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// Copyright 2019 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/hle/service/time/steady_clock_core.h"
#include "core/hle/service/time/system_clock_context_update_callback.h"
#include "core/hle/service/time/system_clock_core.h"
namespace Service::Time::Clock {
SystemClockCore::SystemClockCore(SteadyClockCore& steady_clock_core_)
: steady_clock_core{steady_clock_core_} {
context.steady_time_point.clock_source_id = steady_clock_core.GetClockSourceId();
}
SystemClockCore ::~SystemClockCore() = default;
ResultCode SystemClockCore::GetCurrentTime(Core::System& system, s64& posix_time) const {
posix_time = 0;
const SteadyClockTimePoint current_time_point{steady_clock_core.GetCurrentTimePoint(system)};
SystemClockContext clock_context{};
if (const ResultCode result{GetClockContext(system, clock_context)}; result != RESULT_SUCCESS) {
return result;
}
if (current_time_point.clock_source_id != clock_context.steady_time_point.clock_source_id) {
return ERROR_TIME_MISMATCH;
}
posix_time = clock_context.offset + current_time_point.time_point;
return RESULT_SUCCESS;
}
ResultCode SystemClockCore::SetCurrentTime(Core::System& system, s64 posix_time) {
const SteadyClockTimePoint current_time_point{steady_clock_core.GetCurrentTimePoint(system)};
const SystemClockContext clock_context{posix_time - current_time_point.time_point,
current_time_point};
if (const ResultCode result{SetClockContext(clock_context)}; result != RESULT_SUCCESS) {
return result;
}
return Flush(clock_context);
}
ResultCode SystemClockCore::Flush(const SystemClockContext& clock_context) {
if (!system_clock_context_update_callback) {
return RESULT_SUCCESS;
}
return system_clock_context_update_callback->Update(clock_context);
}
ResultCode SystemClockCore::SetSystemClockContext(const SystemClockContext& clock_context) {
if (const ResultCode result{SetClockContext(clock_context)}; result != RESULT_SUCCESS) {
return result;
}
return Flush(clock_context);
}
bool SystemClockCore::IsClockSetup(Core::System& system) const {
SystemClockContext value{};
if (GetClockContext(system, value) == RESULT_SUCCESS) {
const SteadyClockTimePoint steady_clock_time_point{
steady_clock_core.GetCurrentTimePoint(system)};
return steady_clock_time_point.clock_source_id == value.steady_time_point.clock_source_id;
}
return {};
}
} // namespace Service::Time::Clock
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