suyu/src/core/hle/service/acc/profile_manager.cpp

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// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <random>
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#include <boost/optional.hpp>
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#include "core/hle/service/acc/profile_manager.h"
#include "core/settings.h"
namespace Service::Account {
// TODO(ogniK): Get actual error codes
constexpr ResultCode ERROR_TOO_MANY_USERS(ErrorModule::Account, -1);
constexpr ResultCode ERROR_USER_ALREADY_EXISTS(ErrorModule::Account, -2);
constexpr ResultCode ERROR_ARGUMENT_IS_NULL(ErrorModule::Account, 20);
const UUID& UUID::Generate() {
std::random_device device;
std::mt19937 gen(device());
std::uniform_int_distribution<u64> distribution(1, std::numeric_limits<u64>::max());
uuid[0] = distribution(gen);
uuid[1] = distribution(gen);
return *this;
}
ProfileManager::ProfileManager() {
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// TODO(ogniK): Create the default user we have for now until loading/saving users is added
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auto user_uuid = UUID{1, 0};
CreateNewUser(user_uuid, Settings::values.username);
OpenUser(user_uuid);
}
/// After a users creation it needs to be "registered" to the system. AddToProfiles handles the
/// internal management of the users profiles
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boost::optional<size_t> ProfileManager::AddToProfiles(const ProfileInfo& user) {
if (user_count >= MAX_USERS) {
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return boost::none;
}
profiles[user_count] = user;
return user_count++;
}
/// Deletes a specific profile based on it's profile index
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bool ProfileManager::RemoveProfileAtIndex(size_t index) {
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if (index >= MAX_USERS || index >= user_count) {
return false;
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}
if (index < user_count - 1) {
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std::rotate(profiles.begin() + index, profiles.begin() + index + 1, profiles.end());
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}
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profiles.back() = {};
user_count--;
return true;
}
/// Helper function to register a user to the system
ResultCode ProfileManager::AddUser(const ProfileInfo& user) {
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if (AddToProfiles(user) == boost::none) {
return ERROR_TOO_MANY_USERS;
}
return RESULT_SUCCESS;
}
/// Create a new user on the system. If the uuid of the user already exists, the user is not
/// created.
ResultCode ProfileManager::CreateNewUser(UUID uuid, const ProfileUsername& username) {
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if (user_count == MAX_USERS) {
return ERROR_TOO_MANY_USERS;
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}
if (!uuid) {
return ERROR_ARGUMENT_IS_NULL;
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}
if (username[0] == 0x0) {
return ERROR_ARGUMENT_IS_NULL;
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}
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if (std::any_of(profiles.begin(), profiles.end(),
[&uuid](const ProfileInfo& profile) { return uuid == profile.user_uuid; })) {
return ERROR_USER_ALREADY_EXISTS;
}
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ProfileInfo profile;
profile.user_uuid = uuid;
profile.username = username;
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profile.data = {};
profile.creation_time = 0x0;
profile.is_open = false;
return AddUser(profile);
}
/// Creates a new user on the system. This function allows a much simpler method of registration
/// specifically by allowing an std::string for the username. This is required specifically since
/// we're loading a string straight from the config
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ResultCode ProfileManager::CreateNewUser(UUID uuid, const std::string& username) {
ProfileUsername username_output;
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if (username.size() > username_output.size()) {
std::copy_n(username.begin(), username_output.size(), username_output.begin());
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} else {
std::copy(username.begin(), username.end(), username_output.begin());
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}
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return CreateNewUser(uuid, username_output);
}
/// Returns a users profile index based on their user id.
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boost::optional<size_t> ProfileManager::GetUserIndex(const UUID& uuid) const {
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if (!uuid) {
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return boost::none;
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}
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auto iter = std::find_if(profiles.begin(), profiles.end(),
[&uuid](const ProfileInfo& p) { return p.user_uuid == uuid; });
if (iter == profiles.end()) {
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return boost::none;
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}
return static_cast<size_t>(std::distance(profiles.begin(), iter));
}
/// Returns a users profile index based on their profile
boost::optional<size_t> ProfileManager::GetUserIndex(const ProfileInfo& user) const {
return GetUserIndex(user.user_uuid);
}
/// Returns the data structure used by the switch when GetProfileBase is called on acc:*
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bool ProfileManager::GetProfileBase(boost::optional<size_t> index, ProfileBase& profile) const {
if (index == boost::none || index >= MAX_USERS) {
return false;
}
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const auto& prof_info = profiles[index.get()];
profile.user_uuid = prof_info.user_uuid;
profile.username = prof_info.username;
profile.timestamp = prof_info.creation_time;
return true;
}
/// Returns the data structure used by the switch when GetProfileBase is called on acc:*
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bool ProfileManager::GetProfileBase(UUID uuid, ProfileBase& profile) const {
auto idx = GetUserIndex(uuid);
return GetProfileBase(idx, profile);
}
/// Returns the data structure used by the switch when GetProfileBase is called on acc:*
bool ProfileManager::GetProfileBase(const ProfileInfo& user, ProfileBase& profile) const {
return GetProfileBase(user.user_uuid, profile);
}
/// Returns the current user count on the system. We keep a variable which tracks the count so we
/// don't have to loop the internal profile array every call.
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size_t ProfileManager::GetUserCount() const {
return user_count;
}
/// Lists the current "opened" users on the system. Users are typically not open until they sign
/// into something or pick a profile. As of right now users should all be open until qlaunch is
/// booting
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size_t ProfileManager::GetOpenUserCount() const {
return std::count_if(profiles.begin(), profiles.end(),
[](const ProfileInfo& p) { return p.is_open; });
}
/// Checks if a user id exists in our profile manager
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bool ProfileManager::UserExists(UUID uuid) const {
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return (GetUserIndex(uuid) != boost::none);
}
/// Opens a specific user
void ProfileManager::OpenUser(UUID uuid) {
auto idx = GetUserIndex(uuid);
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if (idx == boost::none) {
return;
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}
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profiles[idx.get()].is_open = true;
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last_opened_user = uuid;
}
/// Closes a specific user
void ProfileManager::CloseUser(UUID uuid) {
auto idx = GetUserIndex(uuid);
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if (idx == boost::none) {
return;
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}
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profiles[idx.get()].is_open = false;
}
/// Gets all valid user ids on the system
UserIDArray ProfileManager::GetAllUsers() const {
UserIDArray output;
std::transform(profiles.begin(), profiles.end(), output.begin(),
[](const ProfileInfo& p) { return p.user_uuid; });
return output;
}
/// Get all the open users on the system and zero out the rest of the data. This is specifically
/// needed for GetOpenUsers and we need to ensure the rest of the output buffer is zero'd out
UserIDArray ProfileManager::GetOpenUsers() const {
UserIDArray output;
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std::transform(profiles.begin(), profiles.end(), output.begin(), [](const ProfileInfo& p) {
if (p.is_open)
return p.user_uuid;
return UUID{};
});
std::stable_partition(output.begin(), output.end(), [](const UUID& uuid) { return uuid; });
return output;
}
/// Returns the last user which was opened
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UUID ProfileManager::GetLastOpenedUser() const {
return last_opened_user;
}
/// Return the users profile base and the unknown arbitary data.
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bool ProfileManager::GetProfileBaseAndData(boost::optional<size_t> index, ProfileBase& profile,
ProfileData& data) const {
if (GetProfileBase(index, profile)) {
data = profiles[index.get()].data;
return true;
}
return false;
}
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/// Return the users profile base and the unknown arbitary data.
bool ProfileManager::GetProfileBaseAndData(UUID uuid, ProfileBase& profile,
ProfileData& data) const {
auto idx = GetUserIndex(uuid);
return GetProfileBaseAndData(idx, profile, data);
}
/// Return the users profile base and the unknown arbitary data.
bool ProfileManager::GetProfileBaseAndData(const ProfileInfo& user, ProfileBase& profile,
ProfileData& data) const {
return GetProfileBaseAndData(user.user_uuid, profile, data);
}
/// Returns if the system is allowing user registrations or not
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bool ProfileManager::CanSystemRegisterUser() const {
return false; // TODO(ogniK): Games shouldn't have
// access to user registration, when we
// emulate qlaunch. Update this to dynamically change.
}
}; // namespace Service::Account