- 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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- 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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- Aug 01, 2018
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Lioncash authored
Adds the basic skeleton for the remaining fsp services based off information provided by Switch Brew.
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- Jul 24, 2018
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Zach Hilman authored
* Regression and Mode Fixes * Review Fixes * string_view correction * Add operator& for FileSys::Mode * Return std::string from SanitizePath * Farming Simulator Fix * Use != With mode operator&
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- Jul 22, 2018
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Lioncash authored
Avoids unnecessary construction of std::string instances where applicable.
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- Jul 21, 2018
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Lioncash authored
Instead of using an unsigned int as a parameter and expecting a user to always pass in the correct values, we can just convert the enum into an enum class and use that type as the parameter type instead, which makes the interface more type safe. We also get rid of the bookkeeping "NUM_" element in the enum by just using an unordered map. This function is generally low-frequency in terms of calls (and I'd hope so, considering otherwise would mean we're slamming the disk with IO all the time) so I'd consider this acceptable in this case.
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- Jul 19, 2018
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Subv authored
It is unknown if this is correct behavior, but it makes sense and fixes a regression with Stardew Valley.
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Lioncash authored
Avoids unnecessary atomic reference count incrementing and decrementing
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Lioncash authored
This is simply a basic value check as opposed to potentially doing string based operations (unlikely, but still, avoiding it is free).
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Lioncash authored
This was just an artifact missed during PR review.
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Zach Hilman authored
* Virtual Filesystem * Fix delete bug and documentate * Review fixes + other stuff * Fix puyo regression
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- Jul 18, 2018
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Lioncash authored
Previously this wouldn't compile, since no such function named SaveStructDebugInfo() exists.
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- Jul 17, 2018
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Zach Hilman authored
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- Jul 08, 2018
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- Jul 06, 2018
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Zach Hilman authored
* Add VfsFile and VfsDirectory classes * Finish abstract Vfs classes * Implement RealVfsFile (computer fs backend) * Finish RealVfsFile and RealVfsDirectory * Finished OffsetVfsFile * More changes * Fix import paths * Major refactor * Remove double const * Use experimental/filesystem or filesystem depending on compiler * Port partition_filesystem * More changes * More Overhaul * FSP_SRV fixes * Fixes and testing * Try to get filesystem to compile * Filesystem on linux * Remove std::filesystem and document/test * Compile fixes * Missing include * Bug fixes * Fixes * Rename v_file and v_dir * clang-format fix * Rename NGLOG_* to LOG_* * Most review changes * Fix TODO * Guess 'main' to be Directory by filename
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- Jul 03, 2018
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James Rowe authored
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James Rowe authored
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- May 02, 2018
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Lioncash authored
This makes the formatting expectations more obvious (e.g. any zero padding specified is padding that's entirely dedicated to the value being printed, not any pretty-printing that also gets tacked on).
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- Apr 24, 2018
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Lioncash authored
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- Apr 20, 2018
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Lioncash authored
Tidies up namespace declarations
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- Mar 20, 2018
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Subv authored
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- Mar 04, 2018
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Subv authored
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- Mar 02, 2018
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Subv authored
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- Jan 21, 2018
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David Marcec authored
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