* Avalonia: Another Cleanup
This PR is a cleanup to the avalonia code recently added:
- Some XAML file are autoformatted like a previous PR.
- Dlc is renamed to DownloadableContent (Locale exclude).
- DownloadableContentManagerWindow is a bit improved (Fixes#3491).
- Some nits here and there.
* Fix GTK
* Remove AttachDebugDevTools
* Fix last warning
* Fix JSON fields
Some games and the Mario Odyssey Multiplayer mod do this.
The SMO multiplayer mod also needs you to revert #3394 as it uses a blocking socket to receive (otherwise it hangs), and it doesn't seem to like being forced as non-blocking.
Because of that PR, TimeZoneRule was bigger than 0x4000 thanks to a
misuse of a constant.
This commit address this issue and add a new unit test to ensure the size of
TimeZoneRule is 0x4000 bytes.
Also address suggestions that were lost on the original PR.
* time: Make TimeZoneRule blittable and avoid copies
This drastically reduce overhead of using TimeZoneRule around the
codebase.
Effect on games is unknown
* Add missing Box type
* Ensure we clean the structure still
This doesn't perform any copies
* Address gdkchan's comments
* Simplify Box
* Rewrite kernel memory allocator
* Remove unused using
* Adjust private static field naming
* Change UlongBitSize to UInt64BitSize
* Fix unused argument, change argument order to be inline with official code and disable random allocation
The syncpoint maximum value represents the maximum possible syncpt value at a given time, however due to PBs being submitted before max was incremented, for a brief moment of time this is not the case which could lead to invalid behaviour if a game waits on the fence at that specific time.
* Implement syscall handlers using a source generator
* Copy FlushProcessDataCache implementation to Syscall since it was only implemented on Syscall32
* Fix wrong argument order in some syscalls
* Delete old Reflection.Emit based syscall handling code
* Improvements to the code generation
* ControlCodeMemory address and size is always 64-bit
* Refactor CPU interface
* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers
* Make CpuEngine take a ITickSource rather than returning one
The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source
* XML docs for the public interfaces
* PPTC invalidation due to NativeInterface function name changes
* Fix build of the CPU tests
* PR feedback
* Enable JIT service LLE
* Force disable PPTC when using the JIT service
PPTC does not support multiple guest processes
* Fix build
* Make SM service registration per emulation context rather than global
* Address PR feedback
* Fix shared memory leak on Windows
* Fix memory leak caused by RO session disposal not decrementing the memory manager ref count
* Fix UnmapViewInternal deadlock
* Was not supposed to add those back
* Back to the origins: Make memory manager take guest PA rather than host address once again
* Direct mapping with alias support on Windows
* Fixes and remove more of the emulated shared memory
* Linux support
* Make shared and transfer memory not depend on SharedMemoryStorage
* More efficient view mapping on Windows (no more restricted to 4KB pages at a time)
* Handle potential access violations caused by partial unmap
* Implement host mapping using shared memory on Linux
* Add new GetPhysicalAddressChecked method, used to ensure the virtual address is mapped before address translation
Also align GetRef behaviour with software memory manager
* We don't need a mirrorable memory block for software memory manager mode
* Disable memory aliasing tests while we don't have shared memory support on Mac
* Shared memory & SIGBUS handler for macOS
* Fix typo + nits + re-enable memory tests
* Set MAP_JIT_DARWIN on x86 Mac too
* Add back the address space mirror
* Only set MAP_JIT_DARWIN if we are mapping as executable
* Disable aliasing tests again (still fails on Mac)
* Fix UnmapView4KB (by not casting size to int)
* Use ref counting on memory blocks to delay closing the shared memory handle until all blocks using it are disposed
* Address PR feedback
* Make RO hold a reference to the guest process memory manager to avoid early disposal
Co-authored-by: nastys <nastys@users.noreply.github.com>
* hle: Some cleanup
This PR cleaned up a bit the HLE folder and the VirtualFileSystem one, since we use LibHac, we can use some class of it directly instead of duplicate things. The "Content" of VFS folder is removed since it should be handled in the NCM service directly.
A larger cleanup should be done later since there is still be duplicated code here and there.
* Fix Headless.SDL2
* Addresses gdkchan feedback
* De-tile GOB when DMA copying from block linear to pitch kind memory regions
* XML docs + nits
* Remove using
* No flush for regular buffer copies
* Add back ulong casts, fix regression due to oversight
* oslc: Fix condition in GetSaveDataBackupSetting
This PR fixes a condition previously implemented in #3190 where ACNH can't be booted without an existing savedata.
Closes#3206
* Addresses gdkchan feedback
* ntc: Implement IEnsureNetworkClockAvailabilityService
This PR implement a basic `IEnsureNetworkClockAvailabilityService` checked by RE. It's needed by Splatoon 2 with Guest Internet Access enabled. Game is now playable with this setting.
* Update Ryujinx.HLE/HOS/Services/Nim/Ntc/StaticService/IEnsureNetworkClockAvailabilityService.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update IGeneralService.cs
Fix IPV4 local ip related frame drop in fire emblem by rewriting [CommandHipc(12)]
* Fix IPV4 Local IP Slowdown & Style Fixes
fix a missing space
* Remove unnecessary line
* Fix for hardcoding which index to use
* Replace argument with empty string.
By sending an empty string to Dns.GetHostAddresses("") you get back localhost info only.
* Add caching, undo change in GetCurrentIpAddress
Implement caching and revert the GetCurrentIP() function, speed improvements still present.
* Remove unnecessary using
* Syntax fixes and removing extra lines
Requested changes by AcK77
* Properly unsubscribe from event handler
Adds an unsubscribe in the dispose section of IGeneralService
* olsc: Implement GetSaveDataBackupSetting
This PR implement GetSaveDataBackupSetting of OLSC service which is now needed by ACNH 2.0.5. The game is playable as usual if you use the same user profile as the original save file (I don't know if it was the case before), everything is checked by RE.
* addresses gdkchan feedback
* Collapse AsSpan().Slice(..) calls into AsSpan(..)
Less code and a bit faster
* Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
This should prevent filesystem services from blocking other services that don't have their own ServerBase. May improve filesystem related stutters in certain titles.
Improves button advanced cutscenes such as Miqol's Request in Xenoblade: DE when the game is on a network share (used to stutter when voice lines played).
Should probably be tested to make sure no mysterious bugs have been unearthed, and to see if any other filesystem related perf issues are improved.
* Implement/Stub mnpp:app service and some hid calls
This PR Implement/Stub the `mnpp:app` service (closes#3107) accordingly to RE, which seems to do some telemetry for China region only, so everything is stubbed.
This PR fixes some inconsistencies in the hid service too and stub EnableSixAxisSensorUnalteredPassthrough, IsSixAxisSensorUnalteredPassthroughEnabled, LoadSixAxisSensorCalibrationParameter, GetSixAxisSensorIcInformation calls (closes#3123 and closes#3124).
* Addresses Thog review
* added trace log level
* use trace log level instead of debug ( #1547)
* alignment #1547
* moved trace logs toggle at the bottom #1547
* bumped config file version #3096
* added migration step #3096
* setting moved to the dev section #1547
* performance warning displayed when trace is enabled #1547
- Run the extra data fix in FixExtraData on non-system saves that have no owner ID.
- Set the owner ID in the dummy application control property if an application doesn't have a proper one available.
* Start refactoring kernel a bit and import some changes from kernel decoupling PR
* kernel: Put output always at the start in Syscall functions
* kernel: Rewrite GetThreadContext3 to use a structure and to be accurate
* kernel: make KernelTransfer use generic types and simplify
* Fix some warning and do not use getters on MemoryInfo
* Address gdkchan's comment
* GetThreadContext3: use correct pause flag
* kernel: Fix deadlock when pinning in interrupt handler
This fix a deadlock on DoDonPachi Resurrection when starting a new game
* Address gdkchan's comment
* implement certain servicessl functions
* ssl: Implement more of SSL connection and abstract it
This adds support to non blocking SSL operations and unlink the SSL
implementation from the IPC logic.
* Rename SslDefaultSocketConnection to SslManagedSocketConnection
* Fix regression on Pokemon TV
* Address gdkchan's comment
* Simplify value read from previous commit
* ssl: some changes
- Implement builtin certificates parsing and retrieving
- Fix issues with SSL version handling
- Improve managed SSL socket error handling
- Ensure to only return a certificate on DoHandshake when actually requested
* Add missing BuiltInCertificateManager initialization call
* Address gdkchan's comment
* Address Ack's comment
Co-authored-by: InvoxiPlayGames <webmaster@invoxiplaygames.uk>
* bsd: Revamp API and make socket abstract
This part of the code was really ancient and needed some love.
As such this commit aims at separating the socket core logic from the IClient class and make it uses more modern APIs to read/write/parse data.
* Address gdkchan's comment
* Move TryConvertSocketOption to WinSockHelper
* Allow reusing old fds and add missing locks around SocketInternal and ShutdownAllSockets
* bsd: ton of changes
- Make sockets per process
- Implement eventfds
- Rework Poll for support of eventfds
- Handle protocol auto selection by type (used by gRPC)
- Handle IPv6 socket creation
* Address most of gdkchan comments
* Fix inverted read logic for BSD socket read
* bsd: Make Poll abstract via IBsdSocketPollManager
* bsd: Improve naming of everything
* Fix build issue from last commit (missed to save on VC)
* Switch BsdContext registry to a concurrent dictionary
* bsd: Implement socket creation flags logic and the non blocking flag
* Remove unused enum from previous commit
* bsd: Fix poll logic when 0 fds are present for a given poll manager and when timeout is very small (or 0)
* Address gdkchan's comment
* friend: Stub IsFriendListCacheAvailable and EnsureFriendListAvailable
This PR stubs IsFriendListCacheAvailable and EnsureFriendListAvailable call of friend service which close#2896.
Sadly, Super Bomberman R Online is still stuck on the loading screen and keep calling `TryPopFromFriendInvitationStorageChannel`, probably because another issue somewhere.
* Add FW version
* Apply suggestions from gdkchan
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update IFriendService.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This PR stub `SetMediaPlaybackStateForApplication` of the am service. Accordingly to gdkchan it's needed by the Youtube app. This is checked by RE aswell.
* kernel: Implement Thread pinning support
This commit adds support for 8.x thread pinning changes and implement SynchronizePreemptionState syscall.
Based on kernel 13.x reverse.
* Address gdkchan's comment
* kernel: fix missing critical section leave in SetActivity
Fix Unity games
* Implement missing bits on the interrupt handler and inline update pinning function as it cannot be generic
* Fix some bugs in SetActivity and SetCoreAndAffinityMask
* Address gdkchan's comments
While I'm looking to the code, I've found some syntax issue, and a little inconsistencie between `ActivateNpad` and `ActivateNpadWithRevision`. Nothing more.
* Add the ability to toggle mute in the status bar.
* Add the ability to toggle mute in the status bar.
* Formatting fixes
* Add hotkey (F2) to mute
* Add default hotkey to config.json
* Add ability to change volume via slider.
* Fix Headless
* Fix SDL2 Problem : Credits to d3xMachina
* Remove unnecessary work
* Address gdk comments
* Toggling with Hotkey now properly restores volume to original level.
* Toggling with Hotkey now properly restores volume to original level.
* Update UI to show Volume % instead of Muted/Unmuted
* Clean up the volume ui a bit.
* Undo unintentionally committed code.
* Implement AudRen Support
* Restore intiial volume level in function definition.
* Finalize UI
* Finalize UI
* Use clamp for bounds check
* Use Math.Clamp for volume in soundio
* Address comments by gdkchan
* Address remaining comments
* Fix missing semicolon
* Address remaining gdkchan comment
* Fix comment
* Change /* to //
* Allow volume slider to change volume immediately.
Also force label text to cast to int to prevent decimals from showing in status bar
* Remove blank line
* Undo setting of volume level when "Cancel" is pressed.
* Fix allignment for settings window code
* kernel: Define InfoTYpe and make it less obscure when reading GetInfo
Also map ThreadTickCount to 25 instead of 0xF0000002 like 13.x kernel.
* kernel: Implement GetInfo IsApplication
* kernel: Implement GetInfo FreeThreadCount
The .NET 6 changes ended up causing a difference in the way we deserialise and would end up deserializing wrongly.
This commit fixes it by resoring previous behaviour while still fixing the illink warning that caused that change in the first place
* Don't blow up everything if a DLC file is missing
* change comment
* More correctly setting the "enabled" check box on dlc dialog for the add-on NSP based on the enabled state of all NCAs in the package.
* Update Ryujinx.HLE/HOS/ApplicationLoader.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* infra: Migrate to .NET 6
* Rollback version naming change
* Workaround .NET 6 ZipArchive API issues
* ci: Switch to VS 2022 for AppVeyor
CI is now ready for .NET 6
* Suppress WebClient warning in DoUpdateWithMultipleThreads
* Attempt to workaround System.Drawing.Common changes on 6.0.0
* Change keyboard rendering from System.Drawing to ImageSharp
* Make the software keyboard renderer multithreaded
* Bump ImageSharp version to 1.0.4 to fix a bug in Image.Load
* Add fallback fonts to the keyboard renderer
* Fix warnings
* Address caian's comment
* Clean up linux workaround as it's uneeded now
* Update readme
Co-authored-by: Caian Benedicto <caianbene@gmail.com>
* kernel: Fix sleep timing accuracy
This commit corrects some mistake while comparing reversing of kernel
13.x with our own.
WaitAndCheckScheduledObjects timing accuracy was also improved.
* Make KTimeManager.WaitAndCheckScheduledObjects spin wait for sub milliseconds
Fix performance regression on Pokemon Let's Go games and possibly
others.
* Address rip's comment
* kernel: Fix issues with timeout of -1 (0xFFFFFFFF)
Fixes possible hang on Pokemon DP and possibly others
Add basic support for the CFI value being passed in X18 since 11.0.0 by the official kernel.
We do not implement any random generator atm in the kernel and as such the KSystemControl.GenerateRandom function is stubbed
This PR implements/stubs some missing calls introduced in recent firmware (13.0.0).
- `acc:u0 InitializeApplicationInfoV2` needed by ACNH.
- `aoc:u NotifyMountAddOnContent/NotifyUnmountAddOnContent/CheckAddOnContentMountStatus` checked by RE. Needed by ACNH.
- `IPurchaseEventManager PopPurchasedProductInfo` needed by Dying Light.
Now ACNH 2.0 update is fully playable, and Dying Light can boot further:
* Remove comment from code.
* Added needed RegisterInfo for TODO.
* Forgot to add two words...
* Stop being tired and fixed the one issue.
* Removing suggested line from GDKchan.
* GDK seems to have been incorrect?
* Update Ryujinx.HLE/HOS/Services/Nfc/Nfp/VirtualAmiibo.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Remove a bit of unsafety around
* Regenerate StructArrayHelpers with a max element value of 256
* hle: remove unsafe marker from all struct that had it
* hle: make SoftwareKeyboardRenderer.TryCopyTo safe
* hle: remove unsafety in NpadDevice and remove AllowUnsafeBlocks from csproj
* Revert "Regenerate StructArrayHelpers with a max element value of 256"
This reverts commit f32a6e5be0.
* Introduce ByteArray of various size and use that instead of ArrayXXX to avoid stackoverflow in .NET runtime type resolution
* Use ByteArray more
* Add some missing spaces on Pack = 1 for various structs
* Fix broken logic for TryCopyTo
* Address gdkchan's comment
* Address gdkchan's comment
* timezone: Make timezone implementation safe
* hle: Do not use TrimEnd to parse ASCII strings
This adds an util that handle reading an ASCII string in a safe way.
Previously it was possible to read malformed data that could cause
various undefined behaviours in multiple services.
* hid: Remove an useless unsafe modifier on keyboard update
* Address gdkchan's comment
* Address gdkchan's comment
* kernel: Clear pages allocated with SetHeapSize
Before this commit, all new pages allocated by SetHeapSize were not
cleared by the kernel.
This would cause undefined data to be pass to the userland and possibly
resulting in weird memory corruption.
This commit also add support for custom fill heap and ipc value (that is also
supported by the official kernel)
* Remove dots at the end of KPageTableBase.MapPages new documentation
* Remove unused _stackFillValue
* Fixup channel submit IOCTL syncpoint parameters
The current arguments worked by happenstance as games only ever submit
one syncpoint and request one fence back, if a game were to do something
other than this then the arguments would've been parsed entirely wrong.
* Address feedback
* kernel: Add resource limit related syscalls
This commit implements all resource limit related syscalls.
* Fix register mapping being wrong for SetResourceLimitLimitValue
* Address gdkchan's comment
* kernel: Implement SetMemoryPermission syscall
This commit implement the SetMemoryPermission syscall accurately.
This also fix KMemoryPermission not being an unsigned 32 bits type and
add the "DontCare" bit (used by shared memory, currently unused in
Ryujinx)
* Update MemoryPermission mask
* Address gdkchan's comments
* Fix a nit
* Address gdkchan's comment
* Fix race when EventWait is called and a wait is done on the CPU
* This is useless now
* Fix EventSignal
* Ensure the signal belongs to the current fence, to avoid stale signals
It seems that certain games (Link's Awakening, Xenoblade DE) had their fences reached already when posting framebuffers, so the signal that a frame was ready would go out _before_ the frame was enqueued, and the render loop would fail to dequeue anything and "skip" a frame.
This was resulting in their performance lowering dramatically after some loading transitions, as a frame signal would be consumed and presentation would be one frame behind.
It's possible this might have eventually caused deadlocks in these games or others, if it happened twice.
* spl: Implement IGeneralInterface GetConfig
This PR implement the GetConfig call of the spl service. This is currently needed for some homebrews which currently needs Ignore Missing Service to boot. Now it's fixed.
Implementation was done using Atmosphère code and REing too.
* Addresses gdkchan feedback
This PR stubs and implements some clkrst call because they are used to overclock the Switch hardware and it's pointless in our case as we emulate the system.
Everything was done checked by RE.
Fixes#2686
This PR stubs some irs service calls which are needed to get some games playable or at least bootable since we don't support IR data throught real JoyCon for now.
- Stubs `IIrSensorServer` `StopImageProcessor`, `RunMomentProcessor`, `RunClusteringProcessor`, `RunImageTransferProcessor`, `GetImageTransferProcessorState`, `RunTeraPluginProcessor`. All calls are a bit checked by RE.
Closes#2267, #2248, #2126
Night Vision and SpyAlarm are now bootable (but still unplayable due to the lack of the IR data):
* vi: Unify resolutions values and accurate implementation of them.
To continue what was made in #2618, I've REd `vi` service a bit. Now values and checks related to displays are more accurate.
- `am` GetDefaultDisplayResolution / GetDefaultDisplayResolutionChangeEvent have more informations on what the service does.
- `vi:u/vi:m/vi:s` GetDisplayService are now accurate.
- `IApplicationDisplay` GetRelayService, GetSystemDisplayService, GetManagerDisplayService, GetIndirectDisplayTransactionService, ListDisplays, OpenDisplay, OpenDefaultDisplay, CloseDisplay, GetDisplayResolution are now properly implemented.
- Some other calls are cleaned or have extra checks accordingly to RE.
Additionnaly, `IFriendService` have some wrong aligned things, and `pm:info` service placeholder was missing.
* just use _openedDisplayInfo.Remove()
* use context.Memory.Fill()
* fix some casting
* remove unneeded comment
* cleanup
* uses TryAdd
* displayId > ulong
* GetDisplayResolution > ulong
* UL
* Disable Pause/Resume menu instead of trying to hide them
* Fix Resume menu being active before renderer starts
* Fix emulator not being able to close properly
* hos: Cleanup the project
Since a lot of changes has been done on the HOS project, there are some leftover here and there, or class just used in one service, things at wrong places, and more.
This PR fixes that, additionnally to that, I've realigned some vars because I though it make the code more readable.
* Address gdkchan feedback
* addresses Thog feedback
* Revert ElfSymbol
* Add a "Pause Emulation" option and hotkey
Closes Ryujinx#1604
* Refactoring how pause is handled
* Applied suggested changes from review
* Applied suggested fixes
* Pass correct suspend type to threads for suspend/resume
* Fix NRE after stoping emulation
* Removing SimulateWakeUpMessage call after resuming emulation
* Skip suspending non game process
* Pause the tickCounter in the ExecutionContext
* Refactoring tickCounter pause/resume as suggested
* Fix Config migration to add pause hotkey
* Fixed pausing only application threads
* Fix exiting emulator while paused
* Avoid pause/resume while already paused/resumed
* Cleanup unused code
* Avoid restarting audio if stopping emulation while in pause.
* Added suggested changes
* Fix ConfigurationState
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. 😌
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
Cleans "sdcard:/Nintendo/save" and deletes "sdcard:/save" when opening the emulator.
Works around invalid encryption when keys or the SD card encryption seed are changed.
* hle: Simplify ServiceNotImplementedException
This removes the need to pass in whether the command is a Tipc command or a Hipc command to the exception constructor.
* hle: Use the IPC Message type to determine command type
This allows differentiating between Tipc and Hipc commands when invoking a handler that supports handling both Tipc and Hipc commands.
* First working vibration implementation
* Fix Infinite Rumble in SDL2Mouse
* Stop ignoring one vibValues every 2
* Remove RumbleInfinity as suggested
* Reworked all the vibration handle / calculation
* Revert HidVibrationDevicePosition changes
* Add UI to enable and tune rumble
* Remove some stub logs
* Add PlayerIndex in rumble debug log
* Fix all requested changes
* Implements hid::GetVibrationDeviceInfo
* Better implements HidVibrationValue.Equals/GetHashCode
* Added requested changes from code review
* Last fixes from review
* Update configuration file version for rebase
Update the LibHac dependency to version 0.13.1. This brings a ton of improvements and changes such as:
- Refactor `FsSrv` to match the official refactoring done in FS.
- Change how the `Horizon` and `HorizonClient` classes are handled. Each client created represents a different process with its own process ID and client state.
- Add FS access control to handle permissions for FS service method calls.
- Add FS program registry to keep track of the program ID, location and permissions of each process.
- Add FS program index map info manager to track the program IDs and indexes of multi-application programs.
- Add all FS IPC interfaces.
- Rewrite `Fs.Fsa` code to be more accurate.
- Rewrite a lot of `FsSrv` code to be more accurate.
- Extend directory save data to store `SaveDataExtraData`
- Extend directory save data to lock the save directory to allow only one accessor at a time.
- Improve waiting and retrying when encountering access issues in `LocalFileSystem` and `DirectorySaveDataFileSystem`.
- More `IFileSystemProxy` methods should work now.
- Probably a bunch more stuff.
On the Ryujinx side:
- Forward most `IFileSystemProxy` methods to LibHac.
- Register programs and program index map info when launching an application.
- Remove hacks and workarounds for missing LibHac functionality.
- Recreate missing save data extra data found on emulator startup.
- Create system save data that wasn't indexed correctly on an older LibHac version.
`FsSrv` now enforces access control for each process. When a process tries to open a save data file system, FS reads the save's extra data to determine who the save owner is and if the caller has permission to open the save data. Previously-created save data did not have extra data created when the save was created.
With access control checks in place, this means that processes with no permissions (most games) wouldn't be able to access their own save data. The extra data can be partially created from data in the save data indexer, which should be enough for access control purposes.
* 3D engine now uses DeviceState too, plus new state modification tracking
* Remove old methods code
* Remove GpuState and friends
* Optimize DeviceState, force inline some functions
* This change was not supposed to go in
* Proper channel initialization
* Optimize state read/write methods even more
* Fix debug build
* Do not dirty state if the write is redundant
* The YControl register should dirty either the viewport or front face state too, to update the host origin
* Avoid redundant vertex buffer updates
* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace
* Comments and nits
* Fix rebase
* PR feedback
* Move changed = false to improve codegen
* PR feedback
* Carry RyuJIT a bit more
This PR implement `CreateApplicationAndRequestToStart` call, result code is checked by RE.
Now we can restart a guest program by itself. This is needed by SSBU when you changes the game language.
NOTE: This currently don't works using OpenAL backend due to another issue.
Closes#2108
For a strange reason `IPInterfaceProperties.IsDynamicDnsEnabled` returns a `PlatformNotSupported` exception in Linux.
This PR fixes this issue with a `try/catch` and set the value to false. Closes#2415.
* aoc: Fixes some inconsistencies
This PR fixes an wrong returned value (introduced in #2414) which cause some DLC not recognized in some games like Super Robot War T.
Additionnally to that, I've removed the EventHandle check too, because it could cause some issues, but sadly it doesn't do the job so I reverted the changes. It should fix Diablo III: Eternal Collection.
* Fix loop
* Revert TitleLanguage change
* write only available ids
* Make GPU memory manager a member of GPU channel
* Move physical memory instance to the memory manager, and the caches to the physical memory
* PR feedback
* aoc/am: Cleanup aoc service and stub am calls
This PR implement aoc call `GetAddOnContentListChangedEventWithProcessId` (Closes#2408) and `CreateContentsServiceManager`. Additionnally, a big cleanup (checked by RE on latest firmware) is made on the whole service. I've added `CountAddOnContent`, `ListAddOnContent` and `GetAddonContentBaseId` for games which require version `1.0.0-6.2.0` too.
Am service call `ReportUserIsActive` is stubbed (checked by RE, closes#2413).
Since some logic in the service (aoc) which handle the DLCs has been changed, it could be nice to have some testing to be sure there is no regression.
* Remove wrong check
* Addresses gdkchan feedback
* Fix GetAddOnContentLostErrorCode
* fix null pid in services
* Add missing comment
* remove leftover comment
* no name: Mii Editor applet support
* addresses gdkchan feedback
* Fix comment
* Bypass MountCounter of MiiDatabaseManager
* Fix GetSettingsPlatformRegion
* Disable Applet Menu for unsupported firmwares
This PR stubs caps service call `GetAlbumFileList0AafeAruidDeprecated` and `GetAlbumFileList3AaeAruid` (Closes#2035, Closes#2401), both are checked by RE.
This avoid using "ignore missing services" when you want to play World of Light in Super Smash Bros Ultimate.
* Ground work for separate GPU channels
* Rename TextureManager to TextureCache
* Decouple texture bindings management from the texture cache
* Rename BufferManager to BufferCache
* Decouple buffer bindings management from the buffer cache
* More comments and proper disposal
* PR feedback
* Force host state update on channel switch
* Typo
* PR feedback
* Missing using
* settings: Implement GetDeviceNickName and SetDeviceNickName
This PR implement `set` and `sys:set` calls : `GetDeviceNickName` and `SetDeviceNickName` accordingly to RE.
I've cleaned up both services a bit and `SystemStateMgr` class too.
Closes#2110
* Addresses gdkchan_s feedback
* nfc/nfp: Implement ISystemManager and ISystem
This PR add permission levels for `nfc` and `nfp` services:
- `nfc`: `CreateUserInterface` and `CreateSystemInterface` are implemented.
- `INfc`: `Initialize` and `IsNfcEnabled` calls are stubbed.
- `nfp`: `CreateDebugInterface` and `CreateSystemInterface` are implemented.
- `INfp`: `GetRegisterInfo2` for `IDebug` and `ISystem` are implemented.
* Addresses gdkchan feedback
* ipc: Remove size checks for buffer type 0x21/0x22
Since original IPC implementation doesn't check the buffers size, there is no reason to check them so I've removed it. Checking the buffers addresses could prevent to unexpected behaviors.
That's fix a bsd service issue with some homebrew and some games like Knockout City (https://github.com/Ryujinx/Ryujinx-Games-List/issues/3622) which is now bootable:
* addresses gdkchan's review
* account: Fix wrong condition in TrySelectUserWithoutInteraction
Since the implementation of User Profiles, we can get more than one profile stored. This PR fixes a wrong condition in `TrySelectUserWithoutInteraction`.
Closes#2320
* Some cleanup