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nifm: Only return that there's an internet connection when there's a BCATServer

This helps games that need internet for other purposes boot as the rest
of our internet infrastructure is incomplete.
This commit is contained in:
Fernando Sahmkow 2019-10-05 20:00:54 -04:00 committed by bunnei
parent 63d30133f8
commit 3c95e49c42

View file

@ -9,6 +9,7 @@
#include "core/hle/kernel/writable_event.h" #include "core/hle/kernel/writable_event.h"
#include "core/hle/service/nifm/nifm.h" #include "core/hle/service/nifm/nifm.h"
#include "core/hle/service/service.h" #include "core/hle/service/service.h"
#include "core/settings.h"
namespace Service::NIFM { namespace Service::NIFM {
@ -86,8 +87,13 @@ private:
IPC::ResponseBuilder rb{ctx, 3}; IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS); rb.Push(RESULT_SUCCESS);
if (Settings::values.bcat_backend == "none") {
rb.PushEnum(RequestState::NotSubmitted);
} else {
rb.PushEnum(RequestState::Connected); rb.PushEnum(RequestState::Connected);
} }
}
void GetResult(Kernel::HLERequestContext& ctx) { void GetResult(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_NIFM, "(STUBBED) called"); LOG_WARNING(Service_NIFM, "(STUBBED) called");
@ -194,15 +200,23 @@ private:
IPC::ResponseBuilder rb{ctx, 3}; IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS); rb.Push(RESULT_SUCCESS);
if (Settings::values.bcat_backend == "none") {
rb.Push<u8>(0);
} else {
rb.Push<u8>(1); rb.Push<u8>(1);
} }
}
void IsAnyInternetRequestAccepted(Kernel::HLERequestContext& ctx) { void IsAnyInternetRequestAccepted(Kernel::HLERequestContext& ctx) {
LOG_WARNING(Service_NIFM, "(STUBBED) called"); LOG_WARNING(Service_NIFM, "(STUBBED) called");
IPC::ResponseBuilder rb{ctx, 3}; IPC::ResponseBuilder rb{ctx, 3};
rb.Push(RESULT_SUCCESS); rb.Push(RESULT_SUCCESS);
if (Settings::values.bcat_backend == "none") {
rb.Push<u8>(0);
} else {
rb.Push<u8>(1); rb.Push<u8>(1);
} }
}
Core::System& system; Core::System& system;
}; };