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Ryujinx/Ryujinx.HLE/HOS/Services/Prepo/IPrepoService.cs
Mary 43b78ae157
prepo: Update implementation for 10.x changes (#1361)
* prepo: Update implementation for 10.x changes

On 10.x, Nintendo changed yet another time the prepo SaveReport &
SaveReportWithUser command ids.

This PR add support for command 10104 & 10105 and update naming of the
old variants to match switchbrew.

* Fix misalign and remove a ToString

* Address jD's comment
2020-07-05 10:58:11 +10:00

114 lines
No EOL
3.8 KiB
C#

using MsgPack;
using MsgPack.Serialization;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Utilities;
using Ryujinx.HLE.HOS.Services.Account.Acc;
using Ryujinx.HLE.Utilities;
using System.Text;
namespace Ryujinx.HLE.HOS.Services.Prepo
{
[Service("prepo:a")]
[Service("prepo:a2")]
[Service("prepo:u")]
class IPrepoService : IpcService
{
public IPrepoService(ServiceCtx context) { }
[Command(10100)] // 1.0.0-5.1.0
[Command(10102)] // 6.0.0-9.2.0
[Command(10104)] // 10.0.0+
// SaveReport(u64, pid, buffer<u8, 9>, buffer<bytes, 5>)
public ResultCode SaveReport(ServiceCtx context)
{
// We don't care about the differences since we don't use the play report.
return ProcessReport(context, withUserID: false);
}
[Command(10101)] // 1.0.0-5.1.0
[Command(10103)] // 6.0.0-9.2.0
[Command(10105)] // 10.0.0+
// SaveReportWithUser(nn::account::Uid, u64, pid, buffer<u8, 9>, buffer<bytes, 5>)
public ResultCode SaveReportWithUser(ServiceCtx context)
{
// We don't care about the differences since we don't use the play report.
return ProcessReport(context, withUserID: true);
}
[Command(10200)]
// RequestImmediateTransmission()
public ResultCode RequestImmediateTransmission(ServiceCtx context)
{
// It signals an event of nn::prepo::detail::service::core::TransmissionStatusManager that requests the transmission of the report.
// Since we don't use reports it's fine to do nothing.
return ResultCode.Success;
}
[Command(10300)]
// GetTransmissionStatus() -> u32
public ResultCode GetTransmissionStatus(ServiceCtx context)
{
// It returns the transmission result of nn::prepo::detail::service::core::TransmissionStatusManager.
// Since we don't use reports it's fine to return ResultCode.Success.
context.ResponseData.Write((int)ResultCode.Success);
return ResultCode.Success;
}
private ResultCode ProcessReport(ServiceCtx context, bool withUserID)
{
UserId userId = withUserID ? context.RequestData.ReadStruct<UserId>() : new UserId();
string gameRoom = StringUtils.ReadUtf8String(context);
if (withUserID)
{
if (userId.IsNull)
{
return ResultCode.InvalidArgument;
}
}
if (gameRoom == string.Empty)
{
return ResultCode.InvalidState;
}
long inputPosition = context.Request.SendBuff[0].Position;
long inputSize = context.Request.SendBuff[0].Size;
if (inputSize == 0)
{
return ResultCode.InvalidBufferSize;
}
byte[] inputBuffer = new byte[inputSize];
context.Memory.Read((ulong)inputPosition, inputBuffer);
Logger.PrintInfo(LogClass.ServicePrepo, ReadReportBuffer(inputBuffer, gameRoom, userId));
return ResultCode.Success;
}
private string ReadReportBuffer(byte[] buffer, string room, UserId userId)
{
StringBuilder builder = new StringBuilder();
MessagePackObject deserializedReport = MessagePackSerializer.UnpackMessagePackObject(buffer);
builder.AppendLine();
builder.AppendLine("PlayReport log:");
if (!userId.IsNull)
{
builder.AppendLine($" UserId: {userId}");
}
builder.AppendLine($" Room: {room}");
builder.AppendLine($" Report: {MessagePackObjectFormatter.Format(deserializedReport)}");
return builder.ToString();
}
}
}