fixes cursor being at 0 position even when text is present, especially annoying for handheld devices with kde virtual keyboard, which is pretty bad, with no way to move the cursor or delete text backward
This PR is the first in a batch of structural changes to Ryujinx.
**Changes**
- Added `ProcessIdentity` and `ProcessKind` to describe loaded programs by:
- PID, program ID, application ID, program index, display version, process kind
- Stored identity metadata on `ProcessResult`.
- Added PID-based process lookup helpers to `ProcessLoader`.
- Updated HLE services to resolve application metadata through the caller PID instead of `Processes.ActiveApplication`.
- Added PTC/JIT disk cache initialization logging with PID, title ID, display version, selector, and enabled state.
- Added `ClientProcessId` property to ServiceCtx (/src/Ryujinx.HLE/HOS/ServiceCtx.cs) that uses the handle descriptor PId when available, falling back to `Process.Pid`.
- Updated 15 HLE service files to use `context.ClientProcessId` instead of `context.Process.Pid` for client process access, ensuring services correctly identify the calling process even when invoked via IPC with handle descriptors.
These changes make service metadata resolution more explicit and prepare the emulator for other structural changes later on.
## Description
~~Fixes a fatal CLR crash when `caps` screenshot saving receives an input buffer larger than `0x384000`.~~
~~Resolves a crash in Tomodachi Life: Living the Dream where saving the pictures to the system's album crashes with 0x80131506.~~
Follow up to #18. This PR adjusts the validation and copy behavior to better match real hardware, and adds logging to make invalid screenshot buffer cases easier to diagnose.
Real hardware accepts screenshot buffers with a size greater than or equal to `0x384000`, but only `0x384000` bytes are needed for the 1280x720 RGBA image.
This changes screenshot saving to:
- reject buffers smaller than `0x384000`
- accept buffers equal to or larger than `0x384000`
- copy only the first `0x384000` bytes into the 1280x720 bitmap
## Testing
Tested with a real Switch NRO using `capssuSaveScreenShotEx0`, `capssuSaveScreenShotEx1`, and `capssuSaveScreenShotEx2`.
Observed hardware behavior:
```text
0x384000 => OK
0x384000 - 1 => NullInputBuffer
0x384000 + 1 => OK
0x3C0000 => OK // Tomo life picture size
```
Co-authored-by: yell0wsuit <5692900+yell0wsuit@users.noreply.github.com>
- Fixes `StoreData` layout/update handling so `UpdateLatest` returns the stored Mii data correctly.
- Implements `IDatabaseService.Append` (https://switchbrew.org/wiki/Shared_Database_services#IDatabaseService)
Also adds regression tests for `UpdateLatest` and `Append`.
(Might) fix Mario Kart 8 Deluxe crashing on first boot due to failed Mii verification check (due to custom Mii from emulator), and potentially Tomodachi Life: Living the Dream for the "Import Mii from system" option.
Co-authored-by: yell0wsuit <5692900+yell0wsuit@users.noreply.github.com>
no way this was working before, and if it did, just pure luck, unsafe blind copy of bytes as is and zero checks.
i only tested tomodachi, but should fix all games that were crashing on saving screenshots
the crash was happening because the screenshot buffer was bigger than the bitmap buffer, so marshall.copy() was raising an unhandhled expection crashing the emu.
on top of this, because the data was just copied as is, the result image was garbled.
- Services now use their actual names when creating processes instead of the generic "Service".
- Services now use their names encapsulated in curly brackets for threads, e.g. {HID}, instead of the default "HLE.OsThread", making it easier to see what is actually happening behind the scenes. Client threads should use <> and host threads should use {}.
- Fixed a bug where initiating services would create extra unneeded servers.
This is part 1 of a series of service and Horizon changes i'm working on. More will follow at a later date.
If an npad device was checking for if the device was at rest, we called `GetSixAxisSensorLifo()` -- if the npad was of type `None`, it triggered the `NotImplementedException` in that method because `None` doesn't have a gyroscope, and therefore no data attached to it.
Implement nn::ssl::sf::ISslServiceForSystem -> CreateContextForSystem (100)
Ryujinx implements both ISslService and ISslServiceForSystem in one class so we can just return new ISslContext.
Also fixed the incorrect parameter reading order. (CreateContextForSystem basically has same params as CreateContext)
Fixes the actually insane amount of log spam in games that check for this, such as Luigi's Mansion 3.
Values in HidDevices.NpadDevices.isAtRest may need to be tuned to a better range for resting detection. I originally set them to 0, and my controller rests at definitely NOT 0.
Will need to be revisited when implementing functionality for the global SixAxisActive bool, IHidServer.StartSixAxisTracking, and IHidServer.StopSixAxisTracking.
Fixes a few crashes:
- fixes a crash related to waking threads (priorities were wrong).
- fixes a crash from reusing the SetRenderTargets texture array (left-over data causing issues).
- fixes a mistake and an oversight in the buffer system.
- buffers were getting updated wrong causing bad data to be stored or some times cut.
- modified ranges would extend past their old buffers, crashing on syncs. Old buffers are now skipped as the new buffers already sync instead.
Introduces pooling in a few more places to increase memory efficiency.
simplified RangeList item logic.
- removed RangeItem by making all the range objects use the I(NonOverlapping)Range interface.
- BufferCache class no longer locks its RangeList, as the list is only ever accessed synchronously.
Small change to how keyboard snapshots are stored.
Increase ThreadedRenderer SpanPool size to fit slightly more data (4MB -> 8MB).
Fix games that uses ContextRegistrar (e.g. After the socket blocking issue is fixed, Splatoon 3 and other ModuleSystem games will call this when booting, to create a context for the error, after a connection attempt to the server failed.)
Previously, sockets were only ever closed when the game specifically requested it.
Thanks @comex on GitHub for the patch submitted via the [Ryubing] issues page.
Co-Authored-By: comex <47517+comex@users.noreply.github.com>
General memory improvements to decrease GC pressure and frequency.
Pool big arrays and objects that are created and deleted often.
Skip data copies when they aren't needed.
Inline flag checks to skip unneeded allocations.
From my testing the performance is about the same, but the GC frequency is much lower and collection is faster causing less and smaller spikes.
This lets games such as The Legend of Zelda: Tears of the Kingdom (v1.4.2) and other SDK 20+ games successfully circumvent a crash when calling an applet.
Example: No controller connected on boot -> calls Controller Applet -> no stub = crash.
ObjectPool now uses ConcurrentBag instead if ConcurrentStack, as it has a smaller memory footprint.
Fix compiler warnings related to Audio Command Pools.
Switch gpu command initialization to use pointers, that way skipping the allocation of the command which is unnecessary.
Skip byte array allocation in Ioctl2/3 if it isn't needed (if the source data is all continuous we don't need to copy it to make it continuous).
- Move the message handler into its debugger class part,
- Move all message types into one file and collapse 3 of the ones with no data into a generic, stateless message with a single property being its type,
- Add an Fpscr helper property on IExecutionContext along with a comment about what Fpscr is (similar to the other registers in there)
- Moved the Rcmd helpers (such as GetRegisters, GetMinidump, etc) into a dedicated Debugger class part,
- Fixed the double-collection (ToArray being called twice) in GetThreadUids & GetThread in KProcess
Using resolution mods, heaps past 8 GiB work in some games (like LoZ: TotK) and not in others (like SMP Jamboree). Setting the heap to a hard limit of 8 GiB on the 10 & 12 GiB DRAM options seems to be the safe bet right now until a better solution is found.
The heap was limited to 6 GiB no matter the memory setting, causing memory configurations above 8 GiB to not actually affect the heap size.
Now when the memory config is set to [10 or] 12 GiB the heap also allocates 12 GiB.
The SetHeapSize SysCall will now allow heap sizes up to 12 GiB (technically slightly less).
Co-authored-by: KeatonTheBot <keaton@ryujinx.app>