| Age | Commit message (Collapse) | Author |
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fs: Fix RomFS building when zero byte files are present
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- This checks for and removes old updates or dlc based on title id. If a content meta nca exists within the registered cache, it will attempt to remove all the ncas associated with the content meta before installing a new update/dlc
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filesystem: Set various NAND partition sizes to their defaults
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When zero byte files are present, the key (offset) for that file is identical to the file right after. A std::map isn't able to fit key-value pairs with identical keys (offsets), therefore, the solution is to use std::multimap which permits multiple entries with the same key.
This most prominently fixes Pokemon Sword and Shield weather with any RomFS mod applied.
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The file wasn't closed prior to being renamed / moved, throwing an error that states "The process cannot access the file because it is being used by another process." Fix this by closing the file prior to a rename / move operation.
Fixes saving in Luigi's Mansion 3 and KATANA KAMI: A Way of the Samurai Story.
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We should not be limited by the SDMC's partition size, set this to 1 TiB. Hardware is limited to the max allowed by the MBR partition table which is 2 TiB.
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Sets the total space of user and system partitions to their hardware defaults.
Furthermore, return the total space as free space for the user partition to prevent it from reaching zero.
Some games like Bioshock 2 check for the available free space prior to save creation, and we should not be limited by arbitrary limits.
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Our codebase uppercases member function names.
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crypto: Make KeyManager a singleton class
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Fix compilation on macOS
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Named return value optimization automatically applies here.
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Changes many patch_manager functions to use a case-less variant of
GetSubdirectory. Fixes patches not showing up on *nix systems when
patch directories are named with odd cases, i.e. `exeFS'.
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file_sys: Update SystemVersion archive to version 10.0.2
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Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
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default metadata.
- We need this for homebrew process initialization.
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- helpful to disambiguate Kernel::Memory namespace.
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Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
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* fix LayeredFS error when loading some games made with the Unity
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system_archive: Fix Korean and Chinese fonts
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Adds the proper OSS font for the Chinese language.
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Fixes Korean fonts when using Open-source system archives.
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filesys/romfs: Make ProcessFile and ProcessDirectory internally linked
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enabled (#3178)
* Adds check for disabled cheats to prevent them from being added to the CheatList
* Address feedback
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These inclusions aren't used at all within the public interface, so they
can be removed.
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These functions aren't used outside of this file, so we can place them
within an anonymous namespace.
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This can trivially be an enum class rather than a regular enum, making
it more strongly typed.
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core: Make most implicit type conversion warnings errors on MSVC
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core: Migrate off deprecated mbedtls functions
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We can just call the .data() member of path instead of constructing a
completely new string.
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These functions are marked for deprecation and it's recommended that the
*_ret variants be used instead.
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Resolves a few trivial sign conversion/mismatch errors.
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- Zero initialization here is useful for determinism.
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After further hardware investigation, it appears that some games, perhaps those more lazily coded, will not call EnsureSaveData, meaning that they expect the normal (current) save to be automatically made. Additionally, some games do not create a cache or temporary save before use.
In these 3 specific instances, the save is created automatically for the game if it doesn't exist.
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pl_u: Move open source font archives and fix NAND error
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