| Commit message (Collapse) | Author | Age | Files | Lines |
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creating a network. (#2738)
* Services/UDS: Set the proper bit in the ConnectionStatus structure when creating a network.
This lets the application know that the host was successfully added to the session.
* Services/UDS: Reset the connection status when destroying the network
* Services/UDS: Reset the connection status's bitmask of changed nodes after reporting it to the game.
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Reduces the necessary allocation to max(in_handles, out_handles) rather
than (in_handles + out_handles).
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These use the context functions to create and look-up handles for the
user.
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Copy the IPC command buffer to/from the request context before/after the
handler is invoked. This is part of a move away from using global data
for handling IPC requests.
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New service framework
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The old "Interface" class had a few problems such as using free
functions (Which didn't allow you to write the service handler as if it
were a regular class.) which weren't very extensible. (Only received one
parameter with a pointer to the Interface object.)
The new ServiceFramework aims to solve these problems by working with
member functions and passing a generic context struct as parameter. This
struct can be extended in the future without having to update all
existing service implementations.
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Fixes #2760
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Services/UDS: Implement DecryptBeaconData.
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This function decrypts the encrypted data tags contained in the 802.11 beacon frames.
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This has a huge fallout in terms of needing to fix other files because
all service implementations included that file.
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Also enhances the GetServiceHandle implementation to be more accurate.
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An Event was used way back then when we didn't have proper working
semaphores. Our Semaphore implementation is good enough now.
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This will contain the implementation of the sm (Service Manager) system
module.
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This allows attaching a HLE handle to a ServerPort at any point after it
is created, allowing port/session creation to be generic between HLE and
regular services.
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Most of the code that works with this is or will be in the kernel, so
it's a more appropriate place for it to be.
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- Deleted GetStatus() because it wasn't used anywhere outside of Core::System.
- Fixed design flaw where the message bar status could be set despite the game being stopped.
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dialogs.
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specify more details optionally.
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- Made LoadKernelSystemMode return a pair consisting of a system mode and a result code (Could use review).
- Deleted ErrorOpenGL error code in favor of just having ErrorVideoCore.
- Made dialog messages more clear.
- Compared archive ID in fs_user.cpp to ArchiveIdCode::NCCH as opposed to hex magic.
- Cleaned up some other stuff.
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CAM: use IPCHelper
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Split-up kernel.h
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Now that HandleTable doesn't directly depend on WaitObject anymore, this
can be separated from the main kernel.h header.
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This isn't necessary anymore since plain Get works correctly for
WaitObjects.
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Dynarmic already adds the correct include paths to the library target.
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Modules didn't correctly define their dependencies before, which relied
on the frontends implicitly including every module for linking to
succeed.
Also changed every target_link_libraries call to specify visibility of
dependencies to avoid leaking definitions to dependents when not
necessary.
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video_core didn't even properly use them, and they were the source of
many otherwise-unnecessary dependencies from core to video_core.
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This removes a dependency inversion between core and common. It's also
the proper place for the file since it makes screen layout decisions
specific to the 3DS.
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