<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/src/core/file_sys/registered_cache.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2026-10-26T16:23:18+00:00</updated>
<entry>
<title>[core] Support block-compressed NSZ and XCZ (#4552)</title>
<updated>2026-10-26T16:23:18+00:00</updated>
<author>
<name>PavelBARABANOV</name>
<email>pavelbarabanov94@gmail.com</email>
</author>
<published>2026-10-26T16:23:18+00:00</published>
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<id>urn:sha1:58968bd1274d8ebb1f159ad31500dde8d74abea6</id>
<content type='text'>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
- Add NCZBLOCK (nsz -B / .xcz) reader: each read decodes only the covered blocks and re-encrypts CTR sections, no disk output.
- Allow installing solid .nsz to NAND via DecompressNCZForInstall (lazy, incremental decode with frontier, O(n) instead of O(n^2)).
- Accept BKTR updates with thousands of sections (MaxSectionCount = 0x10000).
- Wire .nsz/.xcz into loader, registered cache, scanner, and NAND install (content_manager.h), and reject solid NCZ from the game list.
- Bump the pinned zstd to 33618c8 in cpmfile.json, which includes the upstream AArch64 revert ([33618c89](https://github.com/facebook/zstd/commit/33618c89e511637f8a6ef955b3501766d71feb53)) for a ZSTD_decodeSequence branch optimization that could corrupt data on ARM64; without it, solid NCZ decoding on Android fails with "Data corruption detected".

NCZ format and CTR counter semantics follow the reference nsz tool and its
Rust port:
- https://github.com/nicoboss/nsz (Decompressor.py, BlockDecompressorReader.py)
- https://docs.rs/nsz-rs/0.3.0/src/nsz_rs/decompress.rs.html

The last-block edge case (decompressed size is an exact multiple of block
size) is handled as described in https://github.com/nicoboss/nsz/issues/210

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4552
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: Shinmegumi &lt;shinmegumi@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[fs] share parent resources with bundled programs (#4319)</title>
<updated>2026-09-18T21:48:35+00:00</updated>
<author>
<name>xbzk</name>
<email>xbzk@eden-emu.dev</email>
</author>
<published>2026-09-18T21:48:35+00:00</published>
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<id>urn:sha1:3c38afad74c751a949de0bcca9a51cfc11797f68</id>
<content type='text'>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Normal games are Applications;
Bundled games are Application + Programs;

We've been treating both as the same thing, calling both programs, and making programs unable to see settings and saves from application.

References:
https://switchbrew.org/wiki/Filesystem_services
https://switchbrew.org/wiki/NCM_services#ApplicationId
https://switchbrew.org/wiki/Super_Mario_3D_All-Stars
Ryujinx.HLE/HOS/ApplicationLoader.cs:GetMultiProgramInfo

UPDATE:

The first version was a big rework to make AppId/ProgId concepts proper, and it was successful in most tests, but it caused a regression with applets, which are programs that breed straight from no application.
In order to simplify things i've reverted all the rework, added a helper to identify whether a program has a parent Application and bounded it to it's proper stores.

Although this is no big deal coz it doesn't have impact on emulation, it permeates to several routines, so it needs to be tested broadly. Applets, Normal games, Bundled games, Blobbed NSPs/XCIs, Mods, Updates, Saves, DLCs,.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4319
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[common] Switch to boost::unordered_flat containers (#4326)</title>
<updated>2026-08-31T00:58:09+00:00</updated>
<author>
<name>crueter</name>
<email>crueter@eden-emu.dev</email>
</author>
<published>2026-08-31T00:58:09+00:00</published>
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<id>urn:sha1:7fda6dde73ab9fa1eab40d43c90720a1d9ba054f</id>
<content type='text'>
Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.

Also adds an abstraction layer in `Common` so future changes are quicker
and easier.

Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
  ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if

This should be about equal or superior performance as unordered_dense for everything except iteration.

Signed-off-by: crueter &lt;crueter@eden-emu.dev&gt;

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[core, hle, video_core, memory] Improve multi-process, display layers, dynamic shader cache and rework overlay (#4238)</title>
<updated>2026-08-28T23:04:02+00:00</updated>
<author>
<name>Maufeat</name>
<email>sahyno1996@gmail.com</email>
</author>
<published>2026-08-28T23:04:02+00:00</published>
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<id>urn:sha1:54cd5fb8ebf11b71c676b72a32811873caef20de</id>
<content type='text'>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

- Dynamic shader cache reloading capability for qlaunch
- Multi-process improvements (thanks to @frank1734), instead of just using the main application we now respect caller process (also did it for HID devices while I was at it)
- Layer stack masks &amp; shared buffer screenshot for video core, added different masks (screenshot, recording, etc.) this was discovered as an issue due to how in qlaunch the transition was not right between applications. May not be perfect but also fixes screenshots while using qlaunch
- Reworked overlay display management (input and visibility) - instead of random numbers as I've previously did, I decided to add an AppletZIndex enum for better readability. Also split capability of input by touch and gamepad.
- etc.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4238
Reviewed-by: Samuel &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[nce, fs] tico support, fix FS bug that would nuke entire 'switch' folder (#4086)</title>
<updated>2026-07-23T19:59:55+00:00</updated>
<author>
<name>xbzk</name>
<email>xbzk@eden-emu.dev</email>
</author>
<published>2026-07-23T19:59:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=b85f289048fc4ea3636761788e3126ab2e79d591'/>
<id>urn:sha1:b85f289048fc4ea3636761788e3126ab2e79d591</id>
<content type='text'>
Contains the minimal set of functionalities to allow tico installer succeed, and tico work normally EXCEPT for game launching (which me or someone else will investigate later)

First three commits are from PR 4012.

The other six, kinda dizzy to explain each one. All were implemented based on tico source, switchbrew and libnx.
Hopefully the commit messages will do.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4086
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
</content>
</entry>
<entry>
<title>[game_list] fix crash and flashing from the directory watcher (#4099)</title>
<updated>2026-06-16T14:20:02+00:00</updated>
<author>
<name>BoiledElectricity</name>
<email>james.dellamorte@gmail.com</email>
</author>
<published>2026-06-16T14:20:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=ce14fc91fb84c51650f57c059396756e1fc3c4cf'/>
<id>urn:sha1:ce14fc91fb84c51650f57c059396756e1fc3c4cf</id>
<content type='text'>
So the game list watcher could rebuild the content providers
(CreateFactories) while the populate worker was still scanning them, and
the worker would walk a torn-down RegisteredCache and segfault in
OpenFileOrDirectoryConcat. Fixed by stopping and joining the worker
before rebuilding.

On macOS the watcher also re-armed itself every populate. Re-adding the
same paths makes QFileSystemWatcher re-emit directoryChanged (the
FSEvent comes in async, so the blockSignals guard misses it), so it just
kept refreshing and the list flashed forever. Now it only re-arms when
the watched dirs actually changed.

Also null-guarded OpenFileOrDirectoryConcat so a torn-down cache cant
null-deref there.

Related: https://github.com/eden-emulator/Issue-Reports/issues/336
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4099
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[common] unify std::random_device (#3801)</title>
<updated>2026-03-31T18:12:41+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-03-31T18:12:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=ee2891c55e0386ae803aa4d09a4e3110db3143ef'/>
<id>urn:sha1:ee2891c55e0386ae803aa4d09a4e3110db3143ef</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3801
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[common/logging] Simplify logging logic and fix issues when logging before system is created (#3688)</title>
<updated>2026-03-12T17:29:15+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-03-12T17:29:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=395613b01f918b559f0a3b1718c78f81987c49d4'/>
<id>urn:sha1:395613b01f918b559f0a3b1718c78f81987c49d4</id>
<content type='text'>
- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual

I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.

there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file

now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-by: DraVee &lt;chimera@dravee.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[android/fs] external content loader + nca/xci patches (#3596)</title>
<updated>2026-03-04T21:51:35+00:00</updated>
<author>
<name>xbzk</name>
<email>xbzk@eden-emu.dev</email>
</author>
<published>2026-03-04T21:51:35+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=7f5de6bcd651f8145e4746c76d0531b6560fd5e4'/>
<id>urn:sha1:7f5de6bcd651f8145e4746c76d0531b6560fd5e4</id>
<content type='text'>
Foreword: WHY DON'T EVERYBODY USE ONE FOLDER FOR EACH GAME+CONTENTS? AIN'T THIS THE FORMAT GAMES COME WHEN YOU BUE THEM? DO YOU LIVE WITH ALL YOUR FRIENDS AND HAVE A 2ND HOUSE FOR ALL THE CHILDREN?

Nice, i feel better now.

This feat extends Maufeat's work on external content loading. It harmonically additions:
"...also, if in each game folder X, you find a folder Y, and in this folder Y you detect ONLY a single game, then mount all external content for that game found in that folder Y and its subfolders."
Permanent (not toggleable). External Content folders are supported equally.

Also:
-Reworked several routines for preserving single source of truth between android and other systems;
-Fixed the annoying unknown format error for content files, by providing proper format detection.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3596
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&gt;
Co-authored-by: xbzk &lt;xbzk@eden-emu.dev&gt;
Co-committed-by: xbzk &lt;xbzk@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[crypto] Atomize all traces of MbedTLS, and require OpenSSL 3+ (#3606)</title>
<updated>2026-02-23T01:50:13+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-02-23T01:50:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=0a687b82d49f5b944379ce2522c8f7778150b034'/>
<id>urn:sha1:0a687b82d49f5b944379ce2522c8f7778150b034</id>
<content type='text'>
Closes #3137
Closes #3465

- Replace all mbedtls usage with OpenSSL
- require OpenSSL
- Up OpenSSL version to 3, cuz that's what we actually need...

CAVEATS:
- httplib also now required
- other ssl backends for svc are unused, maybe remove later
  * To be fair, our CI never used them anyways. And we never tested those

TESTERS PLEASE TEST:
- All games and applets boot
- Boot, load, exit, etc. times

Co-authored-by: crueter &lt;crueter@eden-emu.dev&gt;
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-authored-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3606
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: DraVee &lt;dravee@eden-emu.dev&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
</feed>
