// Copyright 2018 yuzu emulator team // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "core/hle/service/acc/profile_manager.h" #include "core/settings.h" namespace Service::Account { // TODO(ogniK): Get actual error codes constexpr ResultCode ERROR_TOO_MANY_USERS(ErrorModule::Account, -1); constexpr ResultCode ERROR_USER_ALREADY_EXISTS(ErrorModule::Account, -2); constexpr ResultCode ERROR_ARGUMENT_IS_NULL(ErrorModule::Account, 20); const UUID& UUID::Generate() { std::random_device device; std::mt19937 gen(device()); std::uniform_int_distribution distribution(1, std::numeric_limits::max()); uuid[0] = distribution(gen); uuid[1] = distribution(gen); return *this; } ProfileManager::ProfileManager() { // TODO(ogniK): Create the default user we have for now until loading/saving users is added auto user_uuid = UUID{1, 0}; CreateNewUser(user_uuid, Settings::values.username); OpenUser(user_uuid); } ProfileManager::~ProfileManager() = default; /// After a users creation it needs to be "registered" to the system. AddToProfiles handles the /// internal management of the users profiles boost::optional ProfileManager::AddToProfiles(const ProfileInfo& user) { if (user_count >= MAX_USERS) { return boost::none; } profiles[user_count] = user; return user_count++; } /// Deletes a specific profile based on it's profile index bool ProfileManager::RemoveProfileAtIndex(std::size_t index) { if (index >= MAX_USERS || index >= user_count) { return false; } if (index < user_count - 1) { std::rotate(profiles.begin() + index, profiles.begin() + index + 1, profiles.end()); } profiles.back() = {}; user_count--; return true; } /// Helper function to register a user to the system ResultCode ProfileManager::AddUser(const ProfileInfo& user) { if (AddToProfiles(user) == boost::none) { return ERROR_TOO_MANY_USERS; } return RESULT_SUCCESS; } /// Create a new user on the system. If the uuid of the user already exists, the user is not /// created. ResultCode ProfileManager::CreateNewUser(UUID uuid, const ProfileUsername& username) { if (user_count == MAX_USERS) { return ERROR_TOO_MANY_USERS; } if (!uuid) { return ERROR_ARGUMENT_IS_NULL; } if (username[0] == 0x0) { return ERROR_ARGUMENT_IS_NULL; } if (std::any_of(profiles.begin(), profiles.end(), [&uuid](const ProfileInfo& profile) { return uuid == profile.user_uuid; })) { return ERROR_USER_ALREADY_EXISTS; } ProfileInfo profile; profile.user_uuid = uuid; profile.username = username; profile.data = {}; profile.creation_time = 0x0; profile.is_open = false; return AddUser(profile); } /// Creates a new user on the system. This function allows a much simpler method of registration /// specifically by allowing an std::string for the username. This is required specifically since /// we're loading a string straight from the config ResultCode ProfileManager::CreateNewUser(UUID uuid, const std::string& username) { ProfileUsername username_output; if (username.size() > username_output.size()) { std::copy_n(username.begin(), username_output.size(), username_output.begin()); } else { std::copy(username.begin(), username.end(), username_output.begin()); } return CreateNewUser(uuid, username_output); } /// Returns a users profile index based on their user id. boost::optional ProfileManager::GetUserIndex(const UUID& uuid) const { if (!uuid) { return boost::none; } auto iter = std::find_if(profiles.begin(), profiles.end(), [&uuid](const ProfileInfo& p) { return p.user_uuid == uuid; }); if (iter == profiles.end()) { return boost::none; } return static_cast(std::distance(profiles.begin(), iter)); } /// Returns a users profile index based on their profile boost::optional ProfileManager::GetUserIndex(const ProfileInfo& user) const { return GetUserIndex(user.user_uuid); } /// Returns the data structure used by the switch when GetProfileBase is called on acc:* bool ProfileManager::GetProfileBase(boost::optional index, ProfileBase& profile) const { if (index == boost::none || index >= MAX_USERS) { return false; } const auto& prof_info = profiles[index.get()]; profile.user_uuid = prof_info.user_uuid; profile.username = prof_info.username; profile.timestamp = prof_info.creation_time; return true; } /// Returns the data structure used by the switch when GetProfileBase is called on acc:* bool ProfileManager::GetProfileBase(UUID uuid, ProfileBase& profile) const { auto idx = GetUserIndex(uuid); return GetProfileBase(idx, profile); } /// Returns the data structure used by the switch when GetProfileBase is called on acc:* bool ProfileManager::GetProfileBase(const ProfileInfo& user, ProfileBase& profile) const { return GetProfileBase(user.user_uuid, profile); } /// Returns the current user count on the system. We keep a variable which tracks the count so we /// don't have to loop the internal profile array every call. std::size_t ProfileManager::GetUserCount() const { return user_count; } /// Lists the current "opened" users on the system. Users are typically not open until they sign /// into something or pick a profile. As of right now users should all be open until qlaunch is /// booting std::size_t ProfileManager::GetOpenUserCount() const { return std::count_if(profiles.begin(), profiles.end(), [](const ProfileInfo& p) { return p.is_open; }); } /// Checks if a user id exists in our profile manager bool ProfileManager::UserExists(UUID uuid) const { return (GetUserIndex(uuid) != boost::none); } /// Opens a specific user void ProfileManager::OpenUser(UUID uuid) { auto idx = GetUserIndex(uuid); if (idx == boost::none) { return; } profiles[idx.get()].is_open = true; last_opened_user = uuid; } /// Closes a specific user void ProfileManager::CloseUser(UUID uuid) { auto idx = GetUserIndex(uuid); if (idx == boost::none) { return; } profiles[idx.get()].is_open = false; } /// Gets all valid user ids on the system UserIDArray ProfileManager::GetAllUsers() const { UserIDArray output; std::transform(profiles.begin(), profiles.end(), output.begin(), [](const ProfileInfo& p) { return p.user_uuid; }); return output; } /// Get all the open users on the system and zero out the rest of the data. This is specifically /// needed for GetOpenUsers and we need to ensure the rest of the output buffer is zero'd out UserIDArray ProfileManager::GetOpenUsers() const { UserIDArray output; std::transform(profiles.begin(), profiles.end(), output.begin(), [](const ProfileInfo& p) { if (p.is_open) return p.user_uuid; return UUID{}; }); std::stable_partition(output.begin(), output.end(), [](const UUID& uuid) { return uuid; }); return output; } /// Returns the last user which was opened UUID ProfileManager::GetLastOpenedUser() const { return last_opened_user; } /// Return the users profile base and the unknown arbitary data. bool ProfileManager::GetProfileBaseAndData(boost::optional index, ProfileBase& profile, ProfileData& data) const { if (GetProfileBase(index, profile)) { data = profiles[index.get()].data; return true; } return false; } /// Return the users profile base and the unknown arbitary data. bool ProfileManager::GetProfileBaseAndData(UUID uuid, ProfileBase& profile, ProfileData& data) const { auto idx = GetUserIndex(uuid); return GetProfileBaseAndData(idx, profile, data); } /// Return the users profile base and the unknown arbitary data. bool ProfileManager::GetProfileBaseAndData(const ProfileInfo& user, ProfileBase& profile, ProfileData& data) const { return GetProfileBaseAndData(user.user_uuid, profile, data); } /// Returns if the system is allowing user registrations or not bool ProfileManager::CanSystemRegisterUser() const { return false; // TODO(ogniK): Games shouldn't have // access to user registration, when we // emulate qlaunch. Update this to dynamically change. } }; // namespace Service::Account