mirror of
https://github.com/Ryujinx/Ryujinx.git
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53bd4c9f60
* Impl first attempt to LDN * Make this work. - Endianness swap on all IPs. - Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever. - Mac addresses are now randomly assigned on the server. (fixes joining lobbies) - Fixed the "connected" handler for stations to actually find a - Added info retrieval when connected to a station. - Users that disconnect are now removed from rooms they were in. (still need to broadcast tho) - The communication service does a bit better with being closed now. - Some locking around the game instance dictionary. * We may just be "initialized". Ignore this for now. * Lots of WIP * Add Disconnect packet * Improve signalling of internal events. * Fix scan. * Fix some more stupid things. * Enable NoDelay on all sockets. * Add station accept policy, disconnect function. * Limit max number of games. * Split out networking stuff from HLE, so it can be swapped. * Update logging calls. * Missed a spot. * Call SignalDisconnect instead of SetState * Add comment to GetNetworkInfo * Update configuration + UI Now has its own tab, more options. * Refactoring IUserLocalCommunicationService ( Expected new issues :'( ) * some cleanup * More fix * Correctly handle errors when connecting. * Disable *Private call and clean symbols * Structs cleanup * Big cleanup * Fix InvalidHandle (in MK8D and other games) * Add Reject and Private Network support (v1) RyuLdn Version bumped to 1. * Add Initialize Packet Allows users to keep Mac Addresses assigned by the server. * Add SetWirelessControllerRestriction and some cleanup * LDN-2 Initial Rebase Make this work. - Endianness swap on all IPs. - Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever. - Fixed the "connected" handler for stations to actually find a - The communication service does a bit better with being closed now. - Some locking around the game instance dictionary. We may just be "initialized". Ignore this for now. Lots of WIP Implement scan filter. Improve signalling of internal events. Fix scan. Fix 0 width data, scan reply end delay removed. Fix some more stupid things. Enable NoDelay on all sockets. Add station accept policy, disconnect function. Limit max number of games. Split out networking stuff from HLE, so it can be swapped. Update logging calls. Missed a spot. SetAdvertiseData when open, don't return games that have accept policy 1 Update configuration + UI Now has its own tab, more options. Don't Keepalive, it causes problems. Refactoring IUserLocalCommunicationService ( Expected new issues :'( ) some cleanup More fix Correctly handle errors when connecting. Disable *Private call and clean symbols Structs cleanup Big cleanup Fix InvalidHandle (in MK8D and other games) Add Reject and Private Network support (v1) Disable TcpNoDelay option on linux. Add SetWirelessControllerRestriction and some cleanup Misc cleanup, implement broadcast flag. * Misc Changes * Fix GetNetworkInfo * Fix some small issues * Implement GetNetworkInfoLatestUpdate * Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF * Fix ARMS Scan (and other games using wrong LocalCommunicationId * Fix latest update when host leaves * Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId" This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75. * Fix the localCommunicationId = -1 * Don't set Connect flag for nodes already in the room before joining. * Make IUserLocalCommunicationService disposable * Don't dispose if there's no client. * LDN-2-2 Rebase Make this work. - Endianness swap on all IPs. - Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever. - Fixed the "connected" handler for stations to actually find a - The communication service does a bit better with being closed now. - Some locking around the game instance dictionary. We may just be "initialized". Ignore this for now. Put sockets behind an interface, so that they can be swapped for something proxyable Lots of WIP Implement scan filter. Improve signalling of internal events. Fix scan. Fix 0 width data, scan reply end delay removed. Fix some more stupid things. Enable NoDelay on all sockets. Add station accept policy, disconnect function. Limit max number of games. Split out networking stuff from HLE, so it can be swapped. Update logging calls. Missed a spot. SetAdvertiseData when open, don't return games that have accept policy 1 Update configuration + UI Now has its own tab, more options. Don't Keepalive, it causes problems. Refactoring IUserLocalCommunicationService ( Expected new issues :'( ) some cleanup More fix Correctly handle errors when connecting. Disable *Private call and clean symbols Structs cleanup Big cleanup Fix InvalidHandle (in MK8D and other games) Add Reject and Private Network support (v1) Disable TcpNoDelay option on linux. Add SetWirelessControllerRestriction and some cleanup Misc cleanup, implement broadcast flag. Misc Changes Fix GetNetworkInfo Fix some small issues Disable LAN by default til the config is added. Fix Splatoon 2 - Stub nfp IUser::StartDetection / IUser::StopDetection. - Stub ntc IEnsureNetworkClockAvailabilityService and needed calls. Cleanup previous fixes Stub IAudioInManager/IAudioIn for Splatoon 2 LAN Add LAN settings to multiplayer tab LAN Play > LAN Mode Implement GetNetworkInfoLatestUpdate Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF Fix ARMS Scan (and other games using wrong LocalCommunicationId Fix latest update when host leaves Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId" This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75. Fix the localCommunicationId = -1 Don't set Connect flag for nodes already in the room before joining. Make IUserLocalCommunicationService disposable Fix crash when using LAN mode on linux. Actually use that call Don't dispose if there's no client. Fix the settings window crash Fix configurationFileUpdated * Make LDN compatible with Ryujinx/Ryujinx#3805 * Ava: Add Ldn options to SettingsNetworkTab * Ava: Add update events for multiplayer options * Apply formatting * Remove LdnHelper * ldn: Fix hardcoded /24 subnet mask * Fix naming rule violations * Add missing summary doc tag * Remove NetCoreServer dependency * Address code style issues and typos Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Call CloseStation/CloseAccessPoint to reduce code duplication * Fix typo Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Fix missing trailing commas * Extract AddressList from AddressEntry * Use AcceptPolicy as a type for LdnNetworkInfo.StationAcceptPolicy * Add Flags attribute to ScanFilterFlag * Rename struct members for LdnNetworkInfo * Remove extra line Co-authored-by: Ac_K <Acoustik666@gmail.com> * Extract NetworkErrorMessage from NetworkError * Fix missing trailing commas --------- Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
227 lines
9.4 KiB
C#
227 lines
9.4 KiB
C#
using LibHac.Tools.FsSystem;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Multiplayer;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services.Account.Acc;
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using Ryujinx.HLE.HOS.SystemState;
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using Ryujinx.HLE.Ui;
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using System;
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namespace Ryujinx.HLE
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{
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/// <summary>
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/// HLE configuration.
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/// </summary>
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public class HLEConfiguration
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{
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/// <summary>
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/// The virtual file system used by the FS service.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly VirtualFileSystem VirtualFileSystem;
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/// <summary>
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/// The manager for handling a LibHac Horizon instance.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly LibHacHorizonManager LibHacHorizonManager;
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/// <summary>
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/// The account manager used by the account service.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly AccountManager AccountManager;
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/// <summary>
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/// The content manager used by the NCM service.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly ContentManager ContentManager;
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/// <summary>
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/// The persistent information between run for multi-application capabilities.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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public readonly UserChannelPersistence UserChannelPersistence;
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/// <summary>
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/// The GPU renderer to use for all GPU operations.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly IRenderer GpuRenderer;
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/// <summary>
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/// The audio device driver to use for all audio operations.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly IHardwareDeviceDriver AudioDeviceDriver;
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/// <summary>
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/// The handler for various UI related operations needed outside of HLE.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly IHostUiHandler HostUiHandler;
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/// <summary>
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/// Control the memory configuration used by the emulation context.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly MemoryConfiguration MemoryConfiguration;
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/// <summary>
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/// The system language to use in the settings service.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly SystemLanguage SystemLanguage;
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/// <summary>
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/// The system region to use in the settings service.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly RegionCode Region;
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/// <summary>
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/// Control the initial state of the vertical sync in the SurfaceFlinger service.
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/// </summary>
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internal readonly bool EnableVsync;
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/// <summary>
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/// Control the initial state of the docked mode.
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/// </summary>
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internal readonly bool EnableDockedMode;
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/// <summary>
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/// Control if the Profiled Translation Cache (PTC) should be used.
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/// </summary>
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internal readonly bool EnablePtc;
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/// <summary>
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/// Control if the guest application should be told that there is a Internet connection available.
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/// </summary>
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internal readonly bool EnableInternetAccess;
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/// <summary>
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/// Control LibHac's integrity check level.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly IntegrityCheckLevel FsIntegrityCheckLevel;
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/// <summary>
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/// Control LibHac's global access logging level. Value must be between 0 and 3.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly int FsGlobalAccessLogMode;
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/// <summary>
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/// The system time offset to apply to the time service steady and local clocks.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly long SystemTimeOffset;
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/// <summary>
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/// The system timezone used by the time service.
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/// </summary>
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/// <remarks>This cannot be changed after <see cref="Switch"/> instantiation.</remarks>
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internal readonly string TimeZone;
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/// <summary>
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/// Type of the memory manager used on CPU emulation.
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/// </summary>
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public MemoryManagerMode MemoryManagerMode { internal get; set; }
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/// <summary>
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/// Control the initial state of the ignore missing services setting.
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/// If this is set to true, when a missing service is encountered, it will try to automatically handle it instead of throwing an exception.
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/// </summary>
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/// TODO: Update this again.
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public bool IgnoreMissingServices { internal get; set; }
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/// <summary>
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/// Aspect Ratio applied to the renderer window by the SurfaceFlinger service.
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/// </summary>
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public AspectRatio AspectRatio { get; set; }
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/// <summary>
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/// The audio volume level.
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/// </summary>
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public float AudioVolume { get; set; }
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/// <summary>
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/// Use Hypervisor over JIT if available.
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/// </summary>
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internal readonly bool UseHypervisor;
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/// <summary>
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/// Multiplayer LAN Interface ID (device GUID)
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/// </summary>
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public string MultiplayerLanInterfaceId { internal get; set; }
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/// <summary>
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/// Multiplayer Mode
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/// </summary>
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public MultiplayerMode MultiplayerMode { internal get; set; }
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/// <summary>
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/// An action called when HLE force a refresh of output after docked mode changed.
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/// </summary>
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public Action RefreshInputConfig { internal get; set; }
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public HLEConfiguration(VirtualFileSystem virtualFileSystem,
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LibHacHorizonManager libHacHorizonManager,
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ContentManager contentManager,
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AccountManager accountManager,
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UserChannelPersistence userChannelPersistence,
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IRenderer gpuRenderer,
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IHardwareDeviceDriver audioDeviceDriver,
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MemoryConfiguration memoryConfiguration,
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IHostUiHandler hostUiHandler,
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SystemLanguage systemLanguage,
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RegionCode region,
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bool enableVsync,
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bool enableDockedMode,
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bool enablePtc,
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bool enableInternetAccess,
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IntegrityCheckLevel fsIntegrityCheckLevel,
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int fsGlobalAccessLogMode,
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long systemTimeOffset,
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string timeZone,
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MemoryManagerMode memoryManagerMode,
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bool ignoreMissingServices,
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AspectRatio aspectRatio,
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float audioVolume,
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bool useHypervisor,
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string multiplayerLanInterfaceId,
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MultiplayerMode multiplayerMode)
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{
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VirtualFileSystem = virtualFileSystem;
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LibHacHorizonManager = libHacHorizonManager;
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AccountManager = accountManager;
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ContentManager = contentManager;
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UserChannelPersistence = userChannelPersistence;
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GpuRenderer = gpuRenderer;
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AudioDeviceDriver = audioDeviceDriver;
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MemoryConfiguration = memoryConfiguration;
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HostUiHandler = hostUiHandler;
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SystemLanguage = systemLanguage;
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Region = region;
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EnableVsync = enableVsync;
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EnableDockedMode = enableDockedMode;
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EnablePtc = enablePtc;
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EnableInternetAccess = enableInternetAccess;
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FsIntegrityCheckLevel = fsIntegrityCheckLevel;
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FsGlobalAccessLogMode = fsGlobalAccessLogMode;
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SystemTimeOffset = systemTimeOffset;
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TimeZone = timeZone;
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MemoryManagerMode = memoryManagerMode;
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IgnoreMissingServices = ignoreMissingServices;
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AspectRatio = aspectRatio;
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AudioVolume = audioVolume;
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UseHypervisor = useHypervisor;
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MultiplayerLanInterfaceId = multiplayerLanInterfaceId;
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MultiplayerMode = multiplayerMode;
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}
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}
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}
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