| Commit message (Collapse) | Author | Age | Files | Lines |
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file_sys/errors: Clean up error code values
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Rather than keeping around unused values, we can just introduce them as
needed.
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There's no real point to keeping the separate enum around, especially
given the name of the error code itself is supposed to document what the
value actually represents.
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Keeps filesystem-related error codes in one spot.
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Currently unclear what these do yet, will be researched at a later time when we want to implement palma.
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* Fixed priority switching edge case for handheld
We accidently used controller index instead of npad id
* Moved NPadIdToIndex
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csrng: Use random integer distribution instead of raw engine
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Prevents returning the same value every single call.
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kernel/thread: Deduplicate scheduler switching code
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The code in both places was the same verbatim, so we can extract it to a
function to deduplicate the logic.
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patch_manager: Add support for dumping uncompressed NSOs
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When enabled in settings, PatchNSO will dump the unmodified NSO that it was passed to a file named <build id>.nso in the dump root for the current title ID.
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Also adds UI option in Debug > Dump section, with the idea later things to be dumped (i.e. other game data or textures, etc) will use the same group box.
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Equates to yuzu_dir/dump/<title id>/
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service/audren_u: Forward RequestUpdateAuto through the same function as RequestUpdate
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RequestUpdate
Based off RE, they both currently go through the same codepath with no
difference in behavior.
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acc/profile_manager: Minor cleanup-related changes
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ParseUserSaveFile()
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Avoids relying on fmt always being indirectly included.
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service/acc: Correct error case within TrySelectUserWithoutInteraction()
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empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
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nfp: Correct erroneous sizeof expression within GetTagInfo()
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The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
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hid/npad: Add missing break in switch statement within Controller_NPad::OnUpdate
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Controller_NPad::OnUpdate()
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service: Mark MakeFunctionString with the [[maybe_unused]] attribute.
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When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
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svc: Use proper random entropy generation algorithm
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kernel/process: Migrate heap-related memory management out of the process class and into the vm manager
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Now that we've moved all of the heap-related stuff to the VMManager
class, we can unstub this function, as the necessary members are visible
now.
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class and into the vm manager
Avoids a breach of responsibilities in the interface and keeps the
direct code for memory management within the VMManager class.
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hle/audren_u: Implement Get/SetRenderingTimeLimit
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These appear to be a basic getter and setter pair, so these are fairly
trivial to implement and get out of the way.
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[ns|fsp_srv]: Implement various functions to boot Checkpoint
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Returns the raw NACP bytes and the raw icon bytes into a title-provided buffer. Pulls from Registration Cache for control data, returning all zeros should it not exist.
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An object to read SaveDataInfo objects, which describe a unique save on the system. This implementation iterates through all the directories in the save data space and uses the paths to reconstruct the metadata.
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Needed by Checkpoint. Returns an object that can iterate through all savedata on the system.
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Allows NRO homebrew to use the RomFS in the ASET section.
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Returns the raw bytes of the NACP file. Needed for GetApplicationControlData which returns the raw, unprocessed NACP to the game.
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csrng: Add config option to set RNG seed
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Implement GetClockSnapshot, ToPosixTime & ToPosixTimeWithMyRule
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Added instead of using a seperate PR to prevent conflicts
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Needed by megaman 11
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