- Dec 27, 2018
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Zach Hilman authored
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- Dec 10, 2018
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Zach Hilman authored
Takes no input and returns the size as a u64. Needed by Katamari Damacy Reroll to boot.
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Lioncash authored
Based off RE, the backing code only ever seems to use 0-2 as the range of values 1 being a generic log enable, with 2 indicating logging should go to the SD card. These are used as a set of flags internally. Given we only care about receiving the log in general, we can just always signify that we want logging in general.
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- Dec 02, 2018
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Lioncash authored
We can just return a new instance of this when it's requested. This only ever holds pointers to the existing registed caches, so it's not a large object. Plus, this also gets rid of the need to keep around a separate member function just to properly clear out the union. Gets rid of one of five globals in the filesystem code.
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- Dec 01, 2018
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Lioncash authored
This is the same behavior-wise as DeleteDirectoryRecursively, with the only difference being that it doesn't delete the top level directory in the hierarchy, so given: root_dir/ - some_dir/ - File.txt - OtherFile.txt The end result is just: root_dir/
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- Nov 27, 2018
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David Marcec authored
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- Nov 26, 2018
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David Marcec authored
Changed logging to be "Log before execution", Added more error logging, all services should now log on some level
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- Nov 19, 2018
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Zach Hilman authored
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- Nov 16, 2018
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Lioncash authored
Keeps filesystem-related error codes in one spot.
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Zach Hilman authored
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- Nov 02, 2018
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Zach Hilman authored
Prevents unnecessary re-reads of the metadata and unnecessary temporary objects.
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- Oct 29, 2018
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Zach Hilman authored
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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Zach Hilman authored
Equates to yuzu_dir/dump/<title id>/
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Zach Hilman authored
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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Zach Hilman authored
Needed by Checkpoint. Returns an object that can iterate through all savedata on the system.
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Zach Hilman authored
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- Oct 27, 2018
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DeeJayBro authored
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- Oct 17, 2018
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Zach Hilman authored
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- Oct 16, 2018
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Lioncash authored
file_sys/registered_cache: Use unique_ptr and regular pointers instead of 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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- Oct 13, 2018
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Lioncash authored
filesystem: Make CreateFactories() and InstallInterface() take a VfsFilesystem instance by reference Neither of these functions alter the ownership of the provided pointer, so we can simply make the parameters a reference rather than a direct shared pointer alias. This way we also disallow passing incorrect memory values like nullptr.
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- Oct 05, 2018
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Zach Hilman authored
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- Oct 03, 2018
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Lioncash authored
Adds new functions that have been given names to the table. Information is based off what is provided on Switchbrew.
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- Sep 21, 2018
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Zach Hilman authored
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- Sep 19, 2018
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David Marcec authored
With these, `Nintendo Entertainment System - Nintendo Switch Online` loads
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- Sep 11, 2018
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Lioncash authored
When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
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- Sep 04, 2018
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Zach Hilman authored
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Zach Hilman authored
Aggregates multiple caches into one interface
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- Sep 02, 2018
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Lioncash authored
We don't need to do the lookup if the path is considered empty currently.
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- Sep 01, 2018
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Zach Hilman authored
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Zach Hilman authored
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- Aug 31, 2018
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Lioncash authored
The follow-up to e2457418, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
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- Aug 24, 2018
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Lioncash authored
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- Aug 23, 2018
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Zach Hilman authored
Allows frontend to create registration caches for use before a game has booted.
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Zach Hilman authored
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- Aug 21, 2018
- Aug 19, 2018
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Zach Hilman authored
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- Aug 12, 2018
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Zach Hilman authored
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- Aug 09, 2018
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Zach Hilman authored
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Zach Hilman authored
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