| Commit message (Collapse) | Author | Files | Lines |
|
This is used in multiple games such as:
- Clubhouse Games: 51 Worldwide Classics
- Grandia HD Collection
- XCOM 2 Collection
- Baldur's Gate 1/2
- Dr Kawashima's Brain Training
- Super Mario 3D All-Stars
|
|
Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.
This also allows for high-traffic FS related code to alias the
filesystem function namespace as
namespace FS = Common::FS;
for more concise typing.
|
|
Allows some implementations to completely avoid unnecessarily zeroing
out the internal buffer.
|
|
More compact code.
|
|
* ipc: Allow all trivially copyable objects to be passed directly into WriteBuffer
With the support of C++20, we can use concepts to deduce if a type is an STL container or not.
* More agressive concept for stl containers
* Add -fconcepts
* Move to common namespace
* Add Common::IsBaseOf
|
|
Needed by Baldur's Gate 1/2
|
|
* account: Update function tables and add missing classes
* clang-format
* Add missing "public"
* Add missing public again
* Add missing final
|
|
|
|
We're not suppose to pop a u64, should just read the sent pid and check that
|
|
|
|
Closes #2844
|
|
Keeps the service function tables up to date.
Updated based off information on SwitchBrew.
|
|
|
|
Keeps the function tables up to date.
Updated based off information from Switchbrew.
|
|
These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
|
|
According to ogniK, this should have always been Debug and not Info.
|
|
Takes a UUID of a user and provides and interface that allows RW access to user data/settings.
|
|
Verified with IDA
|
|
Needed by IProfileEditor 'Store' and 'StoreWithImage'
|
|
Since 2/3 of the commands are shared, this is likely how its done on HW.
|
|
|
|
InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
|
|
The sanitizing function ensures that the returned type is always the
correct type. This eliminates warnings without extra casts.
|
|
|
|
|
|
IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
|
|
|
|
|
|
Since the Mii database uses UUIDs very similar to the Accounts database, it makes no sense to not share code between them.
|
|
Updates function tables based off information from SwitchBrew.
|
|
The ProfileData is a 0x80-sized structure that stores various pieces of miscellaneous data for the account.
|
|
|
|
empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
|
|
|
|
Avoids relying on fmt always being indirectly included.
|
|
|
|
|
|
Needed for Shantae - Half-Genie Hero - Ultimate Edition!
|
|
Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
|
|
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
|
|
This is just flat data, so it doesn't really need to be in the function
itself. This also allows deduplicating the constant for the backup size
in GetImageSize().
|
|
Silences compiler warnings related to truncation. This also introduces a
small helper function to perform the clamping of the image size.
|
|
Allows unindenting the other branch's code.
|
|
Now that we can actually use std::optional on macOS, we don't need to
continue using boost::optional here.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
With these, `Nintendo Entertainment System - Nintendo Switch Online` loads
|
|
* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
|
|
|
|
|
|
There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
|
|
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.
|
|
This is only used in a shared_ptr, so we can forward declare it.
|
|
We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
|
|
Arranges them in the order the members would be initialized
|
|
This is no longer used, so it can be removed.
|
|
Makes it a little bit more self-documenting.
|
|
Given the source and destination types are the same std::array type, we
can simply use regular assignment to perform the same behavior.
|
|
Avoids the need to repeatedly specify the whole array type in multiple
places.
|
|
ProfileInfo is quite a large struct in terms of data, and we don't need
to perform a copy in these instances, so we can just pass constant
references instead.
|
|
This doesn't modify the passed in array, so this can be a const
reference.
|
|
This can just be constexpr like the others
|
|
We can use the constructor initializer list and just compare the
contained u128's together instead of comparing each element
individually. Ditto for comparing against an invalid UUID.
|
|
This avoids needing to dump the contents of <random> into other files
that include the profile manager header.
|
|
Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This commit verified working on puyo
|
|
|
|
|
|
|
|
|
|
Given this is stubbed within the common module in
5ac7b84, it should be added to the other relevant tables as well.
|
|
- Used by Pokken Tournament DX.
|
|
|
|
Avoids unwanted implicit conversions. Thankfully, given the large amount
of cleanup in past PRs, only this tiny amount is left over to cover.
|
|
And make IManagerForApplication::CheckAvailability always return false.
Returning a bogus id from GetAccountId causes games to crash on boot.
We should investigate this with a hwtest and either stub it properly or implement it.
|
|
The default username for now is "yuzu".
We should eventually allow the creation of users in the emulator and have the ability to modify their parameters.
|
|
In IApplicationFunctions::PopLaunchParameter we tell the games that they were launched as user id 1.
|
|
We only emulate a single user id for now.
|
|
Prevents implicit construction and makes these lingering non-explicit
constructors consistent with the rest of the other classes in services.
|
|
|
|
|
|
Tidies up namespace declarations
|
|
* Updated ACC with more service names
* Updated SVC with more service names
* Updated set with more service names
* Updated sockets with more service names
* Updated SPL with more service names
* Updated time with more service names
* Updated vi with more service names
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Stubs for various acc:u0 funcs needed
* Stub for GetDesiredLanguage in IApplicationFunctions
* Add set service + stubs needed for games
* Fix formatting
* Implement IProfile, IManagerForApplication, return bool in CheckAvailability, style fixes
* Remove IProfile::Get(needs more research), fix IPC response sizes
|
|
|