Implemented ISystemSettingsServer.IsUserSystemClockAutomaticCorrectionEnabled (#1932)
* Added IsUserSystemClockAutomaticCorrectionEnabled This is used when a game want to check if you game is synced with a server * Update ISystemSettingsServer.cs * Implemented OpenDataStorageWithProgramIndex * Update IFileSystemProxy.cs * Commited that file on accidant * Update IFileSystemProxy.cs * Revert "Merge branch 'master' of https://github.com/Joshi234/Ryujinx" This reverts commit 375f43045507bc12e743ae1babc6f47bd72987f5, reversing changes made to 672e2c8f7da28160f2f575a16aaa135d232bf655. * Revert "Update IFileSystemProxy.cs" This reverts commit 672e2c8f7da28160f2f575a16aaa135d232bf655. * Update IFileSystemProxy.cs * Update ISystemSettingsServer.cs * removed accidantel addition of IFileSystemProxy.OpenDataStorageWithProgramIndex * Update Ryujinx.HLE/HOS/Services/Settings/ISystemSettingsServer.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update Ryujinx.HLE/HOS/Services/Settings/ISystemSettingsServer.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Fix formating and add missing stub * Update ISystemSettingsServer.cs * Update ISystemSettingsServer.cs Co-authored-by: Ac_K <Acoustik666@gmail.com>
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@ -220,6 +220,18 @@ namespace Ryujinx.HLE.HOS.Services.Settings
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return ResultCode.Success;
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return ResultCode.Success;
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}
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}
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[Command(60)]
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// IsUserSystemClockAutomaticCorrectionEnabled() -> bool
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public ResultCode IsUserSystemClockAutomaticCorrectionEnabled(ServiceCtx context)
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{
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// NOTE: When set to true, is automatically synced with the internet.
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context.ResponseData.Write(true);
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Logger.Stub?.PrintStub(LogClass.ServiceSet, "Stubbed");
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return ResultCode.Success;
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}
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public byte[] GetFirmwareData(Switch device)
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public byte[] GetFirmwareData(Switch device)
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{
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{
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long titleId = 0x0100000000000809;
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long titleId = 0x0100000000000809;
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