* apt: Implement additional library applet state management.
* kernel: Clear process handle table on exit.
* apt: Implement system applet commands.
* apt: Pop MediaType from command buffers with correct size.
* apt: Improve accuracy of parameters and HLE applet lifecycle.
* apt: General cleanup.
* file_sys: Make system save data open error code more correct.
Not sure if this is the exact right error code, but it's at least
more correct than before as Game Notes will now create its system
save data instead of throwing a fatal error.
* apt: Fix launching New 3DS Internet Browser.
* frd: Correct fix to GetMyScreenName response.
* Services/APT: Implemented PrepareToStartApplication and StartApplication.
This allows games to be launched from the Home Menu, however, there is still a bug with the GSP where the Home Menu doesn't release the GPU rights. It is unknown if the Home Menu should terminate itself after launching a new application.
To get the Home Menu to not hang when launching stuff, you need to have config block 0xF0006 (size 40 flags 8) in your config savegame, it doesn't matter if it's filled with zeros.
* Services/APT: Implement WakeupApplication.
With this, the Home Menu is now able to launch games when using an LLE NIM imlementation.
* Services/APT: Reset the app_start_parameters after launching the application with StartApplication.
* Services/APT: Simplify the StartApplication code by directly calling WakeupApplication.
---------
Co-authored-by: Subv <subv2112@gmail.com>
* Initial plugin loader support
* More plugin loader progress
* Organize code and more plugin features
* Fix clang-format
* Fix compilation and add android gui
* Fix clang-format
* Fix macos build
* Fix copy-paste bug and clang-format
* More merge fixes
* Make suggestions
* Move global variable to static member
* Fix typo
* Apply suggestions
* Proper initialization order
* Allocate plugin memory from SYSTEM instead of APPLICATION
* Do not mark free pages as RWX
* Fix plugins in old 3DS mode.
* Implement KernelSetState and notif 0x203
* Apply changes
* Remove unused variable
* Fix dynarmic commit
* Sublicense files with MIT License
* Remove non-ascii characters from license
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
* Add setting for system time offset
Add a setting to displace citra system time by days, hours, minutes
or seconds
Add UI for the setting which is only visible when clock is set to
system time
Change core/settings.h to include the setting
* Add system time offset to kernel
Actually makes use of the time offset.
* Fix time offset calculatioon in core/movie.cpp
* Replace C++20 chrono::days with seconds
Hopefully fixes the build.
* Fix socket poll and handling in windows
* Fix clang
* Add guest timing adjust
* Use platform independent time fetch
* Use proper type in time_point
* Fix ambiguous function call
* Do suggestions
* Take cpu_clock_scale into account in tick adjust
previous changes had forced every single user to use custom
directories for NAND and SDMC. Those paths were saved to the
config file and would interact badly with portable builds.
Games will sometimes use these when representing open right bounds
and so disallowing it caused regressions, with a notable example
being when MemoryFill is called to the end of vram, causing an
"invalid end address" error.
This had been noted on a comment in GetPhysicalRef prior to the
regression.
* Convert Input Count to Frame Count
While recording or playing a movie file, the left side of the status bar currently displays an input counter which shows how many times the emulator has polled for button inputs during the movie. This information is far less easily understandable and less useful for TASing compared to a frame count. The frame count has a linear relationship with input count that can be expressed with Frame Count = 0.255689103308912 * Input Count. Simply put, instead of having a counter that goes up by 3 or 4 every frame, this makes it a counter that goes up by exactly 1 every frame.
* Update movie.cpp
* Update movie.cpp
* Fixing clang-format errors
* Update movie.cpp
Did not realize that the frame rate was defined as a constant somewhere in the source code. This makes this conversion far less sketchy.
* Update movie.cpp
* In older `httplib`, SSL connections were not handled correctly and
will have issues with proxy servers. Also, keep alive directives were
not available back then, which is probably necessary to implement
HTTP_C service correctly.
* Another reason being `httplib` now requires OpenSSL 1.1+ API while
LibreSSL 2.x provided OpenSSL 1.0 compatible API.
* The bundled LibreSSL has been updated to 3.2.2 so it now provides
OpenSSL 1.1 compatible API now.
* Also the path hint has been added so that it will find the correct
path to the CA certs on *nix systems.
* An option is provided so that *nix system distributions/providers can
use their own SSL implementations when compiling Yuzu/Citra to
(hopefully) complies with their maintenance guidelines.
* LURLParse is also removed since `httplib` can handle
`scheme:host:port` string itself now.
When the vector is empty, using `&vec[0]` involves undefined behaviour. While that works fine most of the time, Flatpak builds aborted on a failed `__builtin_expect`.
I searched for such occurences across the codebase with the regex `(?<!&)&\w+\[0\]` and fixed those that would potentially cause issues.
Previously the movie was started *after* core starts running, causing potential indeterminism.
Some desyncs are still not fixed; they may be caused by core timing. More investigation is required.
Since we do not have an overlay yet, it can be confusing whether movie is being recorded or played. This makes it clear.
Status messages (e.g. system archive missing) will be overriden, but that shouldn't be too important when recording movies.
Doubled the status bar updating frequency to provide a better experience. It now updates every second.
This is completely rebuilt, in order to allow setting author, displaying movie metadata, and toggling read-only mode.
The UX is changed to more closely match other emulators' behaviour. Now you can only record/play from start/reset (In the future, we might want to introduce 'record from savestate')
Also fixed a critical bug where movie file can be corrupted when ending the recording while game is still running.
Instead of specifying it when starting playback. This is necessary as
you can end up playing the movie even if you started as Recording
(for example, loading a state in R/O mode will switch to Playing mode)
Most other emulators handle this automatically in the frontend,
booting/restarting the corresponding game instead of reporting an error.
Therefore, remove these checks and errors from the module.
These fields are included in most emulators and required by TASVideos.
`input_count` is implemented by counting the number of 'PadAndCircle' states, as this is always polled regularly and can act as a time/length indicator.
TASVideos also require the input count/frame count to be verified by the emulator before playback, which is also implemented in this commit.
The read-only mode switch affects how movies interact with savestates after you start a movie playback and load a savestate. When you are in read-only mode, the movie will resume playing from the loaded savestate. When you are in read+write mode however, your input will be recorded over the original movie ('rerecording'). If you wish to start rerecording immediately, you should switch to R+W mode, save a state and then load it.
To make this more user-friendly, I also added a unique ID to the movies, which allows each movie to have an individual set of savestate slots (plus another set for when not doing any movies). This is as recommended by staff at TASVideos.
Given this is a central class, we should flag cases where the return
value of some functions not being used is likely a bug.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
Follows the video core PR. fmt doesn't require casts for enum classes
anymore, so we can remove quite a few casts.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
* service/apt: Add GetModule and GetAppletManager
These will be used to retrieve and set deliver args across system resets (which are currently implemented as complete restarts)
* applet_manager: Implement DeliverArg
`flags` was added to `ApplicationJumpParameters` as flags 0x2 is handled differently from 0x0.
* service/apt: Add ReceiveDeliverArg, implement GetStartupArgument
Some based on guesses.
* Address review comments
* kernel/thread: Change owner_process to std::weak_ptr
Previously this leaked almost all kernel objects. In short, Threads own Processes which own HandleTables which own maps of Objects which include Threads.
Changing this to weak_ptr at least got the camera interfaces to destruct properly. Did not really check the other objects though, and I think there are probably more leaks.
* hle/kernel: Lock certain objects while deserializing
When deserializing other kernel objects, these objects (`MemoryRegion`s and `VMManager`s) can possibly get modified. To avoid inconsistent state caused by destructor side-effects, we may as well simply lock them until loading is fully completed.
* Fix silly typo
Somehow this didn't break?!
Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
The deep recursion has caused issues in certain games with large numbers of files, especially with MSVC builds.
Previously the recursion depth is about equal to the number of files present. With this the depth should be about equal to the maximum depth of the directory structure of the RomFS.
The general pattern is to mark mutexes as mutable when it comes to
matters of constness, given the mutex acts as a transient member of a
data structure.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
The settings.h file doesn't actually need all of the definitions
on cam.h, only some of the enums. They can, therefore, be separated
into another file, which is included by settings.h instead.
The other changes are fixing files that included settings.h and
depended on indirect includes from includes of includes of cam.h
In all usages of LogSetting(), string literals are provided.
std::string_view is better suited here, as we won't churn a bunch of
string allocations every time the settings are logged out.
While we're at it, we can fold LogSetting() into LogSettings(), given
it's only ever used there.
Co-Authored-By: Mat M. <lioncash@users.noreply.github.com>
* Change "Toggle Speed Limit" to toggle between 100% and a custom value
This will change the shortcut for "Toggle Speed Limit" to make it swap between 100% and the value of "Limit Speed Percent" in the config. Old functionality is still there, but renamed to "Unthrottle".
* Complete reimplementation of the function
* Fix something that didn't get saved correctly
* Fix missing indentation
* Rewrite to keep only a single QSpinBox
* Second rewrite
* set Unthrottled to 0 in the Qspinbox
* Hotkey for Unthrottle
* minor improvements to the design
* Apply suggestions from code review
Co-authored-by: Ben <bene_thomas@web.de>
* Default slider values
* clang-format fixes
* Prevent the speed slider from changing size
...when an element in its row has variable width.
* Change "Game Speed" to "Emulation Speed"
* Apply suggestions from code review
`game_speed` to` emulation_speed`
Co-authored-by: Valentin Vanelslande <vvanelslandedev@gmail.com>
* Fix for QSliders
* Revert "Prevent the speed slider from changing size"
This reverts commit ddaca2004484f1e024f49d2e6dc99ef5e261f64d.
* clang-format
...doesn't seem to stick to a choice
* Fix 2 for QSliders
Co-authored-by: B3n30 <benediktthomas@gmail.com>
Co-authored-by: Ben <bene_thomas@web.de>
Co-authored-by: Valentin Vanelslande <vvanelslandedev@gmail.com>
We can adjust the API to allow std::size_t indices, which simplifies
operating with standard container types. It also prevents truncation
warnings from occurring in these cases as well.
* archive: Make use of std::pair for OpenFileFromArchive
The tuple only makes use of two elements, so we can use a pair to
simplify the number of underlying template instantiations that need to
be done, while also simplifying the surrounding code.
* archive: Simplify MakeResult calls
MakeResult can deduce the contained result type based off the type of
the variable being passed to it, so explicitly specifying it is a little
verbose.