suyu/src/core/hle/service/am/am.cpp

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// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include <cinttypes>
#include <cstring>
#include "audio_core/audio_renderer.h"
#include "core/core.h"
#include "core/file_sys/control_metadata.h"
#include "core/file_sys/patch_manager.h"
#include "core/file_sys/registered_cache.h"
#include "core/file_sys/savedata_factory.h"
#include "core/hle/ipc_helpers.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/readable_event.h"
#include "core/hle/kernel/transfer_memory.h"
#include "core/hle/kernel/writable_event.h"
#include "core/hle/service/acc/profile_manager.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/am/applet_ae.h"
#include "core/hle/service/am/applet_oe.h"
#include "core/hle/service/am/applets/applets.h"
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#include "core/hle/service/am/applets/profile_select.h"
#include "core/hle/service/am/applets/software_keyboard.h"
#include "core/hle/service/am/applets/web_browser.h"
#include "core/hle/service/am/idle.h"
#include "core/hle/service/am/omm.h"
#include "core/hle/service/am/spsm.h"
#include "core/hle/service/am/tcap.h"
#include "core/hle/service/apm/controller.h"
#include "core/hle/service/apm/interface.h"
#include "core/hle/service/bcat/backend/backend.h"
#include "core/hle/service/filesystem/filesystem.h"
#include "core/hle/service/ns/ns.h"
#include "core/hle/service/nvflinger/nvflinger.h"
#include "core/hle/service/pm/pm.h"
#include "core/hle/service/set/set.h"
#include "core/hle/service/sm/sm.h"
#include "core/hle/service/vi/vi.h"
#include "core/settings.h"
namespace Service::AM {
constexpr ResultCode ERR_NO_DATA_IN_CHANNEL{ErrorModule::AM, 2};
constexpr ResultCode ERR_NO_MESSAGES{ErrorModule::AM, 3};
constexpr ResultCode ERR_SIZE_OUT_OF_BOUNDS{ErrorModule::AM, 503};
enum class LaunchParameterKind : u32 {
ApplicationSpecific = 1,
AccountPreselectedUser = 2,
};
constexpr u32 LAUNCH_PARAMETER_ACCOUNT_PRESELECTED_USER_MAGIC = 0xC79497CA;
struct LaunchParameterAccountPreselectedUser {
u32_le magic;
u32_le is_account_selected;
u128 current_user;
INSERT_PADDING_BYTES(0x70);
};
static_assert(sizeof(LaunchParameterAccountPreselectedUser) == 0x88);
IWindowController::IWindowController(Core::System& system_)
: ServiceFramework("IWindowController"), system{system_} {
// clang-format off
static const FunctionInfo functions[] = {
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{0, nullptr, "CreateWindow"},
{1, &IWindowController::GetAppletResourceUserId, "GetAppletResourceUserId"},
{2, nullptr, "GetAppletResourceUserIdOfCallerApplet"},
{10, &IWindowController::AcquireForegroundRights, "AcquireForegroundRights"},
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{11, nullptr, "ReleaseForegroundRights"},
{12, nullptr, "RejectToChangeIntoBackground"},
{20, nullptr, "SetAppletWindowVisibility"},
{21, nullptr, "SetAppletGpuTimeSlice"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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IWindowController::~IWindowController() = default;
void IWindowController::GetAppletResourceUserId(Kernel::HLERequestContext& ctx) {
const u64 process_id = system.CurrentProcess()->GetProcessID();
LOG_DEBUG(Service_AM, "called. Process ID=0x{:016X}", process_id);
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
rb.Push<u64>(process_id);
}
void IWindowController::AcquireForegroundRights(Kernel::HLERequestContext& ctx) {
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LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
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IAudioController::IAudioController() : ServiceFramework("IAudioController") {
// clang-format off
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static const FunctionInfo functions[] = {
{0, &IAudioController::SetExpectedMasterVolume, "SetExpectedMasterVolume"},
{1, &IAudioController::GetMainAppletExpectedMasterVolume, "GetMainAppletExpectedMasterVolume"},
{2, &IAudioController::GetLibraryAppletExpectedMasterVolume, "GetLibraryAppletExpectedMasterVolume"},
{3, &IAudioController::ChangeMainAppletMasterVolume, "ChangeMainAppletMasterVolume"},
{4, &IAudioController::SetTransparentAudioRate, "SetTransparentVolumeRate"},
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};
// clang-format on
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RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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IAudioController::~IAudioController() = default;
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void IAudioController::SetExpectedMasterVolume(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const float main_applet_volume_tmp = rp.Pop<float>();
const float library_applet_volume_tmp = rp.Pop<float>();
LOG_DEBUG(Service_AM, "called. main_applet_volume={}, library_applet_volume={}",
main_applet_volume_tmp, library_applet_volume_tmp);
// Ensure the volume values remain within the 0-100% range
main_applet_volume = std::clamp(main_applet_volume_tmp, min_allowed_volume, max_allowed_volume);
library_applet_volume =
std::clamp(library_applet_volume_tmp, min_allowed_volume, max_allowed_volume);
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IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IAudioController::GetMainAppletExpectedMasterVolume(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called. main_applet_volume={}", main_applet_volume);
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IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push(main_applet_volume);
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}
void IAudioController::GetLibraryAppletExpectedMasterVolume(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called. library_applet_volume={}", library_applet_volume);
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IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push(library_applet_volume);
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}
void IAudioController::ChangeMainAppletMasterVolume(Kernel::HLERequestContext& ctx) {
struct Parameters {
float volume;
s64 fade_time_ns;
};
static_assert(sizeof(Parameters) == 16);
IPC::RequestParser rp{ctx};
const auto parameters = rp.PopRaw<Parameters>();
LOG_DEBUG(Service_AM, "called. volume={}, fade_time_ns={}", parameters.volume,
parameters.fade_time_ns);
main_applet_volume = std::clamp(parameters.volume, min_allowed_volume, max_allowed_volume);
fade_time_ns = std::chrono::nanoseconds{parameters.fade_time_ns};
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IAudioController::SetTransparentAudioRate(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const float transparent_volume_rate_tmp = rp.Pop<float>();
LOG_DEBUG(Service_AM, "called. transparent_volume_rate={}", transparent_volume_rate_tmp);
// Clamp volume range to 0-100%.
transparent_volume_rate =
std::clamp(transparent_volume_rate_tmp, min_allowed_volume, max_allowed_volume);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
IDisplayController::IDisplayController() : ServiceFramework("IDisplayController") {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "GetLastForegroundCaptureImage"},
{1, nullptr, "UpdateLastForegroundCaptureImage"},
{2, nullptr, "GetLastApplicationCaptureImage"},
{3, nullptr, "GetCallerAppletCaptureImage"},
{4, nullptr, "UpdateCallerAppletCaptureImage"},
{5, nullptr, "GetLastForegroundCaptureImageEx"},
{6, nullptr, "GetLastApplicationCaptureImageEx"},
{7, nullptr, "GetCallerAppletCaptureImageEx"},
{8, nullptr, "TakeScreenShotOfOwnLayer"},
{9, nullptr, "CopyBetweenCaptureBuffers"},
{10, nullptr, "AcquireLastApplicationCaptureBuffer"},
{11, nullptr, "ReleaseLastApplicationCaptureBuffer"},
{12, nullptr, "AcquireLastForegroundCaptureBuffer"},
{13, nullptr, "ReleaseLastForegroundCaptureBuffer"},
{14, nullptr, "AcquireCallerAppletCaptureBuffer"},
{15, nullptr, "ReleaseCallerAppletCaptureBuffer"},
{16, nullptr, "AcquireLastApplicationCaptureBufferEx"},
{17, nullptr, "AcquireLastForegroundCaptureBufferEx"},
{18, nullptr, "AcquireCallerAppletCaptureBufferEx"},
{20, nullptr, "ClearCaptureBuffer"},
{21, nullptr, "ClearAppletTransitionBuffer"},
{22, nullptr, "AcquireLastApplicationCaptureSharedBuffer"},
{23, nullptr, "ReleaseLastApplicationCaptureSharedBuffer"},
{24, nullptr, "AcquireLastForegroundCaptureSharedBuffer"},
{25, nullptr, "ReleaseLastForegroundCaptureSharedBuffer"},
{26, nullptr, "AcquireCallerAppletCaptureSharedBuffer"},
{27, nullptr, "ReleaseCallerAppletCaptureSharedBuffer"},
{28, nullptr, "TakeScreenShotOfOwnLayerEx"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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IDisplayController::~IDisplayController() = default;
IDebugFunctions::IDebugFunctions() : ServiceFramework{"IDebugFunctions"} {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "NotifyMessageToHomeMenuForDebug"},
{1, nullptr, "OpenMainApplication"},
{10, nullptr, "PerformSystemButtonPressing"},
{20, nullptr, "InvalidateTransitionLayer"},
{30, nullptr, "RequestLaunchApplicationWithUserAndArgumentForDebug"},
{40, nullptr, "GetAppletResourceUsageInfo"},
{100, nullptr, "SetCpuBoostModeForApplet"},
{101, nullptr, "CancelCpuBoostModeForApplet"},
{110, nullptr, "PushToAppletBoundChannelForDebug"},
{111, nullptr, "TryPopFromAppletBoundChannelForDebug"},
{120, nullptr, "AlarmSettingNotificationEnableAppEventReserve"},
{121, nullptr, "AlarmSettingNotificationDisableAppEventReserve"},
{122, nullptr, "AlarmSettingNotificationPushAppEventNotify"},
{130, nullptr, "FriendInvitationSetApplicationParameter"},
{131, nullptr, "FriendInvitationClearApplicationParameter"},
{132, nullptr, "FriendInvitationPushApplicationParameter"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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IDebugFunctions::~IDebugFunctions() = default;
ISelfController::ISelfController(Core::System& system,
std::shared_ptr<NVFlinger::NVFlinger> nvflinger)
: ServiceFramework("ISelfController"), system(system), nvflinger(std::move(nvflinger)) {
// clang-format off
static const FunctionInfo functions[] = {
{0, &ISelfController::Exit, "Exit"},
{1, &ISelfController::LockExit, "LockExit"},
{2, &ISelfController::UnlockExit, "UnlockExit"},
{3, &ISelfController::EnterFatalSection, "EnterFatalSection"},
{4, &ISelfController::LeaveFatalSection, "LeaveFatalSection"},
{9, &ISelfController::GetLibraryAppletLaunchableEvent, "GetLibraryAppletLaunchableEvent"},
{10, &ISelfController::SetScreenShotPermission, "SetScreenShotPermission"},
{11, &ISelfController::SetOperationModeChangedNotification, "SetOperationModeChangedNotification"},
{12, &ISelfController::SetPerformanceModeChangedNotification, "SetPerformanceModeChangedNotification"},
{13, &ISelfController::SetFocusHandlingMode, "SetFocusHandlingMode"},
{14, &ISelfController::SetRestartMessageEnabled, "SetRestartMessageEnabled"},
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{15, nullptr, "SetScreenShotAppletIdentityInfo"},
{16, &ISelfController::SetOutOfFocusSuspendingEnabled, "SetOutOfFocusSuspendingEnabled"},
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{17, nullptr, "SetControllerFirmwareUpdateSection"},
{18, nullptr, "SetRequiresCaptureButtonShortPressedMessage"},
{19, &ISelfController::SetAlbumImageOrientation, "SetAlbumImageOrientation"},
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{20, nullptr, "SetDesirableKeyboardLayout"},
{40, &ISelfController::CreateManagedDisplayLayer, "CreateManagedDisplayLayer"},
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{41, nullptr, "IsSystemBufferSharingEnabled"},
{42, nullptr, "GetSystemSharedLayerHandle"},
{43, nullptr, "GetSystemSharedBufferHandle"},
{44, &ISelfController::CreateManagedDisplaySeparableLayer, "CreateManagedDisplaySeparableLayer"},
{45, nullptr, "SetManagedDisplayLayerSeparationMode"},
{50, &ISelfController::SetHandlesRequestToDisplay, "SetHandlesRequestToDisplay"},
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{51, nullptr, "ApproveToDisplay"},
{60, nullptr, "OverrideAutoSleepTimeAndDimmingTime"},
{61, nullptr, "SetMediaPlaybackState"},
{62, &ISelfController::SetIdleTimeDetectionExtension, "SetIdleTimeDetectionExtension"},
{63, &ISelfController::GetIdleTimeDetectionExtension, "GetIdleTimeDetectionExtension"},
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{64, nullptr, "SetInputDetectionSourceSet"},
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{65, nullptr, "ReportUserIsActive"},
{66, nullptr, "GetCurrentIlluminance"},
{67, nullptr, "IsIlluminanceAvailable"},
{68, &ISelfController::SetAutoSleepDisabled, "SetAutoSleepDisabled"},
{69, &ISelfController::IsAutoSleepDisabled, "IsAutoSleepDisabled"},
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{70, nullptr, "ReportMultimediaError"},
{71, nullptr, "GetCurrentIlluminanceEx"},
{72, nullptr, "SetInputDetectionPolicy"},
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{80, nullptr, "SetWirelessPriorityMode"},
{90, &ISelfController::GetAccumulatedSuspendedTickValue, "GetAccumulatedSuspendedTickValue"},
{91, &ISelfController::GetAccumulatedSuspendedTickChangedEvent, "GetAccumulatedSuspendedTickChangedEvent"},
{100, nullptr, "SetAlbumImageTakenNotificationEnabled"},
{110, nullptr, "SetApplicationAlbumUserData"},
{1000, nullptr, "GetDebugStorageChannel"},
};
// clang-format on
RegisterHandlers(functions);
auto& kernel = system.Kernel();
launchable_event =
Kernel::WritableEvent::CreateEventPair(kernel, "ISelfController:LaunchableEvent");
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// This event is created by AM on the first time GetAccumulatedSuspendedTickChangedEvent() is
// called. Yuzu can just create it unconditionally, since it doesn't need to support multiple
// ISelfControllers. The event is signaled on creation, and on transition from suspended -> not
// suspended if the event has previously been created by a call to
// GetAccumulatedSuspendedTickChangedEvent.
accumulated_suspended_tick_changed_event = Kernel::WritableEvent::CreateEventPair(
kernel, "ISelfController:AccumulatedSuspendedTickChangedEvent");
accumulated_suspended_tick_changed_event.writable->Signal();
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11 03:20:52 +02:00
ISelfController::~ISelfController() = default;
void ISelfController::Exit(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
system.Shutdown();
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::LockExit(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
system.SetExitLock(true);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::UnlockExit(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
system.SetExitLock(false);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::EnterFatalSection(Kernel::HLERequestContext& ctx) {
++num_fatal_sections_entered;
LOG_DEBUG(Service_AM, "called. Num fatal sections entered: {}", num_fatal_sections_entered);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::LeaveFatalSection(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called.");
// Entry and exit of fatal sections must be balanced.
if (num_fatal_sections_entered == 0) {
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ResultCode{ErrorModule::AM, 512});
return;
}
--num_fatal_sections_entered;
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::GetLibraryAppletLaunchableEvent(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
launchable_event.writable->Signal();
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(launchable_event.readable);
}
void ISelfController::SetScreenShotPermission(Kernel::HLERequestContext& ctx) {
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IPC::RequestParser rp{ctx};
const auto permission = rp.PopEnum<ScreenshotPermission>();
LOG_DEBUG(Service_AM, "called, permission={}", permission);
screenshot_permission = permission;
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetOperationModeChangedNotification(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
bool flag = rp.Pop<bool>();
LOG_WARNING(Service_AM, "(STUBBED) called flag={}", flag);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetPerformanceModeChangedNotification(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
bool flag = rp.Pop<bool>();
LOG_WARNING(Service_AM, "(STUBBED) called flag={}", flag);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetFocusHandlingMode(Kernel::HLERequestContext& ctx) {
// Takes 3 input u8s with each field located immediately after the previous
// u8, these are bool flags. No output.
IPC::RequestParser rp{ctx};
struct FocusHandlingModeParams {
u8 unknown0;
u8 unknown1;
u8 unknown2;
};
const auto flags = rp.PopRaw<FocusHandlingModeParams>();
LOG_WARNING(Service_AM, "(STUBBED) called. unknown0={}, unknown1={}, unknown2={}",
flags.unknown0, flags.unknown1, flags.unknown2);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetRestartMessageEnabled(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetOutOfFocusSuspendingEnabled(Kernel::HLERequestContext& ctx) {
// Takes 3 input u8s with each field located immediately after the previous
// u8, these are bool flags. No output.
IPC::RequestParser rp{ctx};
bool enabled = rp.Pop<bool>();
LOG_WARNING(Service_AM, "(STUBBED) called enabled={}", enabled);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetAlbumImageOrientation(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::CreateManagedDisplayLayer(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
// TODO(Subv): Find out how AM determines the display to use, for now just
// create the layer in the Default display.
const auto display_id = nvflinger->OpenDisplay("Default");
const auto layer_id = nvflinger->CreateLayer(*display_id);
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
rb.Push(*layer_id);
}
void ISelfController::CreateManagedDisplaySeparableLayer(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
// TODO(Subv): Find out how AM determines the display to use, for now just
// create the layer in the Default display.
// This calls nn::vi::CreateRecordingLayer() which creates another layer.
// Currently we do not support more than 1 layer per display, output 1 layer id for now.
// Outputting 1 layer id instead of the expected 2 has not been observed to cause any adverse
// side effects.
// TODO: Support multiple layers
const auto display_id = nvflinger->OpenDisplay("Default");
const auto layer_id = nvflinger->CreateLayer(*display_id);
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
rb.Push(*layer_id);
}
void ISelfController::SetHandlesRequestToDisplay(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::SetIdleTimeDetectionExtension(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
idle_time_detection_extension = rp.Pop<u32>();
LOG_WARNING(Service_AM, "(STUBBED) called idle_time_detection_extension={}",
idle_time_detection_extension);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::GetIdleTimeDetectionExtension(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<u32>(idle_time_detection_extension);
}
void ISelfController::SetAutoSleepDisabled(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
is_auto_sleep_disabled = rp.Pop<bool>();
// On the system itself, if the previous state of is_auto_sleep_disabled
// differed from the current value passed in, it'd signify the internal
// window manager to update (and also increment some statistics like update counts)
//
// It'd also indicate this change to an idle handling context.
//
// However, given we're emulating this behavior, most of this can be ignored
// and it's sufficient to simply set the member variable for querying via
// IsAutoSleepDisabled().
LOG_DEBUG(Service_AM, "called. is_auto_sleep_disabled={}", is_auto_sleep_disabled);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ISelfController::IsAutoSleepDisabled(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called.");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push(is_auto_sleep_disabled);
}
void ISelfController::GetAccumulatedSuspendedTickValue(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called.");
// This command returns the total number of system ticks since ISelfController creation
// where the game was suspended. Since Yuzu doesn't implement game suspension, this command
// can just always return 0 ticks.
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
rb.Push<u64>(0);
}
void ISelfController::GetAccumulatedSuspendedTickChangedEvent(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called.");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(accumulated_suspended_tick_changed_event.readable);
}
AppletMessageQueue::AppletMessageQueue(Kernel::KernelCore& kernel) {
on_new_message =
Kernel::WritableEvent::CreateEventPair(kernel, "AMMessageQueue:OnMessageRecieved");
on_operation_mode_changed =
Kernel::WritableEvent::CreateEventPair(kernel, "AMMessageQueue:OperationModeChanged");
}
AppletMessageQueue::~AppletMessageQueue() = default;
const std::shared_ptr<Kernel::ReadableEvent>& AppletMessageQueue::GetMesssageRecieveEvent() const {
return on_new_message.readable;
}
const std::shared_ptr<Kernel::ReadableEvent>& AppletMessageQueue::GetOperationModeChangedEvent()
const {
return on_operation_mode_changed.readable;
}
void AppletMessageQueue::PushMessage(AppletMessage msg) {
messages.push(msg);
on_new_message.writable->Signal();
}
AppletMessageQueue::AppletMessage AppletMessageQueue::PopMessage() {
if (messages.empty()) {
on_new_message.writable->Clear();
return AppletMessage::NoMessage;
}
auto msg = messages.front();
messages.pop();
if (messages.empty()) {
on_new_message.writable->Clear();
}
return msg;
}
std::size_t AppletMessageQueue::GetMessageCount() const {
return messages.size();
}
void AppletMessageQueue::OperationModeChanged() {
PushMessage(AppletMessage::OperationModeChanged);
PushMessage(AppletMessage::PerformanceModeChanged);
on_operation_mode_changed.writable->Signal();
}
void AppletMessageQueue::RequestExit() {
PushMessage(AppletMessage::ExitRequested);
}
ICommonStateGetter::ICommonStateGetter(Core::System& system,
std::shared_ptr<AppletMessageQueue> msg_queue)
: ServiceFramework("ICommonStateGetter"), system(system), msg_queue(std::move(msg_queue)) {
// clang-format off
static const FunctionInfo functions[] = {
{0, &ICommonStateGetter::GetEventHandle, "GetEventHandle"},
{1, &ICommonStateGetter::ReceiveMessage, "ReceiveMessage"},
2018-04-10 17:36:00 +02:00
{2, nullptr, "GetThisAppletKind"},
{3, nullptr, "AllowToEnterSleep"},
{4, nullptr, "DisallowToEnterSleep"},
{5, &ICommonStateGetter::GetOperationMode, "GetOperationMode"},
{6, &ICommonStateGetter::GetPerformanceMode, "GetPerformanceMode"},
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{7, nullptr, "GetCradleStatus"},
{8, &ICommonStateGetter::GetBootMode, "GetBootMode"},
{9, &ICommonStateGetter::GetCurrentFocusState, "GetCurrentFocusState"},
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{10, nullptr, "RequestToAcquireSleepLock"},
{11, nullptr, "ReleaseSleepLock"},
{12, nullptr, "ReleaseSleepLockTransiently"},
{13, nullptr, "GetAcquiredSleepLockEvent"},
{20, nullptr, "PushToGeneralChannel"},
{30, nullptr, "GetHomeButtonReaderLockAccessor"},
{31, nullptr, "GetReaderLockAccessorEx"},
{32, nullptr, "GetWriterLockAccessorEx"},
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{40, nullptr, "GetCradleFwVersion"},
{50, &ICommonStateGetter::IsVrModeEnabled, "IsVrModeEnabled"},
{51, &ICommonStateGetter::SetVrModeEnabled, "SetVrModeEnabled"},
{52, &ICommonStateGetter::SetLcdBacklighOffEnabled, "SetLcdBacklighOffEnabled"},
{53, nullptr, "BeginVrModeEx"},
{54, &ICommonStateGetter::EndVrModeEx, "EndVrModeEx"},
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{55, nullptr, "IsInControllerFirmwareUpdateSection"},
{60, &ICommonStateGetter::GetDefaultDisplayResolution, "GetDefaultDisplayResolution"},
{61, &ICommonStateGetter::GetDefaultDisplayResolutionChangeEvent, "GetDefaultDisplayResolutionChangeEvent"},
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{62, nullptr, "GetHdcpAuthenticationState"},
{63, nullptr, "GetHdcpAuthenticationStateChangeEvent"},
{64, nullptr, "SetTvPowerStateMatchingMode"},
{65, nullptr, "GetApplicationIdByContentActionName"},
{66, &ICommonStateGetter::SetCpuBoostMode, "SetCpuBoostMode"},
{67, nullptr, "CancelCpuBoostMode"},
{80, nullptr, "PerformSystemButtonPressingIfInFocus"},
{90, nullptr, "SetPerformanceConfigurationChangedNotification"},
{91, nullptr, "GetCurrentPerformanceConfiguration"},
{100, nullptr, "SetHandlingHomeButtonShortPressedEnabled"},
{200, nullptr, "GetOperationModeSystemInfo"},
{300, nullptr, "GetSettingsPlatformRegion"},
{400, nullptr, "ActivateMigrationService"},
{401, nullptr, "DeactivateMigrationService"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11 03:20:52 +02:00
ICommonStateGetter::~ICommonStateGetter() = default;
void ICommonStateGetter::GetBootMode(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<u8>(static_cast<u8>(Service::PM::SystemBootMode::Normal)); // Normal boot mode
}
void ICommonStateGetter::GetEventHandle(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(msg_queue->GetMesssageRecieveEvent());
}
void ICommonStateGetter::ReceiveMessage(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
const auto message = msg_queue->PopMessage();
IPC::ResponseBuilder rb{ctx, 3};
if (message == AppletMessageQueue::AppletMessage::NoMessage) {
LOG_ERROR(Service_AM, "Message queue is empty");
rb.Push(ERR_NO_MESSAGES);
rb.PushEnum<AppletMessageQueue::AppletMessage>(message);
return;
}
rb.Push(RESULT_SUCCESS);
rb.PushEnum<AppletMessageQueue::AppletMessage>(message);
}
void ICommonStateGetter::GetCurrentFocusState(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push(static_cast<u8>(FocusState::InFocus));
}
void ICommonStateGetter::IsVrModeEnabled(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push(vr_mode_state);
}
void ICommonStateGetter::SetVrModeEnabled(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
vr_mode_state = rp.Pop<bool>();
LOG_WARNING(Service_AM, "VR Mode is {}", vr_mode_state ? "on" : "off");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ICommonStateGetter::SetLcdBacklighOffEnabled(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto is_lcd_backlight_off_enabled = rp.Pop<bool>();
LOG_WARNING(Service_AM, "(STUBBED) called. is_lcd_backlight_off_enabled={}",
is_lcd_backlight_off_enabled);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ICommonStateGetter::EndVrModeEx(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void ICommonStateGetter::GetDefaultDisplayResolutionChangeEvent(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(msg_queue->GetOperationModeChangedEvent());
}
void ICommonStateGetter::GetDefaultDisplayResolution(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
if (Settings::values.use_docked_mode.GetValue()) {
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedWidth) *
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
static_cast<u32>(Settings::values.resolution_factor.GetValue()));
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedHeight) *
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
static_cast<u32>(Settings::values.resolution_factor.GetValue()));
} else {
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::UndockedWidth) *
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
static_cast<u32>(Settings::values.resolution_factor.GetValue()));
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::UndockedHeight) *
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
static_cast<u32>(Settings::values.resolution_factor.GetValue()));
}
}
void ICommonStateGetter::SetCpuBoostMode(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called, forwarding to APM:SYS");
const auto& sm = system.ServiceManager();
const auto apm_sys = sm.GetService<APM::APM_Sys>("apm:sys");
ASSERT(apm_sys != nullptr);
apm_sys->SetCpuBoostMode(ctx);
}
2020-01-26 19:18:13 +01:00
IStorageImpl::~IStorageImpl() = default;
class StorageDataImpl final : public IStorageImpl {
public:
explicit StorageDataImpl(std::vector<u8>&& buffer) : buffer{std::move(buffer)} {}
std::vector<u8>& GetData() override {
return buffer;
}
const std::vector<u8>& GetData() const override {
return buffer;
}
std::size_t GetSize() const override {
return buffer.size();
}
private:
std::vector<u8> buffer;
};
IStorage::IStorage(std::vector<u8>&& buffer)
: ServiceFramework("IStorage"), impl{std::make_shared<StorageDataImpl>(std::move(buffer))} {
Register();
}
void IStorage::Register() {
// clang-format off
static const FunctionInfo functions[] = {
{0, &IStorage::Open, "Open"},
{1, nullptr, "OpenTransferStorage"},
};
// clang-format on
RegisterHandlers(functions);
}
IStorage::~IStorage() = default;
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void IStorage::Open(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
rb.PushIpcInterface<IStorageAccessor>(*this);
}
void ICommonStateGetter::GetOperationMode(Kernel::HLERequestContext& ctx) {
const bool use_docked_mode{Settings::values.use_docked_mode.GetValue()};
LOG_DEBUG(Service_AM, "called, use_docked_mode={}", use_docked_mode);
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push(static_cast<u8>(use_docked_mode ? OperationMode::Docked : OperationMode::Handheld));
}
void ICommonStateGetter::GetPerformanceMode(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.PushEnum(system.GetAPMController().GetCurrentPerformanceMode());
}
class ILibraryAppletAccessor final : public ServiceFramework<ILibraryAppletAccessor> {
public:
explicit ILibraryAppletAccessor(std::shared_ptr<Applets::Applet> applet)
: ServiceFramework("ILibraryAppletAccessor"), applet(std::move(applet)) {
// clang-format off
static const FunctionInfo functions[] = {
{0, &ILibraryAppletAccessor::GetAppletStateChangedEvent, "GetAppletStateChangedEvent"},
{1, &ILibraryAppletAccessor::IsCompleted, "IsCompleted"},
{10, &ILibraryAppletAccessor::Start, "Start"},
{20, nullptr, "RequestExit"},
{25, nullptr, "Terminate"},
{30, &ILibraryAppletAccessor::GetResult, "GetResult"},
{50, nullptr, "SetOutOfFocusApplicationSuspendingEnabled"},
{60, nullptr, "PresetLibraryAppletGpuTimeSliceZero"},
{100, &ILibraryAppletAccessor::PushInData, "PushInData"},
{101, &ILibraryAppletAccessor::PopOutData, "PopOutData"},
{102, nullptr, "PushExtraStorage"},
{103, &ILibraryAppletAccessor::PushInteractiveInData, "PushInteractiveInData"},
{104, &ILibraryAppletAccessor::PopInteractiveOutData, "PopInteractiveOutData"},
{105, &ILibraryAppletAccessor::GetPopOutDataEvent, "GetPopOutDataEvent"},
{106, &ILibraryAppletAccessor::GetPopInteractiveOutDataEvent, "GetPopInteractiveOutDataEvent"},
{110, nullptr, "NeedsToExitProcess"},
{120, nullptr, "GetLibraryAppletInfo"},
{150, nullptr, "RequestForAppletToGetForeground"},
{160, &ILibraryAppletAccessor::GetIndirectLayerConsumerHandle, "GetIndirectLayerConsumerHandle"},
};
// clang-format on
RegisterHandlers(functions);
}
private:
void GetAppletStateChangedEvent(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
const auto event = applet->GetBroker().GetStateChangedEvent();
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(event);
}
void IsCompleted(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<u32>(applet->TransactionComplete());
}
void GetResult(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(applet->GetStatus());
}
void Start(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
ASSERT(applet != nullptr);
2018-06-03 20:21:45 +02:00
applet->Initialize();
applet->Execute();
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
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void PushInData(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::RequestParser rp{ctx};
applet->GetBroker().PushNormalDataFromGame(rp.PopIpcInterface<IStorage>());
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IPC::ResponseBuilder rb{ctx, 2};
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rb.Push(RESULT_SUCCESS);
}
void PopOutData(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
auto storage = applet->GetBroker().PopNormalDataToGame();
if (storage == nullptr) {
LOG_ERROR(Service_AM,
"storage is a nullptr. There is no data in the current normal channel");
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IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ERR_NO_DATA_IN_CHANNEL);
return;
}
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IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
rb.PushIpcInterface<IStorage>(std::move(storage));
}
void PushInteractiveInData(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::RequestParser rp{ctx};
applet->GetBroker().PushInteractiveDataFromGame(rp.PopIpcInterface<IStorage>());
ASSERT(applet->IsInitialized());
applet->ExecuteInteractive();
applet->Execute();
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void PopInteractiveOutData(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
auto storage = applet->GetBroker().PopInteractiveDataToGame();
if (storage == nullptr) {
LOG_ERROR(Service_AM,
"storage is a nullptr. There is no data in the current interactive channel");
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IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ERR_NO_DATA_IN_CHANNEL);
return;
}
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IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
rb.PushIpcInterface<IStorage>(std::move(storage));
}
void GetPopOutDataEvent(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(applet->GetBroker().GetNormalDataEvent());
}
void GetPopInteractiveOutDataEvent(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(applet->GetBroker().GetInteractiveDataEvent());
}
void GetIndirectLayerConsumerHandle(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
// We require a non-zero handle to be valid. Using 0xdeadbeef allows us to trace if this is
// actually used anywhere
constexpr u64 handle = 0xdeadbeef;
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
rb.Push(handle);
}
std::shared_ptr<Applets::Applet> applet;
};
IStorageAccessor::IStorageAccessor(IStorage& storage)
: ServiceFramework("IStorageAccessor"), backing(storage) {
// clang-format off
static const FunctionInfo functions[] = {
{0, &IStorageAccessor::GetSize, "GetSize"},
{10, &IStorageAccessor::Write, "Write"},
{11, &IStorageAccessor::Read, "Read"},
};
// clang-format on
RegisterHandlers(functions);
}
IStorageAccessor::~IStorageAccessor() = default;
void IStorageAccessor::GetSize(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
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rb.Push(static_cast<u64>(backing.GetSize()));
}
void IStorageAccessor::Write(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const u64 offset{rp.Pop<u64>()};
const std::vector<u8> data{ctx.ReadBuffer()};
LOG_DEBUG(Service_AM, "called, offset={}, size={}", offset, data.size());
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if (data.size() > backing.GetSize() - offset) {
LOG_ERROR(Service_AM,
"offset is out of bounds, backing_buffer_sz={}, data_size={}, offset={}",
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backing.GetSize(), data.size(), offset);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ERR_SIZE_OUT_OF_BOUNDS);
return;
}
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std::memcpy(backing.GetData().data() + offset, data.data(), data.size());
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IStorageAccessor::Read(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const u64 offset{rp.Pop<u64>()};
const std::size_t size{ctx.GetWriteBufferSize()};
LOG_DEBUG(Service_AM, "called, offset={}, size={}", offset, size);
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if (size > backing.GetSize() - offset) {
LOG_ERROR(Service_AM, "offset is out of bounds, backing_buffer_sz={}, size={}, offset={}",
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backing.GetSize(), size, offset);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ERR_SIZE_OUT_OF_BOUNDS);
return;
}
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ctx.WriteBuffer(backing.GetData().data() + offset, size);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
ILibraryAppletCreator::ILibraryAppletCreator(Core::System& system_)
: ServiceFramework("ILibraryAppletCreator"), system{system_} {
static const FunctionInfo functions[] = {
{0, &ILibraryAppletCreator::CreateLibraryApplet, "CreateLibraryApplet"},
{1, nullptr, "TerminateAllLibraryApplets"},
{2, nullptr, "AreAnyLibraryAppletsLeft"},
{10, &ILibraryAppletCreator::CreateStorage, "CreateStorage"},
{11, &ILibraryAppletCreator::CreateTransferMemoryStorage, "CreateTransferMemoryStorage"},
{12, nullptr, "CreateHandleStorage"},
};
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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ILibraryAppletCreator::~ILibraryAppletCreator() = default;
void ILibraryAppletCreator::CreateLibraryApplet(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto applet_id = rp.PopRaw<Applets::AppletId>();
const auto applet_mode = rp.PopRaw<u32>();
LOG_DEBUG(Service_AM, "called with applet_id={:08X}, applet_mode={:08X}",
static_cast<u32>(applet_id), applet_mode);
const auto& applet_manager{system.GetAppletManager()};
const auto applet = applet_manager.GetApplet(applet_id);
if (applet == nullptr) {
LOG_ERROR(Service_AM, "Applet doesn't exist! applet_id={}", static_cast<u32>(applet_id));
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_UNKNOWN);
return;
}
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
rb.PushIpcInterface<AM::ILibraryAppletAccessor>(applet);
}
void ILibraryAppletCreator::CreateStorage(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const u64 size{rp.Pop<u64>()};
LOG_DEBUG(Service_AM, "called, size={}", size);
std::vector<u8> buffer(size);
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
rb.PushIpcInterface<AM::IStorage>(std::move(buffer));
}
void ILibraryAppletCreator::CreateTransferMemoryStorage(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::RequestParser rp{ctx};
rp.SetCurrentOffset(3);
const auto handle{rp.Pop<Kernel::Handle>()};
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auto transfer_mem =
system.CurrentProcess()->GetHandleTable().Get<Kernel::TransferMemory>(handle);
if (transfer_mem == nullptr) {
LOG_ERROR(Service_AM, "shared_mem is a nullpr for handle={:08X}", handle);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_UNKNOWN);
return;
}
const u8* const mem_begin = transfer_mem->GetPointer();
const u8* const mem_end = mem_begin + transfer_mem->GetSize();
std::vector<u8> memory{mem_begin, mem_end};
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
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rb.PushIpcInterface<IStorage>(std::move(memory));
}
IApplicationFunctions::IApplicationFunctions(Core::System& system_)
: ServiceFramework("IApplicationFunctions"), system{system_} {
// clang-format off
static const FunctionInfo functions[] = {
{1, &IApplicationFunctions::PopLaunchParameter, "PopLaunchParameter"},
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{10, nullptr, "CreateApplicationAndPushAndRequestToStart"},
{11, nullptr, "CreateApplicationAndPushAndRequestToStartForQuest"},
{12, nullptr, "CreateApplicationAndRequestToStart"},
{13, &IApplicationFunctions::CreateApplicationAndRequestToStartForQuest, "CreateApplicationAndRequestToStartForQuest"},
{14, nullptr, "CreateApplicationWithAttributeAndPushAndRequestToStartForQuest"},
{15, nullptr, "CreateApplicationWithAttributeAndRequestToStartForQuest"},
{20, &IApplicationFunctions::EnsureSaveData, "EnsureSaveData"},
{21, &IApplicationFunctions::GetDesiredLanguage, "GetDesiredLanguage"},
{22, &IApplicationFunctions::SetTerminateResult, "SetTerminateResult"},
{23, &IApplicationFunctions::GetDisplayVersion, "GetDisplayVersion"},
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{24, nullptr, "GetLaunchStorageInfoForDebug"},
{25, &IApplicationFunctions::ExtendSaveData, "ExtendSaveData"},
{26, &IApplicationFunctions::GetSaveDataSize, "GetSaveDataSize"},
{27, nullptr, "CreateCacheStorage"},
{30, &IApplicationFunctions::BeginBlockingHomeButtonShortAndLongPressed, "BeginBlockingHomeButtonShortAndLongPressed"},
{31, &IApplicationFunctions::EndBlockingHomeButtonShortAndLongPressed, "EndBlockingHomeButtonShortAndLongPressed"},
{32, &IApplicationFunctions::BeginBlockingHomeButton, "BeginBlockingHomeButton"},
{33, &IApplicationFunctions::EndBlockingHomeButton, "EndBlockingHomeButton"},
{34, nullptr, "SelectApplicationLicense"},
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{40, &IApplicationFunctions::NotifyRunning, "NotifyRunning"},
{50, &IApplicationFunctions::GetPseudoDeviceId, "GetPseudoDeviceId"},
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{60, nullptr, "SetMediaPlaybackStateForApplication"},
{65, nullptr, "IsGamePlayRecordingSupported"},
{66, &IApplicationFunctions::InitializeGamePlayRecording, "InitializeGamePlayRecording"},
{67, &IApplicationFunctions::SetGamePlayRecordingState, "SetGamePlayRecordingState"},
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{68, nullptr, "RequestFlushGamePlayingMovieForDebug"},
{70, nullptr, "RequestToShutdown"},
{71, nullptr, "RequestToReboot"},
{72, nullptr, "RequestToSleep"},
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{80, nullptr, "ExitAndRequestToShowThanksMessage"},
{90, &IApplicationFunctions::EnableApplicationCrashReport, "EnableApplicationCrashReport"},
{100, &IApplicationFunctions::InitializeApplicationCopyrightFrameBuffer, "InitializeApplicationCopyrightFrameBuffer"},
{101, &IApplicationFunctions::SetApplicationCopyrightImage, "SetApplicationCopyrightImage"},
{102, &IApplicationFunctions::SetApplicationCopyrightVisibility, "SetApplicationCopyrightVisibility"},
{110, &IApplicationFunctions::QueryApplicationPlayStatistics, "QueryApplicationPlayStatistics"},
{111, &IApplicationFunctions::QueryApplicationPlayStatisticsByUid, "QueryApplicationPlayStatisticsByUid"},
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{120, nullptr, "ExecuteProgram"},
{121, nullptr, "ClearUserChannel"},
{122, nullptr, "UnpopToUserChannel"},
{123, &IApplicationFunctions::GetPreviousProgramIndex, "GetPreviousProgramIndex"},
{124, nullptr, "EnableApplicationAllThreadDumpOnCrash"},
{130, &IApplicationFunctions::GetGpuErrorDetectedSystemEvent, "GetGpuErrorDetectedSystemEvent"},
{140, &IApplicationFunctions::GetFriendInvitationStorageChannelEvent, "GetFriendInvitationStorageChannelEvent"},
{141, nullptr, "TryPopFromFriendInvitationStorageChannel"},
{150, nullptr, "GetNotificationStorageChannelEvent"},
{151, nullptr, "TryPopFromNotificationStorageChannel"},
{160, nullptr, "GetHealthWarningDisappearedSystemEvent"},
{170, nullptr, "SetHdcpAuthenticationActivated"},
{180, nullptr, "GetLaunchRequiredVersion"},
{181, nullptr, "UpgradeLaunchRequiredVersion"},
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{500, nullptr, "StartContinuousRecordingFlushForDebug"},
{1000, nullptr, "CreateMovieMaker"},
{1001, nullptr, "PrepareForJit"},
};
// clang-format on
RegisterHandlers(functions);
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auto& kernel = system.Kernel();
gpu_error_detected_event = Kernel::WritableEvent::CreateEventPair(
kernel, "IApplicationFunctions:GpuErrorDetectedSystemEvent");
friend_invitation_storage_channel_event = Kernel::WritableEvent::CreateEventPair(
kernel, "IApplicationFunctions:FriendInvitationStorageChannelEvent");
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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IApplicationFunctions::~IApplicationFunctions() = default;
void IApplicationFunctions::EnableApplicationCrashReport(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::InitializeApplicationCopyrightFrameBuffer(
Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::SetApplicationCopyrightImage(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::SetApplicationCopyrightVisibility(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto is_visible = rp.Pop<bool>();
LOG_WARNING(Service_AM, "(STUBBED) called, is_visible={}", is_visible);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::BeginBlockingHomeButtonShortAndLongPressed(
Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::EndBlockingHomeButtonShortAndLongPressed(
Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::BeginBlockingHomeButton(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::EndBlockingHomeButton(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::PopLaunchParameter(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto kind = rp.PopEnum<LaunchParameterKind>();
LOG_DEBUG(Service_AM, "called, kind={:08X}", static_cast<u8>(kind));
if (kind == LaunchParameterKind::ApplicationSpecific && !launch_popped_application_specific) {
const auto backend = BCAT::CreateBackendFromSettings(system, [this](u64 tid) {
return system.GetFileSystemController().GetBCATDirectory(tid);
});
const auto build_id_full = system.GetCurrentProcessBuildID();
u64 build_id{};
std::memcpy(&build_id, build_id_full.data(), sizeof(u64));
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auto data = backend->GetLaunchParameter({system.CurrentProcess()->GetTitleID(), build_id});
if (data.has_value()) {
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
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rb.PushIpcInterface<IStorage>(std::move(*data));
launch_popped_application_specific = true;
return;
}
} else if (kind == LaunchParameterKind::AccountPreselectedUser &&
!launch_popped_account_preselect) {
LaunchParameterAccountPreselectedUser params{};
params.magic = LAUNCH_PARAMETER_ACCOUNT_PRESELECTED_USER_MAGIC;
params.is_account_selected = 1;
Account::ProfileManager profile_manager{};
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const auto uuid = profile_manager.GetUser(Settings::values.current_user);
ASSERT(uuid);
params.current_user = uuid->uuid;
IPC::ResponseBuilder rb{ctx, 2, 0, 1};
rb.Push(RESULT_SUCCESS);
std::vector<u8> buffer(sizeof(LaunchParameterAccountPreselectedUser));
std::memcpy(buffer.data(), &params, buffer.size());
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rb.PushIpcInterface<IStorage>(std::move(buffer));
launch_popped_account_preselect = true;
return;
}
LOG_ERROR(Service_AM, "Attempted to load launch parameter but none was found!");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(ERR_NO_DATA_IN_CHANNEL);
}
void IApplicationFunctions::CreateApplicationAndRequestToStartForQuest(
Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::EnsureSaveData(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
u128 user_id = rp.PopRaw<u128>();
LOG_DEBUG(Service_AM, "called, uid={:016X}{:016X}", user_id[1], user_id[0]);
FileSys::SaveDataAttribute attribute{};
attribute.title_id = system.CurrentProcess()->GetTitleID();
attribute.user_id = user_id;
attribute.type = FileSys::SaveDataType::SaveData;
const auto res = system.GetFileSystemController().CreateSaveData(
FileSys::SaveDataSpaceId::NandUser, attribute);
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(res.Code());
rb.Push<u64>(0);
}
void IApplicationFunctions::SetTerminateResult(Kernel::HLERequestContext& ctx) {
// Takes an input u32 Result, no output.
// For example, in some cases official apps use this with error 0x2A2 then
// uses svcBreak.
IPC::RequestParser rp{ctx};
u32 result = rp.Pop<u32>();
LOG_WARNING(Service_AM, "(STUBBED) called, result=0x{:08X}", result);
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::GetDisplayVersion(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
std::array<u8, 0x10> version_string{};
const auto res = [this] {
const auto title_id = system.CurrentProcess()->GetTitleID();
const FileSys::PatchManager pm{title_id, system.GetFileSystemController(),
system.GetContentProvider()};
auto res = pm.GetControlMetadata();
if (res.first != nullptr) {
return res;
}
const FileSys::PatchManager pm_update{FileSys::GetUpdateTitleID(title_id),
system.GetFileSystemController(),
system.GetContentProvider()};
return pm_update.GetControlMetadata();
}();
if (res.first != nullptr) {
const auto& version = res.first->GetVersionString();
std::copy(version.begin(), version.end(), version_string.begin());
} else {
constexpr char default_version[]{"1.0.0"};
std::memcpy(version_string.data(), default_version, sizeof(default_version));
}
IPC::ResponseBuilder rb{ctx, 6};
rb.Push(RESULT_SUCCESS);
rb.PushRaw(version_string);
}
void IApplicationFunctions::GetDesiredLanguage(Kernel::HLERequestContext& ctx) {
// TODO(bunnei): This should be configurable
LOG_DEBUG(Service_AM, "called");
// Get supported languages from NACP, if possible
// Default to 0 (all languages supported)
u32 supported_languages = 0;
const auto res = [this] {
const auto title_id = system.CurrentProcess()->GetTitleID();
const FileSys::PatchManager pm{title_id, system.GetFileSystemController(),
system.GetContentProvider()};
auto res = pm.GetControlMetadata();
if (res.first != nullptr) {
return res;
}
const FileSys::PatchManager pm_update{FileSys::GetUpdateTitleID(title_id),
system.GetFileSystemController(),
system.GetContentProvider()};
return pm_update.GetControlMetadata();
}();
if (res.first != nullptr) {
supported_languages = res.first->GetSupportedLanguages();
}
// Call IApplicationManagerInterface implementation.
auto& service_manager = system.ServiceManager();
auto ns_am2 = service_manager.GetService<NS::NS>("ns:am2");
auto app_man = ns_am2->GetApplicationManagerInterface();
// Get desired application language
const auto res_lang = app_man->GetApplicationDesiredLanguage(supported_languages);
if (res_lang.Failed()) {
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(res_lang.Code());
return;
}
// Convert to settings language code.
const auto res_code = app_man->ConvertApplicationLanguageToLanguageCode(*res_lang);
if (res_code.Failed()) {
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(res_code.Code());
return;
}
LOG_DEBUG(Service_AM, "got desired_language={:016X}", *res_code);
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
rb.Push(*res_code);
}
void IApplicationFunctions::InitializeGamePlayRecording(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::SetGamePlayRecordingState(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IApplicationFunctions::NotifyRunning(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<u8>(0); // Unknown, seems to be ignored by official processes
}
void IApplicationFunctions::GetPseudoDeviceId(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 6};
rb.Push(RESULT_SUCCESS);
// Returns a 128-bit UUID
rb.Push<u64>(0);
rb.Push<u64>(0);
}
void IApplicationFunctions::ExtendSaveData(Kernel::HLERequestContext& ctx) {
struct Parameters {
FileSys::SaveDataType type;
u128 user_id;
u64 new_normal_size;
u64 new_journal_size;
};
static_assert(sizeof(Parameters) == 40);
IPC::RequestParser rp{ctx};
const auto [type, user_id, new_normal_size, new_journal_size] = rp.PopRaw<Parameters>();
LOG_DEBUG(Service_AM,
"called with type={:02X}, user_id={:016X}{:016X}, new_normal={:016X}, "
"new_journal={:016X}",
static_cast<u8>(type), user_id[1], user_id[0], new_normal_size, new_journal_size);
system.GetFileSystemController().WriteSaveDataSize(
type, system.CurrentProcess()->GetTitleID(), user_id, {new_normal_size, new_journal_size});
IPC::ResponseBuilder rb{ctx, 4};
rb.Push(RESULT_SUCCESS);
// The following value is used upon failure to help the system recover.
// Since we always succeed, this should be 0.
rb.Push<u64>(0);
}
void IApplicationFunctions::GetSaveDataSize(Kernel::HLERequestContext& ctx) {
struct Parameters {
FileSys::SaveDataType type;
u128 user_id;
};
static_assert(sizeof(Parameters) == 24);
IPC::RequestParser rp{ctx};
const auto [type, user_id] = rp.PopRaw<Parameters>();
LOG_DEBUG(Service_AM, "called with type={:02X}, user_id={:016X}{:016X}", static_cast<u8>(type),
user_id[1], user_id[0]);
const auto size = system.GetFileSystemController().ReadSaveDataSize(
type, system.CurrentProcess()->GetTitleID(), user_id);
IPC::ResponseBuilder rb{ctx, 6};
rb.Push(RESULT_SUCCESS);
rb.Push(size.normal);
rb.Push(size.journal);
}
void IApplicationFunctions::QueryApplicationPlayStatistics(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<u32>(0);
}
void IApplicationFunctions::QueryApplicationPlayStatisticsByUid(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<u32>(0);
}
void IApplicationFunctions::GetPreviousProgramIndex(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS);
rb.Push<s32>(previous_program_index);
}
void IApplicationFunctions::GetGpuErrorDetectedSystemEvent(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(gpu_error_detected_event.readable);
}
void IApplicationFunctions::GetFriendInvitationStorageChannelEvent(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(friend_invitation_storage_channel_event.readable);
}
void InstallInterfaces(SM::ServiceManager& service_manager,
std::shared_ptr<NVFlinger::NVFlinger> nvflinger, Core::System& system) {
auto message_queue = std::make_shared<AppletMessageQueue>(system.Kernel());
// Needed on game boot
message_queue->PushMessage(AppletMessageQueue::AppletMessage::FocusStateChanged);
std::make_shared<AppletAE>(nvflinger, message_queue, system)->InstallAsService(service_manager);
std::make_shared<AppletOE>(nvflinger, message_queue, system)->InstallAsService(service_manager);
std::make_shared<IdleSys>()->InstallAsService(service_manager);
std::make_shared<OMM>()->InstallAsService(service_manager);
std::make_shared<SPSM>()->InstallAsService(service_manager);
std::make_shared<TCAP>()->InstallAsService(service_manager);
}
IHomeMenuFunctions::IHomeMenuFunctions(Kernel::KernelCore& kernel)
: ServiceFramework("IHomeMenuFunctions"), kernel(kernel) {
// clang-format off
static const FunctionInfo functions[] = {
{10, &IHomeMenuFunctions::RequestToGetForeground, "RequestToGetForeground"},
{11, nullptr, "LockForeground"},
{12, nullptr, "UnlockForeground"},
{20, nullptr, "PopFromGeneralChannel"},
{21, &IHomeMenuFunctions::GetPopFromGeneralChannelEvent, "GetPopFromGeneralChannelEvent"},
{30, nullptr, "GetHomeButtonWriterLockAccessor"},
{31, nullptr, "GetWriterLockAccessorEx"},
{100, nullptr, "PopRequestLaunchApplicationForDebug"},
{110, nullptr, "IsForceTerminateApplicationDisabledForDebug"},
{200, nullptr, "LaunchDevMenu"},
};
// clang-format on
RegisterHandlers(functions);
pop_from_general_channel_event = Kernel::WritableEvent::CreateEventPair(
kernel, "IHomeMenuFunctions:PopFromGeneralChannelEvent");
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11 03:20:52 +02:00
IHomeMenuFunctions::~IHomeMenuFunctions() = default;
void IHomeMenuFunctions::RequestToGetForeground(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2};
rb.Push(RESULT_SUCCESS);
}
void IHomeMenuFunctions::GetPopFromGeneralChannelEvent(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 2, 1};
rb.Push(RESULT_SUCCESS);
rb.PushCopyObjects(pop_from_general_channel_event.readable);
}
IGlobalStateController::IGlobalStateController() : ServiceFramework("IGlobalStateController") {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "RequestToEnterSleep"},
{1, nullptr, "EnterSleep"},
{2, nullptr, "StartSleepSequence"},
{3, nullptr, "StartShutdownSequence"},
{4, nullptr, "StartRebootSequence"},
{9, nullptr, "IsAutoPowerDownRequested"},
{10, nullptr, "LoadAndApplyIdlePolicySettings"},
{11, nullptr, "NotifyCecSettingsChanged"},
{12, nullptr, "SetDefaultHomeButtonLongPressTime"},
{13, nullptr, "UpdateDefaultDisplayResolution"},
{14, nullptr, "ShouldSleepOnBoot"},
{15, nullptr, "GetHdcpAuthenticationFailedEvent"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11 03:20:52 +02:00
IGlobalStateController::~IGlobalStateController() = default;
IApplicationCreator::IApplicationCreator() : ServiceFramework("IApplicationCreator") {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "CreateApplication"},
{1, nullptr, "PopLaunchRequestedApplication"},
{10, nullptr, "CreateSystemApplication"},
{100, nullptr, "PopFloatingApplicationForDevelopment"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11 03:20:52 +02:00
IApplicationCreator::~IApplicationCreator() = default;
IProcessWindingController::IProcessWindingController()
: ServiceFramework("IProcessWindingController") {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "GetLaunchReason"},
{11, nullptr, "OpenCallingLibraryApplet"},
{21, nullptr, "PushContext"},
{22, nullptr, "PopContext"},
{23, nullptr, "CancelWindingReservation"},
{30, nullptr, "WindAndDoReserved"},
{40, nullptr, "ReserveToStartAndWaitAndUnwindThis"},
{41, nullptr, "ReserveToStartAndWait"},
};
// clang-format on
RegisterHandlers(functions);
}
hle/service: Default constructors and destructors in the cpp file where applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11 03:20:52 +02:00
IProcessWindingController::~IProcessWindingController() = default;
} // namespace Service::AM