| Commit message (Collapse) | Author | Age | Files | Lines |
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- Removes a dependency on core and input_common from common.
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nifm: Stub GetCurrentNetworkProfile and GetCurrentIpConfigInfo
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- Used by Lets Sing 12
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- Used by Minecraft Bedrock Edition
- Used by Bloons TD 5
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Completely removes all usages of the global system instance within the
services code by passing in the using system instance to the services.
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Fixes crash for Catherine Full Body
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This is trivially implemented using the Network abstraction
- Used by ftpd
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This has been wrong since https://github.com/yuzu-emu/yuzu/commit/0432af5ad1ec34f02071f6fdc5fc78149b059f18
I haven't found a game that called this function (and I haven't tried this on a real Switch), and because of this I haven't been able to check if the number in assert OR the string in the assert is wrong, but one of the two is wrong:
NetworkProfileData is 0x18E, while SfNetworkProfileData is 0x17C, according to Switchbrew
Switchbrew doesn't officially say that NetworkProfileData's size is 0x18E but it's possible to calculate its size since Switchbrew provides the size and the offset of all the components of NetworkProfileData (which isn't currently implemented in yuzu, alongside SfNetworkProfileData)
NetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#NetworkProfileData
SfNetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#SfNetworkProfileData
Since I trust ogniK's work on reversing NIFM, I'd assume this was just a typo in the string
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nifm: Only return that there's an internet connection when there's a BCATServer
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This helps games that need internet for other purposes boot as the rest
of our internet infrastructure is incomplete.
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Keeps the function tables up to date.
Updated based off information from Switchbrew.
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- This does not actually seem to exist in the real kernel - games reset these automatically.
# Conflicts:
# src/core/hle/service/am/applets/applets.cpp
# src/core/hle/service/filesystem/fsp_srv.cpp
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Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
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Updates function tables based off information from SwitchBrew.
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Updated based off information provided by switchbrew.
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Added IRequest::Submit
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This fixes updated versions of SMO. Currently unable to test as I don't have an updated version
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Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
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* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
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As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
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Rather than having the same code for each nifm service variant, we can
centralize it on one class and get rid of a bit of extra code.
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Prevents implicit construction and makes these lingering non-explicit
constructors consistent with the rest of the other classes in services.
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Since we have no socket implementation we should be returning 0 to indicate we're currently offline.
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Tidies up namespace declarations
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