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ntc: Implement IEnsureNetworkClockAvailabilityService (#3192)

* ntc: Implement IEnsureNetworkClockAvailabilityService

This PR implement a basic `IEnsureNetworkClockAvailabilityService` checked by RE. It's needed by Splatoon 2 with Guest Internet Access enabled. Game is now playable with this setting.

* Update Ryujinx.HLE/HOS/Services/Nim/Ntc/StaticService/IEnsureNetworkClockAvailabilityService.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This commit is contained in:
Ac_K 2022-03-15 04:07:07 +01:00 committed by GitHub
parent 73feac5819
commit e2ffa5a125
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 108 additions and 12 deletions

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@ -47,6 +47,7 @@ namespace Ryujinx.Common.Logging
ServiceNim,
ServiceNs,
ServiceNsd,
ServiceNtc,
ServiceNv,
ServiceOlsc,
ServicePctl,

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@ -1,8 +1,24 @@
namespace Ryujinx.HLE.HOS.Services.Nim.Ntc
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Services.Nim.Ntc.StaticService;
namespace Ryujinx.HLE.HOS.Services.Nim.Ntc
{
[Service("ntc")]
class IStaticService : IpcService
{
public IStaticService(ServiceCtx context) { }
[CommandHipc(0)]
// OpenEnsureNetworkClockAvailabilityService(u64) -> object<nn::ntc::detail::service::IEnsureNetworkClockAvailabilityService>
public ResultCode CreateAsyncInterface(ServiceCtx context)
{
ulong unknown = context.RequestData.ReadUInt64();
MakeObject(context, new IEnsureNetworkClockAvailabilityService(context));
Logger.Stub?.PrintStub(LogClass.ServiceNtc, new { unknown });
return ResultCode.Success;
}
}
}

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@ -0,0 +1,77 @@
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Ipc;
using Ryujinx.HLE.HOS.Kernel.Common;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
namespace Ryujinx.HLE.HOS.Services.Nim.Ntc.StaticService
{
class IEnsureNetworkClockAvailabilityService : IpcService
{
private KEvent _finishNotificationEvent;
private ResultCode _taskResultCode;
public IEnsureNetworkClockAvailabilityService(ServiceCtx context)
{
_finishNotificationEvent = new KEvent(context.Device.System.KernelContext);
_taskResultCode = ResultCode.Success;
// NOTE: The service starts a thread that polls Nintendo NTP server and syncs the time with it.
// Additionnally it gets and uses some settings too:
// autonomic_correction_interval_seconds, autonomic_correction_failed_retry_interval_seconds,
// autonomic_correction_immediate_try_count_max, autonomic_correction_immediate_try_interval_milliseconds
}
[CommandHipc(0)]
// StartTask()
public ResultCode StartTask(ServiceCtx context)
{
if (!context.Device.Configuration.EnableInternetAccess)
{
return (ResultCode)Time.ResultCode.NetworkTimeNotAvailable;
}
// NOTE: Since we don't support the Nintendo NTP server, we can signal the event now to confirm the update task is done.
_finishNotificationEvent.ReadableEvent.Signal();
Logger.Stub?.PrintStub(LogClass.ServiceNtc);
return ResultCode.Success;
}
[CommandHipc(1)]
// GetFinishNotificationEvent() -> handle<copy>
public ResultCode GetFinishNotificationEvent(ServiceCtx context)
{
if (context.Process.HandleTable.GenerateHandle(_finishNotificationEvent.ReadableEvent, out int finishNotificationEventHandle) != KernelResult.Success)
{
throw new InvalidOperationException("Out of handles!");
}
context.Response.HandleDesc = IpcHandleDesc.MakeCopy(finishNotificationEventHandle);
return ResultCode.Success;
}
[CommandHipc(2)]
// GetResult()
public ResultCode GetResult(ServiceCtx context)
{
return _taskResultCode;
}
[CommandHipc(3)]
// Cancel()
public ResultCode Cancel(ServiceCtx context)
{
// NOTE: The update task should be canceled here.
_finishNotificationEvent.ReadableEvent.Signal();
_taskResultCode = (ResultCode)Time.ResultCode.NetworkTimeTaskCanceled;
Logger.Stub?.PrintStub(LogClass.ServiceNtc);
return ResultCode.Success;
}
}
}

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@ -18,5 +18,7 @@
TimeZoneConversionFailed = (903 << ErrorCodeShift) | ModuleId,
TimeZoneNotFound = (989 << ErrorCodeShift) | ModuleId,
NotImplemented = (990 << ErrorCodeShift) | ModuleId,
NetworkTimeNotAvailable = (1000 << ErrorCodeShift) | ModuleId,
NetworkTimeTaskCanceled = (1003 << ErrorCodeShift) | ModuleId,
}
}