* Ignore enabled flag on critical log entries
This ensures critical errors (asserts and unreachables) are logged when the log file exceeds 100MB, or when logging is disabled.
* I apparently need sleep
* added function parameters
* added logging
* more logging
* added error codes file
* sceNpWebApiCreateExtdPushEventFilter some re
* added np_web_api_internal
* more np_web_api_internal definations
* Initial types cleanup
* Basic library context handling.
Followed decomp closely, using standard library classes where possible to simplify code.
* Fix params to sceNpWebApiCreateContext
* Context logic fixes
* User contexts
* Clang
* sceNpWebApiVshInitialize
* Better initialization
* Request creation logic
* Some cleanup
* sceNpWebApiAbortRequest, sceNpWebApiDeleteRequest
* SendRequest functions
* formatting
* Update terminateContext and deleteUserContext
Addressing some unimplemented bits now that I have requests and user contexts here.
* Copyright
* sceNpWebApiCreateHandle, sceNpWebApiDeleteHandle, sceNpWebApiAbortHandle
also some bugfixing
* Extended push event filter
* abort handles in terminateContext
* Other push event filter types
* Register callbacks
* unregister callbacks
* oops
* One final update to deleteContext
* Logging changes
* Bug fixes
Fixes memory leaks, pretty sure these are the only places where that was an issue.
* sceNpWebApiCheckTimeout
* Handle and request timeouts
* Oops
* Push event filter parameters
Tested with Assassin's Creed Unity, seems to be correct.
* Service push event filter parameters
Tested again with Assassin's Creed Unity, seems to work fine.
Also fixed some code bugs I noticed, and removed an unnecessary part of my internal structs
* Stub implementation for createUserContextWithOnlineId
Might need a PSN check to be properly accurate, not sure.
* added sceNpWebApiGetHttpStatusCode
* opps
* opss 2
* sceNpWebApiReadData
* clang
* Fix context ids, user context ids, and request ids
Overlooked how these ids are actually calculated.
* Additional PSN checks
Seems creating any form of push event filter with an np service name fails when you're not connected to PSN.
Not sure of the actual cause yet, but given the error code, it's related to sceNpManagerIntGetUserList.
* compile fix
---------
Co-authored-by: Stephen Miller <millerste004@gmail.com>
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* improved sdl backend
* small cleanups
* misc
* adjustments and new definations
* cleanups
* more debuging
* rewrote sceAudioOut calls
* fixed a trace
* fixed audio3d port
* small debug fixes
* small additions
* using shared_ptr
* compile fixes
* make macOS happy
* using shared mutex
* implemented audio input backend
* fixed port construction based on decompile
* implemented partially sceAudioInGetSilentState to return correct code if mic device is null
* improved sdl volume handling
* dynamic volume update
* this one is for @UltraDaCat
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
SetThreadName gets passed an std::string's c_str whose pointer gets invalidated by the assignment of g_curthread->name, resulting in broken thread names further down the line
* no
no
* Adjust locking strategy
Use a separate mutex for the initial error checks + GPU unmap instead of using the reader lock. Make sure all writers lock this separate mutex, and for those that don't perform GPU unmaps, lock the writer lock immediately too.
This gets around every race condition I've envisioned so far, and hopefully does the trick?
* Clang
* Always GPU unmap
GPU unmaps have logic built-in to only run on mapped areas.
Not sure if userfaultfd would work with this, but since that's already broken anyway, I'll let reviewers decide that.
Without doing this, I'd need to do an extra pass through VMAs to find what all needs to be GPU modified before I can unmap from GPU, then perform remaining unmap work. Especially for places like MapMemory, that's a lot of code bloat.
* Fixups
* Update memory.cpp
* Rename mutex
It's really just a mutex for the sole purpose of dealing with GPU unmaps, so unmap_mutex is a bit more fitting than transition_mutex
* Introducing key_manager for storing encryption keys . Currently only trophy key is neccesary
* keep gcc happy?
* addded logging to keymanager
* revert file
* added npbind file format and rewrote part of trp file format