- Jun 27, 2015
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Emmanuel Gil Peyrot authored
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- Jun 17, 2015
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bunnei authored
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- May 21, 2015
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Emmanuel Gil Peyrot authored
Kernel: Fix a warning introduced with ResourceLimit, and remove the fallback code to prevent it from happening again.
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- May 15, 2015
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Subv authored
Implemented svcs GetResourceLimit, GetResourceLimitCurrentValues and GetResourceLimitLimitValues. Note that the resource limits do not currently keep track of used objects, since we have no way to distinguish between an object created by the application, and an object created by some HLE module once we're inside Kernel::T::Create.
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- May 09, 2015
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Yuri Kunde Schlesner authored
This has been obsoleted by the field in Process.
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Yuri Kunde Schlesner authored
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- May 07, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- May 01, 2015
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bunnei authored
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- Feb 12, 2015
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Subv authored
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- Feb 02, 2015
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Yuri Kunde Schlesner authored
During normal operation, a thread waiting on an WaitObject and the object hold mutual references to each other for the duration of the wait. If a process is forcefully terminated (The CTR kernel has a SVC to do this, TerminateProcess, though no equivalent exists for threads.) its threads would also be stopped and destroyed, leaving dangling pointers in the WaitObjects. The solution is to simply have the Thread remove itself from WaitObjects when it is stopped. The vector of Threads in WaitObject has also been changed to hold SharedPtrs, just in case. (Better to have a reference cycle than a crash.)
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Jan 30, 2015
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Yuri Kunde Schlesner authored
It was only being used in two places, where it was replaced by a local constant.
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Yuri Kunde Schlesner authored
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- Jan 22, 2015
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bunnei authored
- ReleaseNextThread->WakeupNextThread - ReleaseAllWaitingThreads->WakeupAllWaitingThreads.
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
- Separate wait checking from waiting the current thread - Resume thread when wait_all=true only if all objects are available at once - Set output to correct wait object index when there are duplicate handles
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bunnei authored
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bunnei authored
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- Jan 21, 2015
- Jan 09, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Subv authored
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- Dec 28, 2014
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Yuri Kunde Schlesner authored
This handle manager more closely mirrors the behaviour of the CTR-OS one. In addition object ref-counts and support for DuplicateHandle have been added. Note that support for DuplicateHandle is still experimental, since parts of the kernel still use Handles internally, which will likely cause troubles if two different handles to the same object are used to e.g. wait on a synchronization primitive.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Dec 21, 2014
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purpasmart96 authored
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- Dec 20, 2014
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Yuri Kunde Schlesner authored
This boots a few (mostly Nintendo 1st party) games further.
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- Dec 18, 2014
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Subv authored
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information Got rid of the code duplication in File and Directory Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive. FS_U: Use the correct error code when a file wasn't found
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- Dec 15, 2014
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Yuri Kunde Schlesner authored
This is a first step at fixing the conceptual insanity that is our handling of service and IPC calls. For now, interfaces still directly derived from Session because we don't have the infrastructure to do it properly. (That is, Processes and scheduling them.)
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- Dec 13, 2014
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Lioncash authored
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Yuri Kunde Schlesner authored
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- Dec 04, 2014
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Lioncash authored
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