In the kernel, there isn't a singular handle table that everything gets
tossed into or used, rather, each process gets its own handle table that
it uses. This currently isn't an issue for us, since we only execute one
process at the moment, but we may as well get this out of the way so
it's not a headache later on.
This should be comparing against the queried process' vma_map, not the
current process'. The only reason this hasn't become an issue yet is we
currently only handle one process being active at any time.
This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
This event signals the game when new DLC is purchased from the eShop while the game is running. Since, for the forseeable future, yuzu will not have this ability, it seems safe to stub with a dummy event that will never fire. This is needed to boot Sonic Mania Plus (update v1.04).
Now that the changes clarifying the address spaces has been merged, we
can wrap the checks that the kernel performs when mapping shared memory
(and other forms of memory) into its own helper function and then use
those within MapSharedMemory and UnmapSharedMemory to complete the
sanitizing checks that are supposed to be done.
swap.h only needs to be present in the header for the type aliases and
definitions, it's not actually needed in the cpp files though. input.h
is just unused entirely in xpad.h
These classes are non-trivial and are definitely going to be changed in
the future, so we default these to prevent issues with forward
declarations, and to keep the compiler from inlining tear-down code.
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
So, one thing that's puzzled me is why the kernel seemed to *not* use
the direct code address ranges in some cases for some service functions.
For example, in svcMapMemory, the full address space width is compared
against for validity, but for svcMapSharedMemory, it compares against
0xFFE00000, 0xFF8000000, and 0x7FF8000000 as upper bounds, and uses
either 0x200000 or 0x8000000 as the lower-bounds as the beginning of the
compared range. Coincidentally, these exact same values are also used in
svcGetInfo, and also when initializing the user address space, so this
is actually retrieving the ASLR extents, not the extents of the address
space in general.
This should help diagnose crashes easier and prevent many users thinking that a game is still running when in fact it's just an audio thread still running(this is typically not killed when svcBreak is hit since the game expects us to do this)
A fairly basic service function, which only appears to currently support
retrieving the process state. This also alters the ProcessStatus enum to
contain all of the values that a kernel process seems to be able of
reporting with regards to state.
Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
These only exist to ferry data into a Process instance and end up going
out of scope quite early. Because of this, we can just make it a plain
struct for holding things and just std::move it into the relevant
function. There's no need to make this inherit from the kernel's Object
type.
Regular value initialization is adequate here for zeroing out data. It
also has the benefit of not invoking undefined behavior if a non-trivial
type is ever added to the struct for whatever reason.
This adds the missing address range checking that the service functions
do before attempting to map or unmap memory. Given that both service
functions perform the same set of checks in the same order, we can wrap
these into a function and just call it from both functions, which
deduplicates a little bit of code.
HandheldVariant is for specific games which expect handheld controllers to be at position 8(kirby), however this doesn't fix all games as some games require handhelds to be at position 0(snipperclips)
There's no real need to use a shared pointer in these cases, and only
makes object management more fragile in terms of how easy it would be to
introduce cycles. Instead, just do the simple thing of using a regular
pointer. Much of this is just a hold-over from citra anyways.
It also doesn't make sense from a behavioral point of view for a
process' thread to prolong the lifetime of the process itself (the
process is supposed to own the thread, not the other way around).
When loading NROs, svcBreak is called to signal to the debugger that a new "module" is loaded. As no debugger is technically attached we shouldn't be killing the programs execution.
Hardware tests show that trying to unmap an unmapped buffer already should always succeed. Hardware test was tested up to 32 iterations of attempting to unmap
This was the result of a typo accidentally introduced in
e51d715700. This restores the previous
correct behavior.
The behavior with the reference was incorrect and would cause some games
to fail to boot.
Conceptually, it doesn't make sense for a thread to be able to persist
the lifetime of a scheduler. A scheduler should be taking care of the
threads; the threads should not be taking care of the scheduler.
If the threads outlive the scheduler (or we simply don't actually
terminate/shutdown the threads), then it should be considered a bug
that we need to fix.
Attributing this to balika011, as they opened #1317 to attempt to fix
this in a similar way, but my refactoring of the kernel code caused
quite a few conflicts.
Many of the member variables of the thread class aren't even used
outside of the class itself, so there's no need to make those variables
public. This change follows in the steps of the previous changes that
made other kernel types' members private.
The main motivation behind this is that the Thread class will likely
change in the future as emulation becomes more accurate, and letting
random bits of the emulator access data members of the Thread class
directly makes it a pain to shuffle around and/or modify internals.
Having all data members public like this also makes it difficult to
reason about certain bits of behavior without first verifying what parts
of the core actually use them.
Everything being public also generally follows the tendency for changes
to be introduced in completely different translation units that would
otherwise be better introduced as an addition to the Thread class'
public interface.
In some games (Splatoon 2 and Splatoon 2 Splatfest World Premiere, notably), pass offset=0 and count=2047 into the ListAddOnContent method which should return all DLCs for the current title. The (presumably) intended behavior is to successfully return a empty array but because of a < v. <= in an if statement, a failure error code was returned causing these games to svcBreak. This fixes that if statement.
Now that we have all of the rearranging and proper structure sizes in
place, it's fairly trivial to implement svcGetThreadContext(). In the
64-bit case we can more or less just write out the context as is, minus
some minor value sanitizing. In the 32-bit case we'll need to clear out
the registers that wouldn't normally be accessible from a 32-bit
AArch32 exectuable (or process).
This will be necessary for the implementation of svcGetThreadContext(),
as the kernel checks whether or not the process that owns the thread
that has it context being retrieved is a 64-bit or 32-bit process.
If the process is 32-bit, then the upper 15 general-purpose registers
and upper 16 vector registers are cleared to zero (as AArch32 only has
15 GPRs and 16 128-bit vector registers. not 31 general-purpose
registers and 32 128-bit vector registers like AArch64).
Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
boost::static_pointer_cast for boost::intrusive_ptr (what SharedPtr is),
takes its parameter by const reference. Given that, it means that this
std::move doesn't actually do anything other than obscure what the
function's actual behavior is, so we can remove this. To clarify, this
would only do something if the parameter was either taking its argument
by value, by non-const ref, or by rvalue-reference.
The locations of these can actually vary depending on the address space
layout, so we shouldn't be using these when determining where to map
memory or be using them as offsets for calculations. This keeps all the
memory ranges flexible and malleable based off of the virtual memory
manager instance state.
Previously, these were reporting hardcoded values, but given the regions
can change depending on the requested address spaces, these need to
report the values that the memory manager contains.
Rather than hard-code the address range to be 36-bit, we can derive the
parameters from supplied NPDM metadata if the supplied exectuable
supports it. This is the bare minimum necessary for this to be possible.
The following commits will rework the memory code further to adjust to
this.
* Implemented fatal:u properly
fatal:u now is properly implemented with all the ipc cmds. Error reports/Crash reports are also now implemented for fatal:u. Crash reports save to yuzu/logs/crash_reports/
The register dump is currently known as sysmodules send all zeros. If there are any non zero values for the "registers" or the unknown values, let me know!
* Fatal:U fixups
* Made fatal:u execution break more clear
* Fatal fixups
* Stubbed IRS
Currently we have no ideal way of implementing IRS. For the time being we should have the functions stubbed until we come up with a way to emulate IRS properly.
* Added IRS to logging backend
* Forward declared shared memory for irs
Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
The owning process of a thread is required to exist before the thread,
so we can enforce this API-wise by using a reference. We can also avoid
the reliance on the system instance by using that parameter to access
the page table that needs to be set.
* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
This can just be a regular function, getting rid of the need to also
explicitly undef the define at the end of the file. Given FuncReturn()
was already converted into a function, it's #undef can also be removed.
This modifies the CPU interface to more accurately match an
AArch64-supporting CPU as opposed to an ARM11 one. Two of the methods
don't even make sense to keep around for this interface, as Adv Simd is
used, rather than the VFP in the primary execution state. This is
essentially a modernization change that should have occurred from the
get-go.
The kernel does the equivalent of the following check before proceeding:
if (address + 0x8000000000 < 0x7FFFE00000) {
return ERR_INVALID_MEMORY_STATE;
}
which is essentially what our IsKernelVirtualAddress() function does. So
we should also be checking for this.
The kernel also checks if the given input addresses are 4-byte aligned,
however our Mutex::TryAcquire() and Mutex::Release() functions already
handle this, so we don't need to add code for this case.
Courtesy of @ogniK5377.
This also moves them into the cpp file and limits the visibility to
where they're directly used. It also gets rid of unused or duplicate
error codes.
The kernel caps the size limit of shared memory to 8589930496 bytes (or
(1GB - 512 bytes) * 8), so approximately 8GB, where every GB has a 512
byte sector taken off of it.
It also ensures the shared memory is created with either read or
read/write permissions for both permission types passed in, allowing the
remote permissions to also be set as "don't care".
Part of the checking done by the kernel is to check if the given
address and size are 4KB aligned, as well as checking if the size isn't
zero. It also only allows mapping shared memory as readable or
read/write, but nothing else, and so we shouldn't allow mapping as
anything else either.
Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
While unlikely, it does avoid constructing a std::string and
unnecessarily calling into the memory code if a game or executable
decides to be really silly about their logging.
This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.