Auto-stub is an experimental debugging feature that may cause unforseen bugs. This adds a toggle to only allow auto-stubbing unimplemented functions when explicitly enabled when yuzu is launched.
For simple services we can implement an automatic stub fallback to help with compatibility until a proper implementation is done.
Co-Authored-By: Chloe <25727384+ognik5377@users.noreply.github.com>
CalculateSpanBetween passes in the ClockSnapshots through 2 input buffers and not as raw arguments. Fix this by reading the 2 input buffers instead of popping raw arguments.
Partially fixes Super Smash Bros. Ultimate's Spirit Board
- Dummy threads are created on thread local storage for all host threads.
- Fixes a leak by removing creation of fibers, which are not applicable here.
`network.cpp` has several error paths which either:
- report "Unhandled host socket error=n" and return `SUCCESS`, or
- switch on a few possible errors, log them, and translate them to
Errno; the same switch statement is copied and pasted in multiple
places in the code
Convert these paths to use a helper function `GetAndLogLastError`, which
is roughly the equivalent of one of the switch statements, but:
- handling more cases (both ones that were already in `Errno`, and a few
more I added), and
- using OS functions to convert the error to a string when logging, so
it'll describe the error even if it's not one of the ones in the
switch statement.
- To handle this, refactor the logic in `GetLastErrorMsg` to expose a
new function `NativeErrorToString` which takes the error number
explicitly as an argument. And improve the Windows version a bit.
Also, add a test which exercises two random error paths.
- With using unique_ptr instead of shared_ptr, we have more explicit ownership of the context.
- Fixes a memory leak due to circular reference of the shared pointer.
Implements both SendVibrationGcErmCommand and GetActualVibrationGcErmCommand, and modifies GetVibrationDeviceInfo to account for additional controllers.
This command returns a Nintendo Account ID and writes 2 output buffers. The first output buffer is a NasUserBaseForApplication and the second output buffer is currently empty.
Used by:
- Pokken Tournament DX
- Super Smash Bros. Ultimate
- Super Nintendo Entertainment System - Nintendo Switch Online
- Mario Kart 8 Deluxe
After rewriting the resource limit, objects releasing reserved resources require a live kernel instance.
This commit fixes exceptions that occur due to the kernel being destroyed before some objects released their resources, allowing for a graceful exit.