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).
* 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
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
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
* 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
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.
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).
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.
* 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
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.
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.
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.
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.
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.
* 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