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.
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.
* 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
* 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
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.