value should leave plenty of room, even if games use a bigger size.
Many of these functions are capable of being used within const contexts,
so we can apply the const qualifier in some cases and add const based
overloads for others, which makes the interface a little bit more
flexible and const-correct.
* core/memory: Amend unusual return value of operator=
operator= usually returns a reference to this. Given there's no comment
explaining why void was used, this can be assumed to be an oversight.
* core/memory: Make use of std::move in Entry::operator=
Same behavior, minus the need for an atomic reference count increment
and decrement (since MemoryRef contains a std::shared_ptr).
* ArmInterface: return ref instead of copy for GetTimer
* ArmInterface: add const ref GetTimer
* ArmInterface: return raw pointer instead of shared_ptr in GetTimer
* remove more unnecessary shared_ptr usage
* Fix save states
* fix unit tests
* am/am: Avoid redundant copy in GetProgramInfoFromCia()
We can just use a reference to the title metadata. Avoids copying
several data entries and std::vector instances that don't need to be
copied.
* hle/service: Avoid redundant copying of std::string
GetUserPath() returns the path as a reference, so we can make use of
said reference to avoid making copies.
By using a reference here, we avoid copying every single element in the
map, each of which contains a std::share_ptr and std::deque containing
std::vectors.
Allows interfaces to move the vector into the calls, avoiding any
reallocations.
Many existing call sites already std::move into the parameter, expecting
a move to occur. Only a few remain where this wasn't already
being done, which we can convert over.
This one is similar to the ReceiveCaptureBufferInfo function except it doesn't clear the capture buffer, according to 3dbrew.
This function is used by the Home Menu
The Home Menu uses this to determine whether it is allowed to launch an app (call StartApplication)
This is a no-op for us, we allow any and all titles to be launched. The official APT module holds a list of some forbidden titles like some versions of IronFall and Flipnote Studio 3D.
They are called by the Home Menu during initialization.
These functions will not see much use until we actually implement application jumping and system rebooting. For now we just need them to prevent some unmapped reads in the Home Menu due to the static buffers not being properly set up.
Also rewritten how GetArchiveResource works so that they all use the same interface.
We should decide what to do with these at some point.
Related to #3131 and #3110
* Kernel/Process: Notify the CPUs that a new pagetable has been set every time the process they're executing changes.
Previously the page table would only be changed when the current CPU's page table was changed, this lead to stale JIT states and the PC going to 0 when context-switching a different core inside the ThreadManager::SwitchContext function because the JIT for a new pagetable is only constructed upon receiving the change notification.
* Kernel/Process: Use the relevant CPU's last process to determine when to switch its current process.
Previously it was checking the kernel's current_process variable, which gets overwritten every time a CPU runs its slice. The rescheduling happens after all CPUs have run their slice so the code was effectively only checking the last CPU's process.
1. Ensure that register information available to gdbstub is most up-to-date.
2. There's no reason to check for current_thread == thread when emitting a trap.
Doing this results in random hangs whenever a step happens upon a thread switch.
* video_core/renderer_opengl: Move SurfaceParams into its own file
Some of its enums are needed outside of the rasterizer cache
and trying to use it caused circular dependencies.
* video_core/renderer_opengl: Overhaul the texture filter framework
This should make it less intrusive.
Now texture filtering doesn't have any mutable global state.
The texture filters now always upscale to the internal rendering resolution.
This simplifies the logic in UploadGLTexture and it simply takes the role of BlitTextures at the end of the function.
This also prevent extra blitting required when uploading to a framebuffer surface with a mismatched size.
* video_core/renderer_opengl: Use generated mipmaps for filtered textures
The filtered guest mipmaps often looked terrible.
* core/settings: Remove texture filter factor
* sdl/config: Remove texture filter factor
* qt/config: Remove texture filter factor
* vm_manager: Handle multiple areas in ChangeMemoryState
It is possible that a few areas have the same permisson and state, but with different backing pointers. Currently, this function assumes that only one continous area is found, but this is not always the case.
* service/ldr_ro: Handle multiple areas in VerifyBufferState
It is possible that the buffer passed from the game is made up of multiple areas with the same permisson and state but different backing pointers. Change the check to allow that.
The most important one being adding a mutex to protect the format_context. Apparently it wasn't thread safe (as one'd expect) but I didn't think about that.
Should fix some of the strange issues happening with MP4 muxers, etc.