| Commit message (Collapse) | Author | Age | Files | Lines |
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- [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 <maranbr@eden-emu.dev>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
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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 <crueter@eden-emu.dev>
- [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 <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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(#4086)
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 <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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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 <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
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Do I need to writeout everything wrong with `dynamic_cast`?
Also the usual std::map -> `ankerl::unordered_dense::map` conversion, seems to work just fine - but of course test that updates/DLCs/mods/cheats/etc are still being applied :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3594
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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Adds the capability to add DLC and Updates without installing them to NAND. This was tested on Windows only and needs Android integration.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-authored-by: nekle <nekle@protonmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2862
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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Many users have been installing their base titles into NAND instead of adding them into the games list. This prevents users from installing any base titles and warns the user about the action.
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Brings us closer to enabling -Wshadow as an error in the core code.
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- This checks for and removes old updates or dlc based on title id. If a content meta nca exists within the registered cache, it will attempt to remove all the ncas associated with the content meta before installing a new update/dlc
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Our codebase uppercases member function names.
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Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
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installing content
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Used to determine StorageId source for application data.
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std::shared_ptr for InstallEntry()
These parameters don't need to utilize a shared lifecycle directly in
the interface. Instead, the caller should provide a regular reference
for the function to use. This also allows the type system to flag
attempts to pass nullptr and makes it more generic, since it can now be
used in contexts where a shared_ptr isn't being used (in other words, we
don't constrain the usage of the interface to a particular mode of
memory management).
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Creates a single KeyManager for the entire container and then passes it into the NCA constructor, eliminating several unnecessary KeyManager reads.
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* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
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Prevents a Entry from appearing in the list twice if the user has it installed in two places (e.g. User NAND and SDMC)
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shared_ptrs where applicable
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
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Aggregates multiple caches into one interface
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Cuts down on include dependencies, resulting in less files that need to
be rebuilt when certain things are changed.
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Returns the file before calling parser on it.
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Instead of defaulting to VfsRawCopy
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Manages NAND NCA get and install.
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