* initial shadnet client (based on my previous prs)
* some np_handler work mostly based on our previous pr
* improved login/logout event of shadnet
* added np_score support from previous pr
* friends and notifications ui
* clang is not my friend
* clang fix again
* added webapi support for shadnet
* applied metrik's fix
* clang
* fixed some wrong LOG_ERRORS
* updated emulator settings
* trying to fix npcommid bugs
* fixed npcommid
* improved NPcommid detection so it won't write null values to database
* metrik's suggestion
* removed one line
* more command types
* fixed duplicated log print
* fixed compile
* improved reconnection retries
* simplify error code
* stephen suggestion
* made friends hotkey
* fixup
* more proper handling of reconnecting
* fixed return code
* Reset controller colours on emulator shutdown
* bruh moment
* Don't use the destructor for this
* clang, formatter of night
* forgot to stage this file
* ffs
* fix tests
* fixed tests?
* gcn tests fixed?
* now?
* possible fixed
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Fix some new bugs caused by lack of trophy key after #4498
By not adding to the trophy map, games would hit the error return in sceNpTrophyCreateContext instead of the stub for trophy-key-less individuals.
* Revert "Workaround for bad npbind.dat"
This reverts commit 7bd27054f3.
* Move NPCommID checks to sceNpTrophyRegisterContext
CreateContext doesn't seem to check anything, I can run it successfully on a homebrew with none of the NP files. The first errors start in sceNpTrophyRegisterContext.
* Update np_error.h
* Update np_trophy.cpp
* Workaround for bad npbind.dat
Games that check trophy returns still complain, and at this point, it's entirely the user's fault.
However, people don't like that answer, so workaround the issue.
Introduces a check for valid context paths, and a stub OK return that triggers if RegisterContext would've failed on real hardware.
* Better log messages
* Only initialize logging once
* Swap LOG macros for std::cerr and std::cout use.
* Add quick exit when trying to log before logger init
* Revert "Swap LOG macros for std::cerr and std::cout use."
This reverts commit a14d46d383.
* Use fmt's functions instead of cerr
Makes the commits a tad cleaner.
* Revert macro change
If I remember right, the if check here was to make sure we didn't throw exceptions after terminating the logger, which can happen due to a race involving some debug libSceVideoOut logs.
* Oops
This code has been an absolute mess since the trophy rework. This eliminates several redundant loops through game trophy files, and separates the logic into it's own function.
* replace psn_signed_in settings with shad_net_enabled and added shadnet_server setting
* improved user manager to update new fields and add new variables
* clang
* better message :D
* fixed Unsynchronized free_threads.size()` Read in ThreadState::Free
* fixed data race in posix_pthread_key_create , allocated and seqno are atomic now
* fixed playtime thread
* argv array size fix
* destroy mutex on object deletion with pthread_mutex_destroy
* fixed object_pool
* Implement mods folder
* Add logging when modified files exist
* get mod folder entries in MntPoints::IterateDirectory
* support eboot from mods folder
* multiple controllers v2
* the c language formatter tool
* review comments (the easy ones)
* c++ copy semantics
* correct error return for remotes without the system user id
* update pad handle handling logic
* controller override colour
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* Replace sysmodule enums with table
Dumped this from the 12.52 module, using a script I created.
* Better documentation
* Separate from system libraries
That system folder is going to be getting quite large if I left all the sysmodule stuff in there.
* More arrays from library
* Found another preload list
Ghidra really hates decompiling libSceSysmodule, so I didn't notice this one at first.
Also documented specific versions tied to each preload list.
* Start work on implementation
* Some basic implementations
* Initial stub for module loading
Just enough to see if the logic functions appropriately.
* Clang
* sceSysmoduleLoadModule
Now I need to get sceSysmodulePreloadModuleForLibkernel done so that we don't have bugs from not loading internal LLEs.
* sceSysmoduleLoadModuleInternal
* sceSysmodulePreloadModuleForLibkernel
I have successfully broken quite literally everything.
I shall debug this tomorrow.
* Slight fix
* Maybe fix?
* Change log
Enjoy the log spam 😄
* Increased defined stub count
Now that libc and libSceLibcInternal loads later, all the auto stubs are getting consumed by it.
* sceSysmoduleUnloadModule stub
Also a couple fixes. Sysmodule does pass argc and argv to game modules, but only after loading them once to check binaries.
Shouldn't matter for the most part.
* Clang
* Less stubs
2 thousand is seemingly enough.
* sceSysmoduleLoadModuleInternalWithArg
Doesn't hurt to have, since Apex Legends calls it.
* Oops
* Oops 2
* Rename isModuleLoaded to getModuleHandle
Review comment
* Remove debug game module loads
These cases only trigger when specific sceRegMgr key values are set, and for our purposes, we can treat that case as false.
* Allow preloading to fail
For kalaposfos
* Clang
* PngEnc hle
* format
* formatting + fix scePngEncDelete
* fix cmake + misc improvements
i think the setjmp is right according to the libpng manual, works fine from my testing
* fixes
fix an issue with how alpha was handled, and PngEncode() now properly sets the processed_height in outputInfo.
* format
* Update pngenc.cpp
* set outputInfo->processed_height during png write
i assume some games will use this for error handling
* added libSceAudiodec to lle modules list
* crappy float resample , use it at your own risk
* clang
* adjustments to aac
---------
Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
* Run libSceRtc LLE
The more we've used our HLE, the more issues we've had with it.
While we debug these bugs, re-enabling LLE will address any regressions the swap caused.
* libSceJpegDec LLE
Needed for Trackmania until we implement HLE for this library
* libScePngEnc LLE
Needed for Minecraft until we implement HLE for this library
* Update documentation appropriately
* libSceJpegEnc LLE
By @georgemoralis's request
* Earlier initialization of elf info.
Everything used for elf info initialization comes from the param.sfo, so we can initialize this earlier to have this information accessible during memory init.
* Extract compiled SDK version from pubtoolinfo string
Up until now, we've been using the game's reported "firmware version" as our compiled SDK version. This behavior is inaccurate, and is something that has come up in my hardware tests before.
For the actual compiled SDK version, we should use the SDK version in the PUBTOOLINFO string of the param.sfo, only falling back on the firmware version when that the sdk_ver component isn't present.
* Store compiled SDK version in ElfInfo
* Limit address space for compiled SDK version at or above FW 3
Sony placed a hard cap at 0xfc00000000, with a slight extension for stack mappings. For now, though stack mappings aren't implemented, there's no harm in keeping a slightly extended address space (since this cap is lower than our old user max).
Limiting the max through address space is necessary for Windows due to performance issues, in the future I plan to properly implement checks in memory manager code to properly handle this behavior for all platforms.
* Use compiled SDK version for sceKernelGetCompiledSdkVersion
I think this is pretty self explanatory.
* Log SDK version
Since this value is what most internal firmware version checks are against, logging the value will help with debugging.
* Update address_space.cpp
* Update emulator.cpp
* Backwards compatible logging
Because that's apparently an issue now
* Add support for restarting the emulator with new configurations
- Implement `Restart` function in `Emulator` to enable process relaunch with updated parameters.
- Modify `sceSystemServiceLoadExec` to use the restart functionality.
* Add logging for emulator restart and system service load execution
* Add IPC emulator PID output command
Impl `PID` output command to return the emulator process ID
- required for launches supporting emulator restart
* Add log file append mode support (used after restarting to keep the same log file)
* Keep game root between restarts
* add --wait-for-debugger option flag
* add --wait-for-pid flag
used for sync between parent & child process during restart
* impl restart via ipc
* fix override game root
* add qt flags to allow restart
* Open settings dialog from context menu
* initial version complete
* add context menu item to delete game config if it exists
* Create game config from base value instead of default value
* Require confirmation before deleting game configs with menu item
* fix rebase
* Reset game specific values when creating a new game config
* Add icon for entries with game config
* clang format
* Add submenu for game-specific settings
* Log if game-specific config exists, remove hidden tab from tab selection
* Add other experimental options to game-specific GUI
* clang format
* Add flag to specify if game-specific file needs creation
* refactor: remove additional arguments, reset game-specific status on save instead
* Fix return
* cleanup - remove unneeded load
* Set tab to general if hidden tab is set as default
* Cleanup variable names and strings, default tab fix, volumeslider fix
* cleanup: missed a couple of variables to standardize
* More readable way to reset volume slider
* Np library cleanup
Moved all Np libraries to a Np folder, created files for Np error codes and structs shared between the libraries, removed empty auto-generated stubs from NpCommon and NpManager, and more things of that nature.
Also implemented sceNpGetAccountCountry, since we already had sceNpGetAccountCountryA anyway.
* Cleanup NpManager signed_out checks
The PR that introduced the PSN signed in status reverted some of the changes I'd previously made to improve accuracy.
Also they missed sceNpHasSignedUp, which just uses an internal variant of sceNpGetState for it's own check.
* Copyright dates
* Move signin check to NpManager RegisterLib
Hardcoding it the way I did caused it to read signin status before config was read.
* Fix RegisterLib names
Not sure why these weren't adjusted yet, so I've adjusted them myself.
* Fix NpCommon exports
* Basic parameter validation in sceNpDeleteRequest and sceNpCreateRequest
* More thorough request logic
Created an enum to capture the current state of each request, using a vector to store them.
I've made 3 states, none represents deleted requests, active represents requests that were made, but haven't been used yet, and complete represents used requests (a request cannot be used for multiple functions).
* Functions
sceNpCheckAvailability, sceNpCheckAvailabilityA, sceNpCheckNpReachability, sceNpGetAccountDateOfBirth, sceNpGetAccountDateOfBirthA added.
* sceNpGetAccountLanguage, sceNpGetAccountLanguageA
* sceNpGetGamePresenceStatus, sceNpGetGamePresenceStatusA
Also reduced debug logging for functions with early signed out returns, since those should behave identically to real hardware so long as you keep PSN emulation disabled.
* Fix sceNpGetAccountLanguage parameters
Oops
* sceNpGetNpReachabilityState
* sceNpGetParentalControlInfo, sceNpGetParentalControlInfoA
* Move OrbisNpState back to np_manager.h
Until this sees use elsewhere, this doesn't need to be with np-wide things.
* Clang
* poc
* Set up variable game specific variable copies
* Set up getters to return the game specific option if it exists
* Avoid exceptions if a value isn't in the config
* Make sure the custom configs folder exists
* Update + review comments + rewrite
* The loathsome clang-formatter
* Specify which getter/setter is used everywhere