| Commit message (Collapse) | Author | Age | Files | Lines |
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Mario Kart World 1.8.0 reported 1.0.0: GetDisplayVersion only knew
installed titles' metadata, and a loose ExeFS/RomFS dump has none. The
dump's version now comes from its control.nacp (in ExeFS, or up to three
directories above it), else from RomFS
System/Resource/ResourceSizeTable.Product.NNN (Mario Kart World has no
NACP; Product.180 is 1.8.0). Folder names are never parsed.
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'main' is also a valid NSO, so IdentifyFile picked the single-NSO loader,
which skips main.npdm, rtld and the sdk modules and then crashes writing
into an uninitialised process. Prefer the ExeFS directory loader when the
file is named main and sits in an ExeFS.
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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.
-------------------
- 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 <camillelavey99@gmail.com>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
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dynamic shader cache and rework overlay (#4238)
- [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 & 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 <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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system is created (#3688)
- 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 <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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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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IsIntegral) with libstdc++ equivalents (#290)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/290
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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that are used rarely (#330)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/330
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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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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Adds support for loading games with multiple programs embedded within such as the Dragon Quest 1+2+3 Collection
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std::filesystem (#6270)
* common: fs: fs_types: Create filesystem types
Contains various filesystem types used by the Common::FS library
* common: fs: fs_util: Add std::string to std::u8string conversion utility
* common: fs: path_util: Add utlity functions for paths
Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library
* common: fs: file: Rewrite the IOFile implementation
* common: fs: Reimplement Common::FS library using std::filesystem
* common: fs: fs_paths: Add fs_paths to replace common_paths
* common: fs: path_util: Add the rest of the path functions
* common: Remove the previous Common::FS implementation
* general: Remove unused fs includes
* string_util: Remove unused function and include
* nvidia_flags: Migrate to the new Common::FS library
* settings: Migrate to the new Common::FS library
* logging: backend: Migrate to the new Common::FS library
* core: Migrate to the new Common::FS library
* perf_stats: Migrate to the new Common::FS library
* reporter: Migrate to the new Common::FS library
* telemetry_session: Migrate to the new Common::FS library
* key_manager: Migrate to the new Common::FS library
* bis_factory: Migrate to the new Common::FS library
* registered_cache: Migrate to the new Common::FS library
* xts_archive: Migrate to the new Common::FS library
* service: acc: Migrate to the new Common::FS library
* applets/profile: Migrate to the new Common::FS library
* applets/web: Migrate to the new Common::FS library
* service: filesystem: Migrate to the new Common::FS library
* loader: Migrate to the new Common::FS library
* gl_shader_disk_cache: Migrate to the new Common::FS library
* nsight_aftermath_tracker: Migrate to the new Common::FS library
* vulkan_library: Migrate to the new Common::FS library
* configure_debug: Migrate to the new Common::FS library
* game_list_worker: Migrate to the new Common::FS library
* config: Migrate to the new Common::FS library
* configure_filesystem: Migrate to the new Common::FS library
* configure_per_game_addons: Migrate to the new Common::FS library
* configure_profile_manager: Migrate to the new Common::FS library
* configure_ui: Migrate to the new Common::FS library
* input_profiles: Migrate to the new Common::FS library
* yuzu_cmd: config: Migrate to the new Common::FS library
* yuzu_cmd: Migrate to the new Common::FS library
* vfs_real: Migrate to the new Common::FS library
* vfs: Migrate to the new Common::FS library
* vfs_libzip: Migrate to the new Common::FS library
* service: bcat: Migrate to the new Common::FS library
* yuzu: main: Migrate to the new Common::FS library
* vfs_real: Delete the contents of an existing file in CreateFile
Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now.
* input_profiles: Don't iterate the input profile dir if it does not exist
Silences an error produced in the log if the directory does not exist.
* game_list_worker: Skip parsing file if the returned VfsFile is nullptr
Prevents crashes in GetLoader when the virtual file is nullptr
* common: fs: Validate paths for path length
* service: filesystem: Open the mod load directory as read only
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Now that we have most of core free of shadowing, we can enable the
warning as an error to catch anything that may be remaining and also
eliminate this class of logic bug entirely.
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During the transition to make the error dialog translatable, I
accidentally got rid of the conversion to ResultStatus, which prevented
operator<< from being invoked during formatting.
This adds a function to directly retrieve the result status string
instead so that it displays again.
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With this, only 19 usages of the global system instance remain within
the core library.
We're almost there.
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Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.
This also allows for high-traffic FS related code to alias the
filesystem function namespace as
namespace FS = Common::FS;
for more concise typing.
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This makes it more inline with its currently unavailable standardized
analogue std::derived_from.
While we're at it, we can also make the template match the requirements
of the standardized variant as well.
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Relies on #4465 for concept.h Common::IsBaseOf
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While we're at it, we can also toss out the leftover capability parsing
from Citra.
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If a malformed NSO is attempted to be loaded, we shouldn't continue
onwards. We should be reporting an error and bailing out.
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Reads the update included with the game if it has one and adds the new ErrorNoPackedUpdate status.
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Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
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file_sys: Add support for registration format
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Needed to avoid mismatch filetype warnings on split NAND NCAs
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We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
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These mappings are leftovers from citra and don't apply to the Switch.
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GetMessageForResultStatus takes a u16, not a size_t.
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Full list of new errors and descriptions in core/loader/loader.h
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RealVfsFile inherits from VfsFile, the instance from std::make_shared is
already compatible with the function argument type, making the copy
constructor call unnecessary.
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Avoids unnecessary construction of std::string instances where
applicable.
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These weren't adjusted when VFS was introduced
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