* initial tests for testing Setting<T>
* argg
* keep switch off
* added ci
* fix ci
* merging tests to build.yml
* fixing linux ttests/?
* one more try for ci
* more linux fix for ci
* more ci fixes
* try to fix ctests now
* should fix now
* trying fixing linux tests
* some more tests
* more tests (68 tests) and clang format
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
* initial openal backend
* linux fix?
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* 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
* Initial definitions
* internal__Fofind
* Libcinternal threads
fopen stores a valid pthread mutex in the FILE struct. Since this is exposed to the game/app, we need to handle this accurately.
* internal__Foprep (and various other functions called in it)
* Actual fopen implementation
At long last, an actual function I'm supposed to implement.
* fflush + compile fixes
* fseek implementation
Comes with functions fseek calls, aside from fflush which I pushed earlier.
* fread, _Frprep
Also changed some parameter names a tad to match how I named things in my decomp.
And fixed some bugs with how I was handling the weird offseted mode thing
* fclose, _Fofree
Not confident on this one, but we'll see I guess.
* Bug fixing
No more crashes at least, fread seems to be broken though.
* fopen bugfixes
Behavior now matches LLE, at least in how LLE font seems to use it.
* Fix _Frprep
Seems like everything works now?
* Logging
Probably going to need to swap lseek and read logs to debug/trace later but this is for debugging.
* Remove alignment check
Seems I must've misinterpreted some of what Ghidra spat out, since libSceNgs2 is calling with size 1, nmemb 4.
* Reduce fseek, fread logs to trace
* Clang
* 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>
* 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
* 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
* SearchFree adjustments
* Robust address validation
I've adjusted IsValidAddress to take in a size, and check whether the whole range is contained in vma map.
If no size is provided, the function reverts to the old form of address validation instead.
* Map around gaps
As is, this should work mostly.
Only remaining issue is adding logic to pass the "mapped regions" to the guest vma map (and make such logic cross-platform).
* Initialize vma_map using gaps
This should allow memory code to catch any issues from address space gaps, and prevent non-fixed mappings from jumping to a location that isn't actually available.
* Clang
* Fix compile
* Clang
* Fix compile again
* Set system_managed_base and system_managed_size based on
Many places in our code use system_managed_base as the minimum mappable address, ensure this fact remains the same on Windows to prevent potential bugs.
* Reduce address validation in SearchFree
Allows SearchFree to function when a certain Windows GPU driver goes and reserves the whole system managed area.
Since SearchFree is only called on flexible addresses, allowing this particular case, where addresses are in bounds, but there's not enough space to map, should be safe enough.
* Bump address space size further
To handle Madden NFL 16 (and any games like it)
* More thorough logging of available memory regions
Should help with spotting weirdness.
* Formatting fixes
* Clang
* Slight reduction of user space
Still large enough to handle EA's shenanigans, but small enough that Linux doesn't break.
* Assert on VirtualQuery failure
* Extra debugging information
* Further reduce user space
This will unfix most of EA's titles, but UFC will still work.
Older windows versions support the high addresses, but trying to actually use them causes significant performance issues.
* Extra debugging info
Just in case other testers still run into issues.
* Remove debug logging
* Revert user space increases
Technically this constant is still higher than before, but weird side effects of our old logic resulted in a max address somewhere around this in main.
* address_space: Support expanded virtual memory space on macOS.
Co-Authored-By: squidbus <175574877+squidbus@users.noreply.github.com>
* Move address space constants to address_space.cpp
This ensures that all code must use the calculated address space memory values instead of the constants, since the calculated values can differ based on the platform.
This does require slight modification to thread state and gnmdriver code, since both were already using these constants directly.
* Workaround Windows 10 limitations
If a Windows 10 device is detected, use a lower value for USER_MAX to prevent system-wide hangs in VirtualAlloc2 calls.
* Fix compile for Windows-Qt
* Move tessellation_factors_ring_addr initialization to sceGnmGetTheTessellationFactorRingBufferBaseAddress
* Set image base address on Windows
This seems to work fine on Windows 11, needs testing from Windows 10 due to the previously discussed bugs.
* Set Linux executable base to 0x700000000000
This allows Linux to map the full user space without any workarounds.
Co-Authored-By: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com>
* Basic formatting changes
* Reduce USER_MAX on Linux
Seems like finding a reliable way to move shadPS4's position in memory is difficult, for now limit the user size so we aren't trying to overwrite ourselves.
* Move memory and address_space variables.
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com>
* Add RNG device
* rng device implementation
Tailored around libSceSsl2's usage, and based on fpPS4's implementation.
* Device file function types and log fixups
* Updated creates
Updates device file create functions to be the same as the directory file create functions.
* Fix compile
* Includes cleanup
Generally preferred to have full paths. Also removed some unused imports too.
* Fix buffer size
* Bring back cstdlib imports
Needed for Mac OS.