| Commit message (Collapse) | Author | Age | Files | Lines |
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LooseDumpSize was removed, leaving path unused in addEntry. MSVC treats this as error C5233 through /we5233.
Assisted-by: Codex (diagnosis and one-line fix)
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Flat-list mode deletes unused directory items as queued events are processed. Copy the directory type before queuing that handoff so the worker never reads a directory the GUI may have already deleted.
Assisted-by: Codex (review, implementation and automated validation)
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Defer RomFS construction, reuse one discovery result, omit recursive folder sizing, and release rows discarded by cancellation. Add scan suspension and regression coverage for extracted layouts and Unicode paths.
Assisted-by: Codex (implementation, selective integration and automated validation)
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* game_list: don't free the worker while it is processing events
OnPopulatingCompleted runs a nested event loop from inside
GameListWorker::ProcessEvents. If the directory watcher fires there, the
repopulate destroys the worker while ProcessEvents is still on the stack
and the next lock hits a freed mutex. Stop the worker synchronously but
free it with deleteLater, and stop ProcessEvents once it has been
replaced.
Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message)
* Fix Switch 2 heap limits and game list reloads during emulation
- SetHeapSize rejected heaps of 8 GiB or more (Switch 1's MainMemorySizeMax),
so Switch 2 titles that size their heap from the 12 GiB layout (Pokopia
asks for 9.5 GiB) got ResultInvalidSize and aborted with 2001-0101. Allow
up to the memory the active layout provides.
- Grow the 39-bit heap region from 8 to 16 GiB so such a heap fits.
- Skip watcher-driven game list reloads while a game runs: Repopulate calls
CreateFactories, which replaces content providers the running game reads
(segfault in ContentProviderUnion::GetEntry). Stopping emulation already
repopulates the list.
Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message)
* nx2: answer aud:u 1 with an IAudioOutManager
nn::audio::OpenAudioOut gets its manager from aud:u command 1 and calls
OpenAudioOut through slot 1 of the returned object. The auto stub
returned no object, so Pokopia jumped through a null vtable 5 s into boot
and never got past its first frame.
Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message)
* nx2: add a stpl:u (stream play) stub with a user service
nn::streamplay::detail::GetUserService opens a session with stpl:u 0
and attaches a system event to the handle command 300 returns. The
generic missing-service stub returned no session, so Pokopia's first
nn::streamplay call jumped through null right after audio setup.
Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message)
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probe the standard loose dump layouts (<game>/exefs/main and
<game>/updates/<title id>/exefs/main) when a scan folder contains a
directory, skip the title-ID folder level when naming loose dumps
after their game folder
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A dumped ExeFS (<game>/exefs/main) has no control data, so it showed up
without a title. Use the game folder's name instead, with "(update)"
for <game>/updates/exefs/main.
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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.
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- 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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continuation of #309 but applying to even more files than before :)
also makes them lowercase because `0xfafafa` is better as `0XFAFAFA`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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if we are REALLY going thru for removing the entire game compat list
subsystem, we ought to remove the setting itself
I kept this PR separate because we MAY want to introduce emuready
compatibility, so keeping the setting will keep compatibility with
older setting files from users...
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4202
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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we have no use for it
it's dead code
most of the time users just complain about how the list isn't updated
ok so what if we update it? great now its more noise added to the git, awesome
even if we constantly update it, we introduce new breakage that makes keeping
track of things extremely difficult
either we integrate with emuready (would violate self containment principles)
or we integrate with emuready in a similar fashion to eden news outlet
(where we cache the list with some TTL of like 60 mins or whatever)
that would be better respecting of "self containment" but would probably
require having a quick way to update the list additively, probably filtered to the user's
device instead of a global thing, and i dont think emuready has that granularity
nor we have the "connect this to that" for the api stuffs
another (which is what i propose here) is throw everything out of the window
until someone can come up with something better
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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Adds a basic carousel view, or essentially a horizontal list a la Android/Qt Quick.
Lacks a lot of niceties like autoscroll, smooth shifts, etc. Will work on those later
Also fixed a bug introduced recently that capped game icon size to 8 at the low end, breaking the None option
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4112
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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flickering (#4106)
- Remove unnecessary icon update code (the UI reloads this stuff anyways); test on Windows please
- Cleaned up a bunch of duplicated/unused code within the game list
- Fix the game list constantly reloading on macOS
* When you reconstruct the entire directory list on the watcher the directoryChanged signal fires on macOS--seems like a behavioral change that occurred somewhere in the 6.8 release cycle--and it would enter an infinite loop very quickly
* To fix this, only the differences between the current and old watch list are accounted for on both ends.
* Since this bug is now fixed, macOS uses Qt 6.11.1 now. Should theoretically improve our situation.
- Fix the external content watcher crashing; the worker would attempt to read files that didn't exist without any bounds since its cache was still pointing to that file.
This supersedes and replaces #4099.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4106
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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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 <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Closes #3480
moves the game list model/worker/private stuff to qt_common for later
use in QML
- `qt_common/game_list/model.{cpp,h}` is the model
- `yuzu/game/game_{grid,tree}.*` are the views
- `yuzu/game/game_list.cpp` is the presenter
This was done very lazily in a manner that "works" while largely
maintaining existing structure as much as possible. Most of it is
copy-paste, with some bonus reworks/cleanups thrown in.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4042
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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