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