This was incorrect behavior that somehow found its way to 3dbrew. The correct behavior is to sleep until the port becomes available again and then return a session to it.
This is currently unimplemented due to the inability to put a guest thread to sleep during HLE requests.
The correct behavior was reverse engineered by TuxSH a while ago but we never corrected the code in citra.
Kernel/Arbiters: When doing ArbitrateAddress(Signal), always pick the highest priority thread, using the first one that was put to sleep if more than one thread with the same highest priority exists.
The real kernel requires services to set up their static buffer targets ahead of time. This implementation does not require that and will simply create the storage for the buffers as they are processed in the incoming IPC request.
Static buffers are kept in an unordered_map keyed by their buffer id, and are written into the already-setup area of the request thread when responding an IPC request.
This fixes a regression (crash) introduced in #2992.
This PR introduces more warnings due to the [[deprecated]] attribute being added to void PushStaticBuffer(VAddr buffer_vaddr, size_t size, u8 buffer_id); and VAddr PopStaticBuffer(size_t* data_size);
The error code 0xC920181A will be returned by svcReplyAndReceive when the wakeup callback runs.
This lets LLE services be properly notified of clients closing the connection so they can end their handler threads instead of letting them linger indefinitely, taking up connection slots in their parent port.
With this commit, you can run native applets if they are in the correct folder of your virtual NAND.
Trying to exit the applet will currently cause an invalid read loop due to svcExitProcess not being implemented.
The table was taken from the real APT service, but is incomplete due to the sheer amount of data it contains. There's 29 applets with 7 possible titleids. This table should be filled as needed.
This descriptor requires the target process to set up a "receive buffer" beforehand, where the input data will be written to when the descriptor is processed.
The real kernel's ReplyAndReceive will retry the call until one of the objects can be acquired without causing a translation error, this is not currently implemented and the code will instead assert that the translation was a success.
An HLE service function that wants to perform an async operation should put the caller guest thread to sleep using SleepClientThread, passing in a callback to execute when the thread is resumed.
SleepClientThread returns a ThreadContinuationToken that should be stored and used with ContinueClientThread to resume the guest thread when the host async operation completes.
This change makes for a clearer (less confusing) path of execution in the scheduler, now the code to execute when a thread awakes is closer to the code that puts the thread to sleep (WaitSynch1, WaitSynchN). It also allows us to implement the special wake up behavior of ReplyAndReceive without hacking up WaitObject::WakeupAllWaitingThreads.
If savestates are desired in the future, we can change this implementation to one similar to the CoreTiming event system, where we first register the callback functions at startup and assign their identifiers to the Thread callback variable instead of directly assigning a lambda to the wake up callback variable.
Don't automatically assume that Thread::Create will only be called when the parent process is currently scheduled. This assumption will be broken when applets or system modules are loaded.
Only use the HLE interface if an HLE applet with the desired id was started.
This commit reorganizes the APT code surrounding parameter creation and delivery to make it easier to support LLE applets in the future.
As future work, the HLE applet interface can be reworked to utilize the same facilities as the LLE interface.
The loaders now register each loaded ROM with the SelfNCCH factory, which keeps the data around for the duration of the emulation session.
When opening the SelfNCCH archive, the factory queries the current program's programid and uses that as a key to the map that contains the NCCHData structure (RomFS, Icon, Banner, etc).
3dsx files do not have a programid and will use a default of 0 for this value, thus, only 1 3dsx file with RomFS is loadable at the same time.
* Services/UDS: Added a function to generate the EAPoL-Start packet body.
* Services/UDS: Added filter for beacons.
* Services/UDS: Lock a mutex when accessing connection_status from both the emulation and network thread.
* Services/UDS: Handle the Association Response frame and respond with the EAPoL-Start frame.
* fixup: make use of current_node, changed received_beacons into a list, mutex and assert corrections
* fixup: fix damn clang-format
As per 3dbrew:
"During Home Menu start-up it uses APT:PrepareToStartNewestHomeMenu. If that doesn't return an error(normally NS returns 0xC8A0CFFC for that), Home Menu starts a hardware reboot with APT:StartNewestHomeMenu etc. "
We need to know what is being run so we can set the APT parameter destination AppId correctly.
Delaying the preparation of the parameter until we know which AppId is running lets us support booting both the Home Menu and normal game Applications.