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Ryujinx/Ryujinx.HLE/HOS/Services/Am/AppletOE/ApplicationProxyService/ApplicationProxy/IApplicationFunctions.cs
Thog d6b9babe1d Keep the GUI alive when closing a game (#888)
* Keep the GUI alive when closing a game

Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.

This also make HLE in charge of disposing the audio and gpu backend.

* Address Ac_k's comments

* Make sure to dispose the Discord module and use GTK quit method

Also update Discord Precense when closing a game.

* Make sure to dispose MainWindow

* Address gdk's comments
2020-01-21 23:23:11 +01:00

186 lines
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6.8 KiB
C#

using LibHac;
using LibHac.Account;
using LibHac.Common;
using LibHac.Ncm;
using LibHac.Ns;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Ipc;
using Ryujinx.HLE.HOS.Kernel.Common;
using Ryujinx.HLE.HOS.Kernel.Threading;
using Ryujinx.HLE.HOS.Services.Am.AppletAE.Storage;
using Ryujinx.HLE.HOS.Services.Sdb.Pdm.QueryService;
using System;
using static LibHac.Fs.ApplicationSaveDataManagement;
namespace Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy
{
class IApplicationFunctions : IpcService
{
private KEvent _gpuErrorDetectedSystemEvent;
public IApplicationFunctions(Horizon system)
{
_gpuErrorDetectedSystemEvent = new KEvent(system);
}
[Command(1)]
// PopLaunchParameter(u32) -> object<nn::am::service::IStorage>
public ResultCode PopLaunchParameter(ServiceCtx context)
{
// Only the first 0x18 bytes of the Data seems to be actually used.
MakeObject(context, new AppletAE.IStorage(StorageHelper.MakeLaunchParams()));
return ResultCode.Success;
}
[Command(20)]
// EnsureSaveData(nn::account::Uid) -> u64
public ResultCode EnsureSaveData(ServiceCtx context)
{
Uid userId = context.RequestData.ReadStruct<Uid>();
TitleId titleId = new TitleId(context.Process.TitleId);
BlitStruct<ApplicationControlProperty> controlHolder = context.Device.System.ControlData;
ref ApplicationControlProperty control = ref controlHolder.Value;
if (Util.IsEmpty(controlHolder.ByteSpan))
{
// If the current application doesn't have a loaded control property, create a dummy one
// and set the savedata sizes so a user savedata will be created.
control = ref new BlitStruct<ApplicationControlProperty>(1).Value;
// The set sizes don't actually matter as long as they're non-zero because we use directory savedata.
control.UserAccountSaveDataSize = 0x4000;
control.UserAccountSaveDataJournalSize = 0x4000;
Logger.PrintWarning(LogClass.ServiceAm,
"No control file was found for this game. Using a dummy one instead. This may cause inaccuracies in some games.");
}
Result result = EnsureApplicationSaveData(context.Device.FileSystem.FsClient, out long requiredSize, titleId,
ref context.Device.System.ControlData.Value, ref userId);
context.ResponseData.Write(requiredSize);
return (ResultCode)result.Value;
}
[Command(21)]
// GetDesiredLanguage() -> nn::settings::LanguageCode
public ResultCode GetDesiredLanguage(ServiceCtx context)
{
context.ResponseData.Write(context.Device.System.State.DesiredLanguageCode);
return ResultCode.Success;
}
[Command(22)]
// SetTerminateResult(u32)
public ResultCode SetTerminateResult(ServiceCtx context)
{
int errorCode = context.RequestData.ReadInt32();
string result = GetFormattedErrorCode(errorCode);
Logger.PrintInfo(LogClass.ServiceAm, $"Result = 0x{errorCode:x8} ({result}).");
return ResultCode.Success;
}
private string GetFormattedErrorCode(int errorCode)
{
int module = (errorCode >> 0) & 0x1ff;
int description = (errorCode >> 9) & 0x1fff;
return $"{(2000 + module):d4}-{description:d4}";
}
[Command(23)]
// GetDisplayVersion() -> nn::oe::DisplayVersion
public ResultCode GetDisplayVersion(ServiceCtx context)
{
// FIXME: Need to check correct version on a switch.
context.ResponseData.Write(1L);
context.ResponseData.Write(0L);
return ResultCode.Success;
}
[Command(40)]
// NotifyRunning() -> b8
public ResultCode NotifyRunning(ServiceCtx context)
{
context.ResponseData.Write(1);
return ResultCode.Success;
}
[Command(50)] // 2.0.0+
// GetPseudoDeviceId() -> nn::util::Uuid
public ResultCode GetPseudoDeviceId(ServiceCtx context)
{
context.ResponseData.Write(0L);
context.ResponseData.Write(0L);
Logger.PrintStub(LogClass.ServiceAm);
return ResultCode.Success;
}
[Command(66)] // 3.0.0+
// InitializeGamePlayRecording(u64, handle<copy>)
public ResultCode InitializeGamePlayRecording(ServiceCtx context)
{
Logger.PrintStub(LogClass.ServiceAm);
return ResultCode.Success;
}
[Command(67)] // 3.0.0+
// SetGamePlayRecordingState(u32)
public ResultCode SetGamePlayRecordingState(ServiceCtx context)
{
int state = context.RequestData.ReadInt32();
Logger.PrintStub(LogClass.ServiceAm, new { state });
return ResultCode.Success;
}
[Command(110)] // 5.0.0+
// QueryApplicationPlayStatistics(buffer<bytes, 5> title_id_list) -> (buffer<bytes, 6> entries, s32 entries_count)
public ResultCode QueryApplicationPlayStatistics(ServiceCtx context)
{
// TODO: Call pdm:qry cmd 13 when IPC call between services will be implemented.
return (ResultCode)QueryPlayStatisticsManager.GetPlayStatistics(context);
}
[Command(111)] // 6.0.0+
// QueryApplicationPlayStatisticsByUid(nn::account::Uid, buffer<bytes, 5> title_id_list) -> (buffer<bytes, 6> entries, s32 entries_count)
public ResultCode QueryApplicationPlayStatisticsByUid(ServiceCtx context)
{
// TODO: Call pdm:qry cmd 16 when IPC call between services will be implemented.
return (ResultCode)QueryPlayStatisticsManager.GetPlayStatistics(context, true);
}
[Command(130)] // 8.0.0+
// GetGpuErrorDetectedSystemEvent() -> handle<copy>
public ResultCode GetGpuErrorDetectedSystemEvent(ServiceCtx context)
{
if (context.Process.HandleTable.GenerateHandle(_gpuErrorDetectedSystemEvent.ReadableEvent, out int gpuErrorDetectedSystemEventHandle) != KernelResult.Success)
{
throw new InvalidOperationException("Out of handles!");
}
context.Response.HandleDesc = IpcHandleDesc.MakeCopy(gpuErrorDetectedSystemEventHandle);
// NOTE: This is used by "sdk" NSO during applet-application initialization.
// A seperate thread is setup where event-waiting is handled.
// When the Event is signaled, official sw will assert.
return ResultCode.Success;
}
}
}