* yuzu/CMakeLists: Disable implicit QString conversions
Now that all of our code is compilable with implicit QString
conversions, we can enforce it at compile-time by disabling them.
Co-Authored-By: Mat M. <lioncash@users.noreply.github.com>
* citra_qt: Remove lots of implicit QString conversions
Co-authored-by: Mat M. <mathew1800@gmail.com>
std::function is allowed to heap allocate if the size of the captures
associated with each lambda exceed a certain threshold. This prevents
potentially unnecessary reallocations from occurring.
This holds the archives which include the SelfNCCH archive which holds the RomFS files. If we don't reset it the LayeredFS class can't get destructed and mods files won't be released.
The original path (file_name.exefsdir) is still supported, but alternatively users can choose to put exefs patches in the same place as LayeredFS files (`load/mods/<Title ID>/exefs`).
Only enabled for NCCHs that do not have an override romfs.
LayeredFS files should be put in the `load` directory in User Directory. The directory structure is similar to yuzu's but currently does not allow named mods yet. Replacement files should be put in `load/mods/<Title ID>/romfs` while patches/stubs should be put in `load/mods/<Title ID>/romfs_ext`.
This implementation is different from Luma3DS's which directly hooks the SDK functions. Instead, we read the RomFS's metadata and figure out the directory and file structure. Then, relocations (i.e. replacements/deletions/patches) are applied. Afterwards, we rebuild the metadata, and assign 'fake' data offsets to the files. When we want to read file data from this rebuilt RomFS, we use binary search to find the last data offset smaller or equal to the given offset and read from that file (either from the original RomFS, or from replacement files, or from buffered data with patches applied) and any later files when length is not enough.
The code that rebuilds the metadata is pretty complex and uses quite a few variables to keep track of necessary information like metadata offsets. According to my tests, it is able to build RomFS-es identical to the original (but without trailing garbage data) when no relocations are applied.
The DIGIT filter was incorrectly implemented as preventing all digits. It actually limits the maximum digit count to max_digits, according to ctrulib and hardware testing.
- We have some important audio settings, makes them more discoverable.
Co-Authored-By: bunnei <bunneidev@gmail.com>
Co-authored-by: bunnei <bunneidev@gmail.com>
Until we get a on screen display or async shader loading, we should at
least have some measure of progress in the meantime. This is 90% a port
from the loading screen I made for yuzu, but with a slightly different
changed detection for when to display the ETA. Now we keep track of a
rolling estimate for shader load ETA and only display a ETA if its going
to take longer than 10 seconds.
This is based on what was done using additional layouts, but modified
to have a variable to control rotation and making it so Single Screen
Layout behaves like Upright Single would, and Default Layout behaves
like Upright Double would, when the new variable is used.
Large Layout and Side Layout currently ignore the new variable.
New variable still currently doesn't have a hotkey.
The BPS format allows distributing patches that are smaller and that do
not contain copyrighted content if data is relocated
(unlike non-trivial IPS patches).
This is essential for games such as MM3D that have three barely
different code revisions. Supporting all three versions would
demand an unreasonable amount of work; with BPS patches only one
version has to be supported.
This changes ApplyCodePatch to return a ResultStatus, which makes it
possible to determine whether patch applying has failed. Previously,
only a boolean was returned, and false was returned when no patch
was found OR when a patch was found but applying it failed.
This also changes AppLoader_NCCH to return an error if patching fails
because the executable is likely to be left in an inconsistent state
and we should not proceed booting in that case.
This significantly reduces unnecessary disk writes and space usage
when building Citra.
libcore.a is now only ~1MB rather than several hundred megabytes.
Previously we would first attempt to use any buffer that was free,
meaning whichever buffer has already been displayed. This has poor
interactions when the operating system throttles the update rate of the
window, so if there isn't any free buffers available, just reuse the
oldest frame instead.
Simple cut/paste issue where initialized is only set to true when the
emulation attempts to init the Binary Pipe, but we used it to test if
the FFMPEG decoder was valid and disabled it if it wasn't. Just return
the value of have_ffmpeg_dl instead so when dynamic loading is added
it'll still work.
HACK
In Luigi's Mansion Dark Moon in HLE audio, the game mysteriously passes
in an extremely large value for length, which without any checks, causes
HLE audio to allocate an extremely large buffer.
This value seemingly is caused by some other HLE audio feature is missing,
and Luigi's Mansion subtracts two values to get a length, without
checking for overflow first. This appears to be caused by an incorrect
HLE audio emulation, as its fixed entirely by only changing to LLE. As
such, further investigation is required, but in the meantime, completely
eating up our users RAM is unacceptable.
The text shared memory wasn't supposed to be cleared according to my comparison with the LLE swkbd. This can cause issues in certain games such as Harvest Moon.
A null terminator is added to the text copied to mark the end of the string.
Fixes an issue where the touch point is incorrect in OpenGLWindow when the render
target is initialized for the first time with single window mode disabled.
While QOpenGLWidget sounds like a good idea, it has issues which are
harder to debug due to how Qt manages the context behind the scenes. We
could probably work around any of these issues over time, but its
probably easier to do it ourselves with a QWindow directly.
Plus using QWindow + createWindowContainer is the easiest to use
configuration for Qt + Vulkan so this is probably much better in the
long run.
Over time our config values have grown quite numerous in size.
Unfortunately it also makes the single functions we have for loading and
saving values more error prone.
For example, we were loading the core settings twice when they only
should have been loaded once. In another section, a variable was
shadowing another variable used to load settings from a completely
different section.
Finally, in one other case, there was an extraneous endGroup() call used
that didn't need to be done. This was essentially dead code and also a
bug waiting to happen.
This separates the section loading code into its own separate functions.
This keeps variables only visible to the code that actually needs it,
and makes it much easier to visually see the end of each individual
configuration group. It also makes it much easier to visually catch bugs
during code review.
While we're at it, this also uses QStringLiteral instead of raw string
literals, which both avoids constructing a lot of QString instances, but
also makes it much easier to disable implicit ASCII to QString and
vice-versa in the future via setting QT_NO_CAST_FROM_ASCII and
QT_NO_CAST_TO_ASCII as compilation flags.
We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
By default, DisplayRole is used as the SortRole.
This behaviour is what's expected by the user.
Made it so that an access to SortRole is equivalent to one to DisplayRole.
Also fixes a bug with directory sorting.
Also fix a small issue with incorrect shutdown ordering in SDL.
Previously the system would still be running so the telemetry task
didn't launch and detached_tasks would assert(count == 0)
Fixes a regression from #4862, which caused the NCCH title ID checking
heuristic to be skipped whenever the exheader is replaced.
I was thinking the heuristic wouldn't be needed in that case, but it
turns out that many users still have pathological NCCHs that indicate
they are encrypted but are actually decrypted...
Now the original exheader is always read and used for the heuristic
to determine whether the NCCH is actually encrypted; only then do we
load a replacement exheader (if it exists) to avoid affecting the
heuristic.
This single line mode is aimed at restoring the intended behavior with Small or None icons. Line breaks will be replaced with commas (Region row) or spaces (Name row). One can toggle this option in UI configuration.
This option was intended for enabling optimizations when all rows are granted to have the same height. In our case this is not true, and therefore the behavior is actually undefined. Different versions of Qt handle this differently. Newer versions of Qt tend to hide contents that are too big in height, which goes against our wishes. Thus, it's probably the best to disable this option so that things don't go wrong if we ever decide to update Qt.
Some titles (mostly homebrews) do not use the region free value 0x7FFF but instead set all of the region flags, resulting in all regions displayed in game list, which is not beautiful and not what we want. This fixes it by adding an all_regions check.
Separate options are now provided for FFmpeg AAC audio decoder and FFmpeg video dumper. This allows users to configure Citra with greater freedom.
Also, previously for Linux builds, AAC decoder is accidentally enabled along with the dumper, which could potentially cause patent issues (?). This commit fixes it by only enabling video dumper.
This widget provides a simple list of recorded requests as well as a simple filter and the 'Clear' button. Requests with status 'HLE Unimplemented' or 'Error' will be marked out with the red color.
This widget handles retrival of service name. For reasons refer to a previous commit message.
Added the widget to the Debugging menu, pretty much the same as other debugging widgets.
This is for displaying the service names. This function is only used in the frontend, because Recorder which is in the Kernel cannot and should not have access to SM in the System.
Pretty much the same as LLE requests, the 'translate' part is chosen. A function is added to the context class to record requests that involves unimplemented HLE functions.
The 'translate' function is a great place to put this in IMO as it is possible to get both untranslated and translated cmdbufs. However a kernel reference has to be passed here, but it is not too hard fortunately.
This class resides in Kernel mainly because that, it's hard for kernel objects to get references to the System (and therefore to the Recorder), while much easier for KernelSystem. If this is to be moved to System the code will likely get much more complex with System (or Recorder) references passed everywhere.
This is for displaying the function name for HLE requests. Probably it is possible to do the same for LLE ones but it would require having the HLE handlers available even when not using them, which doesn't seem to make sense and is more of a hack than a proper solution in my opinion.
Added a new state amiibo_in_range. This state is akin to the real world
physical relationship between a 3DS machine and an amiibo, which is
independent from the service state (or even the machine is powered on or
not). The service state nfc_tag_state is then synchronized with this
physical state on every potential point when the state changes. This
solves the issue where user might load an amiibo before NFC service
initializes, or remove an amiibo after NFC service shutdown, which
previously causes inconsistent state change.
Also removed std::atomic on nfc_tag_state, because
1. It is already protected by g_hle_lock
2. It wasn't properly used in the code anyway. For example, there are
many double loading on this variable, which effectively make it
non-atomic.
Previously, telemetry results couldn't give a good estimate for
performance over time, because it didn't include any fields related to
performance. With this, devs should be able to query metabase for mean
frametime to check for performance regressions after a change is made.
For better tracking of performance regressions on incoming changes, this
change adds a way to dump frametime to file by changing an ini config
option. This is intentionally hidden as its only useful to a small
number of individuals, and not really applicable to the general
userbase.
Two PBOs are used to speed up pixel copying process. To avoid getting the wrong speed/FPS, a new parameter is added to DrawScreens about whether to increase the frame count.
The speed limiter being a frame limiter is an implmentation detail and can be changed in the future. What user care about is that it limit the emulation speed in genenral (not just graphics but also audio+input)
* yuzu/about_dialog: Specify string conversions explicitly
Specifies the conversions explicitly to avoid implicit conversions from
const char* to QString. This makes it easier to disable implicit QString
conversions in the future.
In this case, the implicit conversion was technically wrong as well. The
implicit conversion treats the input strings as ASCII characters. This
would result in an incorrect conversion being performed in the rare case
a branch name was created with a non-ASCII Unicode character, likely
resulting in junk being displayed.
* yuzu/main: Move window title updating logic to its own function
For similar reasons to the previous change, we move this to a single
function, so we don't need to duplicate the conversion logic in several
places within main.cpp.
* Add Anaglyph 3D
Change 3D slider in-game
Change shaders while game is running
Move shader loading into function
Disable 3D slider setting when stereoscopy is off
The rest of the shaders
Address review issues
Documentation and minor fixups
Forgot clang-format
Fix shader release on SDL2-software rendering
Remove unnecessary state changes
Respect 3D factor setting regardless of stereoscopic rendering
Improve shader resolution passing
Minor setting-related improvements
Add option to toggle texture filtering
Rebase fixes
* One final clang-format
* Fix OpenGL problems
Require and assume that override exheaders are decrypted for
consistency with Luma's loader behaviour and to ensure consistent
behaviour regardless of whether the NCCH is marked as encrypted or not.
Currently, exheader overriding with an encrypted NCCH would cause
the title ID checking heuristic to mistakenly disable encryption,
which would then make exefs loading fail.
Allows the configuration code to build successfully with implicit string
conversions disabled.
Also makes default_hotkeys internally linked:
Given the array is a private static array, we can just make it
internally linked to hide it from external code. This also allows us to
remove an inclusion within the header.
* yuzu/bootmanager: Remove unnecessary pointer casts
We can just invoke these functions by qualifying the object name before
the function.
* yuzu/bootmanager: unsigned -> u32
Same thing (for platforms we support), less reading.
* yuzu/bootmanager: Default EmuThread's destructor in the cpp file
This class contains non-trivial members, so we should default the
destructor's definition within the cpp file.
* yuzu/bootmanager: Treat the resolution factor as a u32
Treating it as a u16 can result in a sign-conversion warning when
performing arithmetic with it, as u16 promotes to an int when aritmetic
is performed on it, not unsigned int.
This also makes the interface more uniform, as the layout interface now
operates on u32 across the board.
* yuzu/bootmanager: Log out screenshot destination path
We can make this message more meaningful by indicating the location the
screenshot has been saved to. We can also log out whenever a screenshot
could not be saved (e.g. due to filesystem permissions or some other
reason).
* Fix compilation
This allows an IPS patch to edit .bss. This is useful for game patches
that need to add code, as putting things in .bss allows adding new code
*without* editing .code and thus without having to relocate everything.
Previously we were building with MBCS, which is pretty undesirable. We
want the application to be Unicode-aware in general.
Currently, we make the command line variant of yuzu use ANSI variants of
the non-standard getopt functions that we link in for Windows, given we
only have an ANSI option-set.
We should really replace getopt with a library that we make all build
types of yuzu link in, but this will have to do for the time being.
Enforces the use of the proper URL resolution functions. e.g.
url = some_local_path_string;
should actually be:
url = QUrl::fromLocalPath(some_local_path_string);
etc.
This makes it harder to cause bugs when operating with both strings and
URLs at the same time.
Other overloads of start() are considerably much safer to use if we ever
need this in the future and need to pass arguments to the program, given
it contains separate parameters for the program path and the arguments
themselves, whereas this unsafe overload contains both as a single
string.
Given the alternatives are much safer, we can disable this.
Currently, having a replacement code.bin causes Citra to crash as it is
trying to load icon data from code.bin because of a typo. This commit
fixes that typo.
This attempts to fix segfault in some tests where page table is set before initializing cpu core (intended behaviour? might be worth a check...)
see: src/tests/core/arm/arm_test_common.cpp
see: src/tests/core/arm/dyncom/arm_dyncom_vfp_tests.cpp
It will both change the page table in memory and notify the CPU about the change by itself. This way there is no need to call memory.SetCurrentPageTable() when kernel.setCurrentProcess() and the management is kept internally in the kernel
By default, MSVC doesn't use standards-compliant volatile semantics.
This makes it behave in a standards-compliant manner, making
expectations more uniform across compilers.
The C++ standard allows constexpr variables declared with the extern
keyword to have external linkage. Previously MSVC wasn't abiding by
this. This just makes the compiler more standards compliant during
builds.
Given we currently don't make use of anything that would break by this,
this is safe to enable.
This is performing more work than would otherwise be necessary during
VMManager's destruction. All we actually want to occur in this scenario
is for any allocated memory to be freed, which will happen automatically
as the VMManager instance goes out of scope.
Anything else being done is simply unnecessary work.
This makes cpu_core and memory being completely independent components inside the system, having a simpler and more understandable initialization process
The thread which casues page table changes in memory will be responsible to notify the cpu_core too
* CMakeLists: Move compilation flags into the src directory
We generally shouldn't be hijacking CMAKE_CXX_FLAGS, etc as a means to
append flags to the targets, since this adds the compilation flags to
everything, including our externals, which can result in weird issues
and makes the build hierarchy fragile.
Instead, we want to just apply these compilation flags to our targets,
and let those managing external libraries to properly specify their
compilation flags.
This also results in us not getting as many warnings, as we don't raise
the warning level on every external target.
* CMakeLists: Move off of modifying CMAKE_*-related flags
Modifying CMAKE_* related flags directly applies those changes to every
single CMake target. This includes even the targets we have in the
externals directory.
So, if we ever increased our warning levels, or enabled particular ones,
or enabled any other compilation setting, then this would apply to
externals as well, which is often not desirable.
This makes our compilation flag setup less error prone by only applying
our settings to our targets and leaving the externals alone entirely.
This also means we don't end up clobbering any provided flags on the
command line either, allowing users to specifically use the flags they
want.
Makes the dependency explicit in the TelemetrySession's interface
instead of making it a hidden dependency.
This also revealed a hidden issue with the way the telemetry session was
being initialized. It was attempting to retrieve the app loader and log
out title-specific information. However, this isn't always guaranteed to
be possible.
During the initialization phase, everything is being constructed. It
doesn't mean an actual title has been selected. This is what the Load()
function is for. This potentially results in dead code paths involving
the app loader. Instead, we explicitly add this information when we know
the app loader instance is available.
A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
* common/file_util: Make IOFile's WriteString take a std::string_view
We don't need to force the usage of a std::string here, and can instead
use a std::string_view, which allows writing out other forms of strings
(e.g. C-style strings) without any unnecessary heap allocations.
* common/file_util: Remove unnecessary c_str() calls
The file stream open functions have supported std::string overloads
since C++11, so we don't need to use c_str() here. Same behavior, less
code.
* common/file_util: Make ReadFileToString and WriteStringToFile consistent
Makes the parameter ordering consistent, and also makes the filename
parameter a std::string. A std::string would be constructed anyways with
the previous code, as IOFile's only constructor with a filepath is one
taking a std::string.
We can also make WriteStringToFile's string parameter utilize a
std::string_view for the string, making use of our previous changes to
IOFile.
* common/file_util: Remove duplicated documentation comments
These are already present within the header, so they don't need to be
repeated in the cpp file.
* common/file_util: Make GetCurrentDir() return a std::optional
nullptr was being returned in the error case, which, at a glance may
seem perfectly OK... until you realize that std::string has the
invariant that it may not be constructed from a null pointer. This
means that if this error case was ever hit, then the application would
most likely crash from a thrown exception in std::string's constructor.
Instead, we can change the function to return an optional value,
indicating if a failure occurred.
* common/file_util: Remove unnecessary return at end of void StripTailDirSlashes()
While we're at it, also invert the conditional into a guard clause.
critical() is intended for critical/fatal errors that threaten the
overall stability of an application. A user entering a conflicting key
sequence is neither of those.
Allows for things such as:
auto rect = Common::Rectangle{0, 0, 0, 0};
as opposed to being required to explicitly write out the underlying
type, such as:
auto rect = Common::Rectangle<int>{0, 0, 0, 0};
The only requirement for the deduction is that all constructor arguments
be the same type.
The previous code was all "smushed" together wasn't really grouped
together that well.
This spaces things out and separates them by relation to one another,
making it easier to visually parse the individual sections of code that
make up the constructor.
Without passing in a parent, this can result in focus being stolen from
the dialog in certain cases.
Example:
On Windows, if the logging window is left open, the logging Window will
potentially get focus over the hotkey dialog itself, since it brings all
open windows for the application into view. By specifying a parent, we
only bring windows for the parent into view (of which there are none,
aside from the hotkey dialog).
Avoids dumping all of the core settings machinery into whatever files
include this header. Nothing inside the header itself actually made use
of anything in settings.h anyways.
* common/thread: Remove unused functions
Many of these functions are carried over from Dolphin (where they aren't
used anymore). Given these have no use (and we really shouldn't be
screwing around with OS-specific thread scheduler handling from the
emulator, these can be removed.
The function for setting the thread name is left, however, since it can
have debugging utility usages.
* input_common/sdl: Use a type alias to shorten declaration of GetPollers
Just makes the definitions a little bit more tidy.
* input_common/sdl: Correct return values within implementations of GetPollers()
In both cases, we weren't actually returning anything, which is
undefined behavior.
* yuzu/debugger/graphics_surface: Fill in missing surface format listings
Fills in the missing surface types that were marked as unknown. The
order corresponds with the TextureFormat enum within
video_core/texture.h.
We also don't need to all of these strings as translatable (only the
first string, as it's an English word).
* yuzu/debugger/graphics_surface: Clean up connection overload deduction
We can utilize qOverload with the signal connections to make the
function deducing a little less ugly.
* yuzu/debugger/graphics_surface: Tidy up SaveSurface
- Use QStringLiteral where applicable.
- Use const where applicable
- Remove unnecessary precondition check (we already assert the pixbuf
being non null)
* yuzu/debugger/graphics_surface: Display error messages for file I/O errors
* core: Add missing override specifiers where applicable
Applies the override specifier where applicable. In the case of
destructors that are defaulted in their definition, they can
simply be removed.
This also removes the unnecessary inclusions being done in audin_u and
audrec_u, given their close proximity.
* kernel/thread: Make parameter of GetWaitObjectIndex() const qualified
The pointed to member is never actually modified, so it can be made
const.
* kernel/thread: Avoid sign conversion within GetCommandBufferAddress()
Previously this was performing a u64 + int sign conversion. When dealing
with addresses, we should generally be keeping the arithmetic in the
same signedness type.
This also gets rid of the static lifetime of the constant, as there's no
need to make a trivial type like this potentially live for the entire
duration of the program.
* kernel/codeset: Make CodeSet's memory data member a regular std::vector
The use of a shared_ptr is an implementation detail of the VMManager
itself when mapping memory. Because of that, we shouldn't require all
users of the CodeSet to have to allocate the shared_ptr ahead of time.
It's intended that CodeSet simply pass in the required direct data, and
that the memory manager takes care of it from that point on.
This means we just do the shared pointer allocation in a single place,
when loading modules, as opposed to in each loader.
* kernel/wait_object: Make ShouldWait() take thread members by pointer-to-const
Given this is intended as a querying function, it doesn't make sense to
allow the implementer to modify the state of the given thread.
This is a compile definition introduced in Qt 4.8 for reducing the total
potential number of strings created when performing string
concatenation. This allows for less memory churn.
This can be read about here:
https://blog.qt.io/blog/2011/06/13/string-concatenation-with-qstringbuilder/
For a change that isn't source-compatible, we only had one occurrence
that actually need to have its type clarified, which is pretty good, as
far as transitioning goes.
* Set accepted EULA version to max value
CFG: write the max value of 0x7F7F to the default cfg savegame and
auto update on init
CECD: Actually read the EULA version from CFG
* HTTP_C: Implement SetClientCertContext and GetSSLError; Stubbed BeginRequest and BeginRequestAsync
* HTTP_C: Move logs to beginning of function calls
The multiplayer state object and dialogs hold a (modified) game list model, but it isn't updated when the actual game list changes. This updates the multiplayer dialogs with the new game list when it got repopulated.
Allows updating the credentials of the announce session, thus allowing credentials changes to be reflected before citra restart. To avoid race conditions and web errors (you can only update the room that you created, i.e. changing credentials halfway will make it break), now you can only use the Citra Web Services settings when not hosting a public room.
The `Register()` function can now handle error results and the error will be passed immediately to the Qt frontend, instead of being ignored silently and failing later with a "Room is not registered".
The backend is not used until we decide to submit the testcase/telemetry, and creating it early prevents users from updating the credentials properly while the games are running.
Keeps the return type consistent with the function name. While we're at
it, we can also reduce the amount of boilerplate involved with handling
these by using structured bindings.
Some objects declare their handle type as const, while others declare it
as constexpr. This makes the const ones constexpr for consistency, and
prevent unexpected compilation errors if these happen to be attempted to be
used within a constexpr context.
Uses arithmetic that can be identified more trivially by compilers for
optimizations. e.g. Rather than shifting the halves of the value and
then swapping and combining them, we can swap them in place.
e.g. for the original swap32 code on x86-64, clang 8.0 would generate:
mov ecx, edi
rol cx, 8
shl ecx, 16
shr edi, 16
rol di, 8
movzx eax, di
or eax, ecx
ret
while GCC 8.3 would generate the ideal:
mov eax, edi
bswap eax
ret
now both generate the same optimal output.
MSVC used to generate the following with the old code:
mov eax, ecx
rol cx, 8
shr eax, 16
rol ax, 8
movzx ecx, cx
movzx eax, ax
shl ecx, 16
or eax, ecx
ret 0
Now MSVC also generates a similar, but equally optimal result as clang/GCC:
bswap ecx
mov eax, ecx
ret 0
====
In the swap64 case, for the original code, clang 8.0 would generate:
mov eax, edi
bswap eax
shl rax, 32
shr rdi, 32
bswap edi
or rax, rdi
ret
(almost there, but still missing the mark)
while, again, GCC 8.3 would generate the more ideal:
mov rax, rdi
bswap rax
ret
now clang also generates the optimal sequence for this fallback as well.
This is a case where MSVC unfortunately falls short, despite the new
code, this one still generates a doozy of an output.
mov r8, rcx
mov r9, rcx
mov rax, 71776119061217280
mov rdx, r8
and r9, rax
and edx, 65280
mov rax, rcx
shr rax, 16
or r9, rax
mov rax, rcx
shr r9, 16
mov rcx, 280375465082880
and rax, rcx
mov rcx, 1095216660480
or r9, rax
mov rax, r8
and rax, rcx
shr r9, 16
or r9, rax
mov rcx, r8
mov rax, r8
shr r9, 8
shl rax, 16
and ecx, 16711680
or rdx, rax
mov eax, -16777216
and rax, r8
shl rdx, 16
or rdx, rcx
shl rdx, 16
or rax, rdx
shl rax, 8
or rax, r9
ret 0
which is pretty unfortunate.
Allows the compiler to inform when the result of a swap function is
being ignored (which is 100% a bug in all usage scenarios). We also mark
them noexcept to allow other functions using them to be able to be
marked as noexcept and play nicely with things that potentially inspect
"nothrowability".
Including every OS' own built-in byte swapping functions is kind of
undesirable, since it adds yet another build path to ensure compilation
succeeds on.
Given we only support clang, GCC, and MSVC for the time being, we can
utilize their built-in functions directly instead of going through the
OS's API functions.
This shrinks the overall code down to just
if (msvc)
use msvc's functions
else if (clang or gcc)
use clang/gcc's builtins
else
use the slow path
The template type here is actually a forwarding reference, not an rvalue
reference in this case, so it's more appropriate to use std::forward to
preserve the value category of the type being moved.
These can just be passed regularly, now that we use fmt instead of our
old logging system.
While we're at it, make the parameters to MakeFunctionString
std::string_views.
Reduces the potential amount of rebuilding necessary if any headers
change. In particular, we were including a header from the core library
when we don't even link the core library to the web_service library, so
this also gets rid of an indirect dependency.
Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
This reduces the boilerplate that services have to write out the current thread explicitly. Using current thread instead of client thread is also semantically incorrect, and will be a problem when we implement multicore (at which time there will be multiple current threads)
We really don't need to pull in several headers of boost related
machinery just to perform the erase-remove idiom (particularly with
C++20 around the corner, which adds universal container std::erase and
std::erase_if, which we can just use instead).
With this, we don't need to link in anything boost-related into common.
In these cases the system object is nearby, and in the other, the
long-form of accessing the telemetry instance is already used, so we can
get rid of the use of the global accessor.
Moves local global state into the Impl class itself and initializes it
at the creation of the instance instead of in the function.
This makes it nicer for weakly-ordered architectures, given the
CreateEntry() class won't need to have atomic loads executed for each
individual call to the CreateEntry class.
This makes the class much more flexible and doesn't make performing
copies with classes that contain a bitfield member a pain.
Given BitField instances are only intended to be used within unions, the
fact the full storage value would be copied isn't a big concern (only
sizeof(union_type) would be copied anyways).
While we're at it, provide defaulted move constructors for consistency.
This causes a reference cycle because ServerPort also holds a shared pointer to SessionRequestHandler (inherited by ServiceFrameworkBase). Given that the member port is never used in ServiceFrameworkBase, we can simply remove it. The port object is kept alive by ServiceManager|KernelSystem::named_ports -> ClientPort -> ServerPort
Services can hold kernel objects and do cleanup upon destruction, so we need to keep the kernel alive longer. The new order approximnately resembles the reverse construction order. I will revisit the ordering issue and make it less error-prone after global state cleanup
When making the initial implementation, I forgot to add the series variable to the AmiiboConfig struct.
With this PR it is added and many of the AmiiboConfig fields get their proper values now.
The loading of the Amiibo data that is added here has been hwtested.
This fixes Amiibos in Yoshis Woolly World, Smash (partially) and probably other games too.
wwylele / 白疾風Today at 6:14 PM
I doubt the performance of constructing regex everytime the function is called
Is TrimSourcePath only called by logging? if so, you can move the implementation into logging, and cache the regex object into global
This function is probably too specific to be in common anyway
Previously this check is in GetSurface (if (addr == 0)). This worked fine because GetTextureSurface directly forwarded the address value to GetSurface. However, now with mipmap support, GetTextureSurface would call GetSurface several times with different address offset, resulting some >0 but still invalid address in case the input is 0. We should error out early on invalid address instead of sending it furthor down which would cause invalid memory access
* gdbstub: fix IsMemoryBreak() returning false while connected to client
As a result, the only existing codepath for a memory watchpoint hit to break into GDB (InterpeterMainLoop, GDB_BP_CHECK, ARMul_State::RecordBreak) is finally taken,
which exposes incorrect logic* in both RecordBreak and ServeBreak.
* a blank BreakpointAddress structure is passed, which sets r15 (PC) to NULL
* gdbstub: DynCom: default-initialize two members/vars used in conditionals
* gdbstub: DynCom: don't record memory watchpoint hits via RecordBreak()
For now, instead check for GDBStub::IsMemoryBreak() in InterpreterMainLoop and ServeBreak.
Fixes PC being set to a stale/unhit breakpoint address (often zero) when a memory watchpoint (rwatch, watch, awatch) is handled in ServeBreak() and generates a GDB trap.
Reasons for removing a call to RecordBreak() for memory watchpoints:
* The``breakpoint_data`` we pass is typed Execute or None. It describes the predicted next code breakpoint hit relative to PC;
* GDBStub::IsMemoryBreak() returns true if a recent Read/Write operation hit a watchpoint. It doesn't specify which in return, nor does it trace it anywhere. Thus, the only data we could give RecordBreak() is a placeholder BreakpointAddress at offset NULL and type Access. I found the idea silly, compared to simply relying on GDBStub::IsMemoryBreak().
There is currently no measure in the code that remembers the addresses (and types) of any watchpoints that were hit by an instruction, in order to send them to GDB as "extended stop information."
I'm considering an implementation for this.
* gdbstub: Change an ASSERT to DEBUG_ASSERT
I have never seen the (Reg[15] == last_bkpt.address) assert fail in practice, even after several weeks of (locally) developping various branches around GDB. Only leave it inside Debug builds.
udp_server might not be created due to error (occupied port etc.), in which case its destructor and thread-ending call chain will not be excuted in Server::Stop. However, the ending packet still need to be send no matter udp is on or not, so move it to Server::Stop
MSVC does not seem to like using constexpr values in a lambda that were declared outside of it.
Previously on MSVC build the hotkeys to inc-/decrease the speed limit were not working correctly because in the lambda the SPEED_LIMIT_STEP had garbage values.
After googling around a bit I found: https://github.com/codeplaysoftware/computecpp-sdk/issues/95 which seems to be a similar issue.
Trying the suggested fix to make the variable static constexpr also fixes the bug here.
Makes it consistent with the regular standard containers in terms of
size representation. This also gets rid of dependence on our own
type aliases, removing the need for an include.
The necessity of this parameter is dubious at best, and in 2019 probably
offers completely negligible savings as opposed to just leaving this
enabled. This removes it and simplifies the overall interface.
video_core: shorten GetGLSLVersionString
video_core: make GLES version and extensions consistent
video_core: move some logic to LoadShader
video_core: deduplicate fragment shader precision specifier
The comment already invalidates itself: neither MMIO nor rasterizer cache belongsHLE kernel state. This mutex has a too large scope if MMIO or cache is included, which is prone to dead lock when multiple thread acquires these resource at the same time. If necessary, each MMIO component or rasterizer should have their own lock.
To eliminate System::GetInstance usage. Archive type like SelfNCCH and SaveData changes the actual reference path for different client, so archive backend interface should accept client information from the service interface. Currently we only pass the program ID as the client information.
The UI file is rewritten, to better make use of Qt's layouts (instead of depending on abstract geometry). "Add Cheat", "Save", "Delete" buttons are also added.
The UI logic should be rather easy and usable (IMO), but the code may seem a bit dirty. If anyone has a better idea regarding UI logic design or code implementation, feel free to tell me about it.
Added a few interfaces for adding/deleting/replacing/saving cheats. The cheats list is guarded by a std::shared_mutex, and would only need a exclusive lock when it's being updated.
I marked the `Execute` function as `const` to avoid accidentally changing the internal state of the cheat on execution, so that execution can be considered a "read" operation which only needs a shared lock.
Whether a cheat is enabled or not is now saved by a special comment line `*citra_enabled`.
To break a circular reference formed by process->handle_table->shared_memory->process. Since SharedMemory uses its owner process in the destructor, which is not kept alive by SharedMemory any more, we need to make sure that the lifetime of process is longer than the shared memory. To partially resolve this, Process now explicitly releases shared memory first in its destructor. This is with the assumtion that there is no inter-process reference to shared memory on exit, which is not true when we introduce more multi-process emulation. A TODO is left there for this, as more RE needs to be done on how 3DS handles this situation
This commit it automatically generated by command in zsh:
sed -i -- 's/BitField<\(.*\)_le>/BitField<\1>/g' **/*(D.)
BitField is now aware to endianness and default to little endian. It expects a value representation type without storage specification for its template parameter.
This is compromise for swap type being used in union. A union has deleted default constructor if it has at least one variant member with non-trivial default constructor, and no variant member of T has a default member initializer. In the use case of Bitfield, all variant members will be the swap type on endianness mismatch, which would all have non-trivial default constructor if default value is specified, and non of them can have member initializer
According to documentation, if the argument of std::exp is zero, one is returned.
However we want the return value to be also zero in this case so no audio is played.
The V-Sync option is fundamentally broken in Citra, so let's do the same as yuzu and remove it entirely for SDL2 and at least from the frontend for QT.
(It was also only used by 7.3% of users)
Just two minor fixes:
1. Font color is black in dark theme. It is now only black for pings.
2. If a user is called `abc`, you can ping them by `@abc_`. Now a ping only takes effect when there are spaces around it.
std::make_unique for arrays is equivalent to doing:
std::unique_ptr<T>(new typename std::remove_extent<T>::type[size]())
(note the ending () after the array size specifier). This means that the
default value within memory for the constructed types will be whatever
the default constructor for that type does. Given the built-in
type for std::uint8_t doesn't have a constructor, this is equivalent to
forcing zero-initialization, so the memory will already be zeroed out on
construction. Because of that, there's no need to zero it out again.
We can hide the direct array from external view and instead provide
functions to retrieve the necessary info. This has the benefit of
completely hiding the makeup of the SinkDetails structure from the rest
of the code.
Given that this makes the array hidden, we can also make the array
constexpr by altering the members slightly. This gets rid of several
static constructor calls related to std::vector and std::function.
Now we don't have heap allocations here that need to occur before the
program can even enter main(). It also has the benefit of saving a
little bit of heap space, but this doesn't matter too much, since the
savings in that regard are pretty tiny.
Based on the `roles` payload in the JWT, the rooms will now give mod permission to Citra Community Moderators. To notify the client of its permissions, a new response, IdJoinSuccessAsMod is added, and there's now a new RoomMember::State called Moderator.
The user would be notified if the message contains "@" followed by the user's nickname or forum username. An alert would be shown, and the icon and message in the status bar would be changed. All notification is only shown if the chat window currently does not have focus.
Also added a connected_notification icon for showing in the status bar.
The ban list is stored in a format so-called CitraRoom-BanList-1 and just first stores username ban list, one entry per line, then an empty line and then store the ip ban list.
To allow for passing moderation errors around without impacting the State, this commit also separates the previous State enum into two enums: State, and Error. The State enum now only contains generic states like disconnected or connected, and the Error enum describes the specific error happened.
citra_qt/multiplayer/{state, message} is changed accordingly.
Displayed username along with nickname (when they are not identical); Requested and displayed user's avatar; Made the dialog bigger for extended names.
Added a few functions to web_backend (GetImage, GetPlain) to support getting data in multiple content-types.
Added a no_avatar icon for users without avatars.
Added verify_backend to load user_data for members. and removed method to generate UID as this is now done server-side.
Added GetUsername function and a "token" param to room_member.
Also added a username to ChatEntry, so that the username can be shown (along with nicknames) in the chat dialog.
These slots are only ever attached to event handling mechanisms within
the class itself, they're never used externally. Because of this, we can
make the functions private.
This also removes redundant usages of the private access specifier.
The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
Because HLE::Source is initialized as an array in the member initializer, it is hard to let it accept the reference on ctor, so it has a second init stage performed by DspHle::Impl::Impl
Hardware testing indicated that FFFFFFFC is the correct mask for all audio formats (mono and stereo PCM8, mono and stereo PCM16, and ADPCM). This fixes broken audio in Luigi's Mansion: Dark Moon and a few other games.
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
All usage of GetPointerFromVMA is to recover the pointer that is nulled by changing page type to RasterizerCachedMemory. Our rasterizer cache only works on linear heap and vram, so we can recover the pointer directly by address computation, instead of going through VMA table. Also removed a sanity check pointer!=nullptr in RasterizerMarkRegionCached(RasterizerCachedMemory=>Memory), as now the pointer is never null. The sanity check was added in f2a5a77 (#2797), which was originally necessary during VMA unmapping process, because the function is invloked by VMA after unmapping the page, which in turn invokes back to query the memory, forming a circular dependency. Now the dependency is resolved so the check is not necessary
When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
* renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
* Also namespace TextureCubeConfig
* Add CheatEngine; Add support for Gateway cheats; Add Cheat UI
* fix a potential crash on some systems
* fix substr with negative length
* Add Joker to the NonOp comp handling
* Fixup JokerOp
* minor fixup in patchop; add todo for nested loops
* Add comment for PadState member variable in HID
* fix: stol to stoul in parsing cheat file
* fix misplaced parsing of values; fix patchop code
* add missing break
* Make read_func and write_func a template parameter
An old function from Dolphin. This is also unused, and pretty inflexible
when it comes to printing out different data types (for example, one
might not want to print out an array of u8s but a different type
instead. Given we use fmt, there's no need to keep this implementation
of the function around.
This is an unused hold-over from Dolphin that was primarily used to
parse values out of the .ini files. Given we already have libraries that
do this for us, we don't need to keep this around.
Since last commit SharedMemory only reset source memory set on dtor, service should always release the ref as soon as possible to make the reset happen
This is used by svcControlProcessMemory and maps memory as Locked/AliasCode pair.
Also fixed a bug where map didn't apply specified permissions to the alias memory
Storing signed type causes the following behaviour: extractValue can do overflow/negative left shift. Now it only relies on two implementation-defined behaviours (which are almost always defined as we want): unsigned->signed conversion and signed right shift
There is no external use of PhysicalToVirtualAddress any more, so it there is no need to have a generic function that handles all physical regions. Also, the previous APT change makes it possible that linear heap has some regions mapped to old and new VAddr regions at the same time, so we need to check both region and mark cached for the mapped one. RasterizerMarkRegionCached would skip the unmapped one in its loop
* Kernel: reimplement memory management on physical FCRAM
* Kernel/Process: Unmap does not care the source memory permission
What game usually does is after mapping the memory, they reprotect the source memory as no permission to avoid modification there
* Kernel/SharedMemory: zero initialize new-allocated memory
* Process/Thread: zero new TLS entry
* Kernel: fix a bug where code segments memory usage are accumulated twice
It is added to both misc and heap (done inside HeapAlloc), which results a doubled number reported by svcGetProcessInfo. While we are on it, we just merge the three number misc, heap and linear heap usage together, as there is no where they are distinguished.
Question: is TLS page also added to this number?
* Kernel/SharedMemory: add more object info on mapping error
* Process: lower log level; SharedMemory: store phys offset
* VMManager: add helper function to retrieve backing block list for a range
Processes can keep some Thread/Timer object alive while the manager is already destructed, resulting use-after-free in Thread::Stop and Timer::dtor. To resolve this, the manager objects should be destructed after all related object destructed.
Fixes a bug where quiting citra causes crash while the game is using a Timer.
Fix a warning where class definition and forward declaration mismatch. CodeSet is a kernel object and have ctor/dtor/private members like others, so in convention it should be a class
To obtain the data, the LLEd mii selector of system version 11.8.0 was used.
In AppletManager::GlanceParameter, the following code was added to write the returned buffer data to a file:
if (parameter.buffer.size() == 132) {
std::u16string name(10, '\0');
std::memcpy(name.data(), parameter.buffer.data() + 0x26, 10 * sizeof(u16));
name = std::u16string(name.data());
FileUtil::IOFile file{fmt::format("{}.mii", Common::UTF16ToUTF8(name)), "wb"};
file.WriteBytes(parameter.buffer.data(), parameter.buffer.size());
}
Then "xxd -i" was used on the file to convert it to a hex array.
* FileSys/DelayGenerator: add missing #include and virtual dtor
Added the needed include so that it won't cause error if another file includes this without including the depended files
Deleting a virtual class via base type without virtual dtor is UB, which happens inFileBackend.
* FileSys/DelayGenerator: move function definition into cpp file/n/nTo avoid generating vtable in all units that includes the header file
* filesys/delay_generator: rearrange #include
tr() will not function properly on static/global data like this, as the
object is only ever constructed once, so the strings won't translate if
the language is changed without restarting the program, which is
undesirable. Instead we can just turn the map into a plain old function
that maps the values to their equivalent strings. This is also lessens
the memory allocated, since it's only allocating memory for the strings
themselves, and not an encompassing map as well.
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
These should be initialized to deterministic values so it's easier to
catch improper behavior, as it'll always be reproducable, instead of
performing uninitialized reads.
These are only used within this class, so we can make them private to
keep their use contained. This also gets rid of the pre-Qt5 'slot'
identifier, since Qt 5's connection syntax doesn't require a function to
be declared a slot anymore.
This gets rid of an unnecessary type conversion. We can just use the
regular QStringLiteral to already format the string as the type
setWindowTitle accepts instead of converting from a std::string
instance.
Everything from here is completely unused and also written with the
notion of supporting 32-bit architecture variants in mind. Given the
Switch itself is on a 64-bit architecture, we won't be supporting 32-bit
architectures. If we need specific allocation functions in the future,
it's likely more worthwhile to new functions for that purpose.
We already ignore them on listing devices. We should do the same when selecting devices. This fix a crash when opening a specific device while there is a null device in the list
* Initial implementation
* Various fixes and new features
* Address some review comments
* Fixes
* Address more comments
* Use g_hle_lock
* Add more state checking, remove unneeded include
* Minor changes
Keeps the definition constrained to the citra_qt target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
Now that all external dependencies are hidden, we can remove
json-headers from the publically linked libraries, as the use of this
library is now completely hidden from external users of the web_service
library. We can also make the web_services library private as well,
considering it's not a requirement. If a library needs to link in
web_service, it should be done explicitly -- not via indirect linking.
Like with TelemetryJson, we can make the implementation details private
and avoid the need to expose httplib to external libraries that need to
use the Client class.
Users of the web_service library shouldn't need to care about an
external library like json.h. However, given it's exposed in our
interface, this requires that other libraries publicly link in the JSON
library. We can do better.
By using the PImpl idiom, we can hide this dependency in the cpp file
and remove the need to link that library in altogether.
Taking them by const reference isn't advisable here, because it means
the std::move calls were doing nothing and we were always copying the
std::string instances.
Two functional change:
QueryProcessMemory uses the process passed from handle instead current_process
Thread::Stop() uses TLS from owner_process instead of current_process
This should be using the process instance retrieved within the function,
and not g_current_process, otherwise this is potentially comparing
iterators from unrelated vma_map instances (which is undefined
behavior).
Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
This has gotten sufficiently large enough to warrant moving it to its
own source files. Especially given it dumps the file_sys headers around
code that doesn't use it for the most part.
This'll also make it easier to introduce a type alias for the
compatibility list, so a large unordered_map type declaration doesn't
need to be specified all the time (we don't want to propagate the
game_list_p.h include via the main game_list.h header).
Depending on whether or not USE_DISCORD_PRESENCE is defined, the "state"
parameter can be used or unused. If USE_DISCORD_PRESENCE is not defined,
the parameter will be considered unused, which can lead to compiler
warnings. So, we can explicitly mark it with [[maybe_unused]] to inform
the compiler that this is intentional.
We can utilize QStringList's join() function to perform all of the
appending in a single function call.
While we're at it, make the extension list a single translatable string
and add a disambiguation comment to explain to translators what %1
actually is.
change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
This adds a Game List configuration group box which is similar to yuzu's, with features including icon size setting, row 1/2 text, and ability to hide invalid titles (those without a valid SMDH). I also added a UI tab and moved the language and theme settings there.
The real console can't launch an Application directly from within another Application so it has to go through the Home Menu. We do not have such limitation and can directly launch the requested title.
operator+ for std::string creates an entirely new string, which is kind
of unnecessary here if we just want to append a null terminator to the
existing one.
Reduces the total amount of potential allocations that need to be done
in the logging path.
Placing the array wholesale into the header places a copy of the whole
array into every translation unit that uses the data, which is wasteful.
Particularly given that this array is referenced from three different
translation units.
This also changes the array to contain pairs of const char*, rather than
QString instances. This way, the string data is able to be fixed into
the read-only segment of the program, as well as eliminate static
constructors/heap allocation immediately on program start.
* Core: pass down Core::System reference to all services
This has to be done at once due to unified interface used by HLE/LLE switcher
* apt: eliminate Core::System::GetInstance
* gpu_gsp: eliminate Core::System::GetInstance in service
* hid: eliminate Core::System::GetInstance
* nwm: eliminate Core::System::GetInstance
* err_f: eliminate Core::System::GetInstance
Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
These functions are pretty much identical to BeginImportProgram and EndImportProgram.
We don't need to do anything special in EndImportProgramWithoutCommit and CommitImportPrograms because we don't need to implement the two-phase title installation that the 3DS uses to prevent corruption of the title.db.
FS subfiles are created with File::OpenSubFile, they have a start offset that must be added to all read/write operations.
The implementation in this commit is done using a new FileBackend that wraps the FS::File along with the start offset.
Any SDL invocation can call the even callback on the same thread, which can call GetSDLJoystickBySDLID and eventually cause double lock on joystick_map_mutex. To avoid this, lock guard should be placed as closer as possible to the object accessing code, so that any SDL invocation is with the mutex unlocked
Frame advancing is a commonly used TAS feature which basically means running the game frame by frame. TASers use this feature to press exact buttons at the exact frames. This commit added frame advancing to the framelimiter and two actions to the Movie menu. The default hotkey is `\` for advancing frames, and `Ctrl+A` for toggling frame advancing. The `Advance Frame` hotkey would automatically enable frame advancing if not already enabled.
boost::static_pointer_cast for boost::intrusive_ptr (what SharedPtr is),
takes its parameter by const reference. Given that, it means that this
std::move doesn't actually do anything other than obscure what the
function's actual behavior is, so we can remove this. To clarify, this
would only do something if the parameter was either taking its argument
by value, by non-const ref, or by rvalue-reference.
This adds a clock init time field to the CTM header. The clock settings would be overridden when playing a movie. And when recording a movie, if the clock is set to System Time, it would be set to fixed init time at the current moment as well. In this way this keeps consistency with the RNG even if the user does just no setting.
Changes the interface as well to remove any unique methods that
frontends needed to call such as StartJoystickEventHandler by
conditionally starting the polling thread only if the frontend hasn't
started it already. Additionally, moves all global state into a single
SDLState class in order to guarantee that the destructors are called in
the proper order
This can just be a regular function, getting rid of the need to also
explicitly undef the define at the end of the file. Given FuncReturn()
was already converted into a function, it's #undef can also be removed.
Instead of using an unsigned int as a parameter and expecting a user to
always pass in the correct values, we can just convert the enum into an
enum class and use that type as the parameter type instead, which makes
the interface more type safe.
We also get rid of the bookkeeping "NUM_" element in the enum by just
using an unordered map. This function is generally low-frequency in
terms of calls (and I'd hope so, considering otherwise would mean we're
slamming the disk with IO all the time) so I'd consider this acceptable
in this case.
First of all they are foundamentally broken. As our convention is that std::string is always UTF-8, these functions assume that the multi-byte character version of TString (std::string) from windows is also in UTF-8, which is almost always wrong. We are not going to build multi-byte character build, and even if we do, this dirty work should be handled by frontend framework early.
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.
We always use unicode internally. Any dirty work of conversion with other codec should be handled by frontend framework (Qt). Further more, ShiftJIS/CP1252 are not special (they are not code set used by 3ds, or any guest/host dependencies we have), so there is no reason to specifically include them
Qt provides an overload of tr() that operates on quantities in relation
to pluralization. This also allows the translation to adapt based on the
target language rules better.
For example, the previous code would result in an incorrect translation
for the French language (which doesn't use the pluralized version of
"result" in the case of a total of zero. While in English it's
correct to use the pluralized version of "result", that is, "results"
---
For example:
English: "0 results"
French: "0 résultat" (uses the singular form)
In French, the noun being counted is singular if the quantity is 0 or 1.
In English, on the other hand, if the noun being counted has a quantity
of 0 or N > 1, then the noun is pluralized.
---
For another example in a language that has different counting methods
than the above, consider English and Irish. Irish has a special form of
of a grammatical number called a dual. Which alters how a word is
written when N of something is 2. This won't appear in this case with a
direct number "2", but it would change if we ever used "Two" to refer to
two of something. For example:
English: "Zero results"
Irish: "Toradh ar bith"
English: "One result"
Irish: "Toradh amháin"
English: "Two results"
Irish: "Dhá thorthaí" <- Dual case
Which is an important distinction to make between singular and plural,
because in other situations, "two" on its own would be written as "dó"
in Irish. There's also a few other cases where the order the words are
placed *and* whether or not the plural or singular variant of the word
is used *and* whether or not the word is placed after or between a set
of numbers can vary. Counting in Irish also differs depending on whether or not
you're counting things (like above) or counting people, in which case an
entirely different set of numbers are used.
It's not important for this case, but it's provided as an example as to why one
should never assume the placement of values in text will be like that of
English or other languages. Some languages have very different ways to
represent counting, and breaking up the translated string like this
isn't advisable because it makes it extremely difficult to get right
depending on what language a translator is translating text into due to
the ambiguity of the strings being presented for translation.
In this case a translator would see three fragmented strings on
Transifex (and not necessarily grouped beside one another, but even
then, it would still be annoying to decipher):
- "of"
- "result"
- "results"
There is no way a translator is going to know what those sets of words
are actually used for unless they look at the code to see what is being
done with them (which they shouldn't have to do).
This was very likely intended to be a logical OR based off the
conditioning and testing of inversion in one case.
Even if this was intentional, this is the kind of non-obvious thing one
should be clarifying with a comment.
Multi-line doc comments still need the '<' after the ///, otherwise it's
treated as a regular comment and makes the original doc comment broken
in viewers, IDEs, etc. While we're at it, also fix some typos in the
comments.
While likely very uncommon, this sanitizes the input and does nothing in
the event of the length being equal to or less than zero, avoiding
constructing a std::string when there's no need to. It also avoids an
out-of-memory scenario, as a negative value would wrap around to its
equivalent unsigned representation in std::string's constructor.
e.g. If someone was silly and a length of -1 was specified, this would
make a string with a length of 0xFFFFFFFFFFFFFFFF on a 64-bit platform,
which will obviously eventually fail due to the allocation being way too
large.
Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
* Add ZeroMQ external submodule
* ZeroMQ libzmq building on macOS
* Added RPC namespace, settings and logging
* Added request queue handling and new classes
* Add C++ interface to ZeroMQ
* Added start of ZeroMQ RPC Server implementation.
* Request construction and callback request handling
* Read and write memory implementation
* Add ID to request format and send reply
* Add RPC setting to macOS UI
* Fixed initialization order bug and added exception handling
* Working read-write through Python
* Update CMakeLists for libzmq to resolve target name conflict on Windows
* Platform-specific CMake definitions for Windows/non-Windows
* Add comments
* Revert "Add RPC setting to macOS UI"
* Always run RPC server instead of configurable
* Add Python scripting example. Updated .gitignore
* Rename member variables to remove trailing underscore
* Finally got libzmq external project building on macOS
* Add missing dependency during libzmq build
* Adding more missing dependencies [skip ci]
* Only build what is required from libzmq
* Extra length checks on client input
* Call InvalidateCacheRange after memory write
* Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python.
* Re-organized RPC static global state into a proper class. [skip ci]
* Make sure libzmq always builds in Release mode
* Renamed Request to Packet since Request and Reply are the same thing
* Moved request fulfillment out of Packet and into RPCServer
* Change request thread from sleep to condition variable
* Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed.
* Move scripting files to dist/ instead of src/
* C++ code review changes for jroweboy [skip ci]
* Python code review changes for jroweboy [skip ci]
* Add docstrings and tests to citra.py [skip ci]
* Add host OS check for libzmq build
* Revert "Add host OS check for libzmq build"
* Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci]
* Add scripting directory to archive packaging [skip ci]
* Specify C/CXX compiler variables on MinGW build
* Only specify compiler on Linux mingw
* Use gcc and g++ on Windows mingw
* Specify generator for mingw
* Don't specify toolchain on windows mingw
* Changed citra.py to support Python 3 instead of Python 2
* Fix bug where RPC wouldn't restart after Stop/Start emulation
* Added copyright to headers and reorganized includes and forward declarations
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* Added a context menu on the buttons including Clear & Restore Default
* Allow clearing (unsetting) inputs. Added a Clear All button
* Allow restoring a single input to default (instead of all)
* Fix the issue that icons for owned games do not appear
* Fix the issue where you would double click on a room and connect to another
* Fix the issue that room name and nickname does not have size limitation
This change to floor() was made in 2927c88, which was a result of doing some hwtest. It turned out that it was buggy edge cases in PICA, and for most cases round() still applies
These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
Given these functions aren't intended to be used frequently, there's no
need to keep the std::string instances allocated for the whole lifetime
of the program. It's just a waste of memory.
Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
Shared fonts is no different from any other system archives, and there is not really any point to make a separate status for it. This also fixes the incorrect error message that was introduced when I made the UI text improvements.
* Add setting to switch between a fixed start time and the system time
Add clock settings to SDL
Make clock configureable in qt
Add a SharedPage handler class
Init shared_page_handler for tests
* Change authentication system to JWT
* Address review comments
* Get rid of global variable, fix some documentations, fix a bug when verificating
* Refactor PostJson to avoid code duplication
* Rename jwt_token, add functionality to request a new JWT when getting a 401
* Take bools by value instead of const reference
* Send request again when JWT is invalid and use forward declarations
* Omit brackets
Rather than having to type out the full std::map type signature, we can
just use a straightforward alias. While we're at it, rename
GetBreakpointList to GetBreakpointMap, which makes the name more
accurate. We can also get rid of unnecessary u64 static_casts, since
VAddr is an alias for a u64.
…class
Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.
This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
Instead, we make a proper registry class and house it within the main
window, then pass it to whatever needs access to the loaded hotkeys.
This way, we avoid a global variable, and don't need to initialize a
std::map instance before the program can do anything.
* kernel/event: Make data members private
Instead we can simply provide accessors to the required data instead of
giving external read/write access to the variables directly.
* fix compile error
* client_port: Make all data members private
These members don't need to be entirely exposed, we can instead expose
an API to operate on them without directly needing to mutate them
We can also guard against overflow/API misuse this way as well, given
active_sessions is an unsigned value.
* make the condition an assert
The minimum clang/GCC versions we support already support this. We can also
remove is_standard_layout(), as fread and fwrite only require the type to be
trivially copyable.
Using member variables for referencing the segments array increases the
size of the class in memory for little benefit. The same behavior can be
achieved through the use of accessors that just return the relevant
segment.
General moving to keep kernel object types separate from the direct
kernel code. Also essentially a preliminary cleanup before eliminating
global kernel state in the kernel code.
* Initial Discord RPC support
Build with Discord Presence ON
Fix RPC detection
Fix Time elapsed on pause; will now continue to count.
* Fix CI builds with compile flag
Addressed reviews
Fix silly mistakes
Fix 'Not in-game' display
class instead of namespace
Fix
Revamped
remove redundant code
Using Pimpl pattern
* Implement Null class
* Fix config updation
* Addressed All Reviews
* externals/discord-rpc : Updated to latest commit
- Can be used in either DynCom or Dynarmic mode
- Added support for threads
- Proper support for FPU registers
- Fix for NibbleToHex conversion that used to produce false error codes
- Fix for clang-format failing under Windows
* qt_themes: add two colorful themes
These two colorful themes are based on the Default and Dark themes, and contain icons that are colored rather than black and white. These icons come from https://icons8.com and they have been slightly revised by me. I'm pretty sure I was licensed to use them for Citra.
* Add license for icons
* NWM_UDS: use sizeof(<var being used>) instead of hard-coded type
Intend to fix#4090.
` node_map.node.second` type was changed to `u16` in #3985. However the type change wasn't reflected here. Should have used variable name instead to automatically do type change
* NWM_UDS: ... and also the node.first one
* NWM_UDS: ... and here
* Network: bump version because we changed UDS packet layout
* Update nwm_uds.cpp
These functions include reloading udp client, testing communication and configuring calibration. I also added a function to common/thread.h to use WaitFor.