Commit Graph
153 Commits
Author SHA1 Message Date
KeatonTheBot 76a123b81d misc: chore: Use explicit types & fix object creation 2026-05-30 16:26:50 -05:00
Babib3l 3289715b8c River : HLE: Make process identity explicit for service metadata resolution
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.
2026-05-25 11:50:28 -05:00
Max 0bc515e4ff [HLE] Stub ILibrarySelfAccessor:ExitAndReturn (10) 2026-05-15 17:22:21 -05:00
yell0wsuitandyell0wsuit 23fb4924e3 [HLE] Match hardware screenshot buffer size behavior for captures
## 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>
2026-05-11 14:30:04 -05:00
yell0wsuitandyell0wsuit 51e4323a73 [HLE] Fix StoreData layout and implement IDatabaseService.Append
- 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>
2026-05-11 11:09:52 -05:00
Max fcd55edf93 [HLE] Renamed INotificationServicesForSystem and implemented a few commands and stubs
Should allow Ring Fit and other games that rely heavily on the notification system to get in-game (?), needs testing.
2026-05-11 11:09:02 -05:00
Max 1950b34e39 [HLE] Implemented ILibraryAppletSelfAccessor:1
Needed for Tomodachi Life: Living the Dream (?)

based on [this](https://www.reddit.com/r/Ryubing/comments/1t4lfc9/comment/ok4e7tu/)
2026-05-11 10:45:19 -05:00
Xam 20a9ecaebf HLE: CaptureManager: SaveScreenShot: properly handle screenshot image data
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.
2026-04-21 16:25:33 -05:00
LotP e729014cfa Accurate Service Names
- 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.
2026-04-05 16:53:25 -05:00
sh0inx 1b714ab1aa [HLE] Added "null" check for isAtRest
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.
2026-03-15 16:16:14 -05:00
Coxxs a6af70baa1 HLE: Implement CreateContextForSystem
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)
2026-03-14 18:25:36 -05:00
sh0inx 061bfb4074 HLE: Stubbed IUserLocalCommuniationService SetProtocol (106)
Should fix Animal Crossing: New Horizons crashing on LDN connection and potentially other titles with Switch 2 updates.
2026-01-31 01:28:06 -06:00
sh0inx a91f60b6ad HLE: Implement IHidServer IsSixAxisSensorAtRest
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.
2026-01-24 12:44:57 -06:00
GreemDev b6cd6770ff Removed TypedStringEnumConverter; it exists in .NET now.
As per the remark XMLdoc on the type: Get rid of this converter if dotnet supports similar functionality out of the box.
2025-12-23 08:18:10 -06:00
KeatonTheBot c70f692324 misc: chore: Fix possible NullReferenceExceptions, suppress warnings 2025-12-13 13:32:49 -06:00
LotP e404954f88 Memory Changes 3.2
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).
2025-12-06 19:41:14 -06:00
Princess Piplup 298e2cdefd Fix SaveCurrentScreenshot
This fixes SaveCurrentScreenshot so it correctly saves the screenshot into the screenshot folder, it's no longer a stub

I was going to add the capture button so all games worked but tbh I only care for spongebob

games tested
Pokemon Z-A: https://files.raychu.xyz/u/1FaUGV.png
Pokemon Violet: https://files.raychu.xyz/u/6swfVS.png
Pokemon Violet: https://files.raychu.xyz/u/JaBBX2.png
Spongebob The Cosmic Shake: https://files.raychu.xyz/u/8z5X2e.png
2025-12-04 20:17:51 -06:00
GreemDev e349ef72fb Use the new C# 14 null propagation setter 2025-11-19 20:09:08 -06:00
KeatonTheBot 139e18a8e1 feature: .NET 10 2025-11-17 09:14:04 -06:00
Coxxs 58a76a0b9f Stub IWriterForApplication: 0 (CreateContextRegistrar)
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.)
2025-11-17 08:42:37 -06:00
GreemDevandcomex 9b8517caf3 Fix socket closing on shutdown
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>
2025-11-05 08:21:54 -06:00
KeatonTheBot a6c0eabf49 misc: Tweak NullReferenceException fixes 2025-10-31 01:04:00 -05:00
LotP e3ee28605d Memory changes 3
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.
2025-10-30 23:25:51 -05:00
KeatonTheBot 2c50fbcc1f misc: Use nint/nuint instead of IntPtr/UIntPtr 2025-10-29 14:54:07 -05:00
GreemDev 90cb9d42db hle: Throw a ServiceNotImplementedException instead of ArgumentException if any number arguments provided to ILibraryAppletAccessor are nonzero 2025-10-29 14:52:15 -05:00
LotP 1a3b407839 ILibraryAppletAccessor:90 tweak
Minor update to logic to make our work easier in the future.
2025-10-29 14:52:13 -05:00
sh0inx 46a0783293 HLE: Stub ILibraryAppletAccessor Unknown90
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.
2025-10-27 13:11:33 -05:00
LotP f98af9e175 gpu allocation optimizations
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).
2025-10-26 16:46:55 -05:00
GreemDev 843a7113d1 chore: fix in-code typos 2025-10-20 21:53:26 -05:00
Coxxs d659bec27a Implement IUserServiceCreator: 1 (CreateClientProcessMonitor)
This should fix nn::ldn::Initialize in games that use SDK 18 or higher.
2025-10-20 20:57:30 -05:00
Coxxs 107df58666 Update LoadIdTokenCache for 19.0.0+
This should stub nn::account::LoadNetworkServiceAccountIdTokenCache for games that use SDK 19 or higher.
2025-10-20 20:57:06 -05:00
LotP c0b7452cb5 SDK20 and REV15 support
* Fixed an issue where games would boot loop because of an incorrect HID state.

  * Turns out the SamplingNumber of the atomic input storage doesn't match the SamplingNumber of the input state held by the atomic storage, instead it is exactly double the value in the input state.

* Added new Condition struct to the HID Shared memory and populate it with dummy data to fix the no-controller crash (already merged).

* The audio renderer has been mostly updated to rev15, allowing rev15 games to launch.

  * Biquad filters now use floats.

  * Several structures have been renamed to match the SDK names, making it easier to compare functionality. A few names are still missing and will be changed at a later date.

  * The new commands from rev15 have been added to the CommandType enum, but they are still missing from the code itself.

    * Due to changes in the SDK layout, the time estimation functions are either missing or very well hidden (or Ghidra search functionality is useless). We can't fully implement the new commands until the timing data has been located.

  * A few minor tweaks to the code have been made to more accurately match the SDK.
2025-10-11 10:39:50 -05:00
KeatonTheBot 51b32981b6 misc: chore: Fix possible NullReferenceExceptions, InvalidOperationExceptions 2025-09-30 15:05:14 -05:00
KeatonTheBot fa682d406e misc: chore: Merge into pattern 2025-09-24 13:51:15 -05:00
KeatonTheBot 503dea74c2 misc: chore: Remove unnecessary usings 2025-09-24 13:48:36 -05:00
KeatonTheBot 1f979e5c6f misc: chore: Fix object creation 2025-09-24 13:44:00 -05:00
KeatonTheBot 378dc33cca misc: chore: Discard unused parameters 2025-09-24 13:26:50 -05:00
KeatonTheBot 9c37a557dd misc: chore: Merge duplicated 'if' branches 2025-09-24 13:26:50 -05:00
KeatonTheBot fe7a30c747 Revert Android changes
* "Android: NCE support" - Commit cd3221ab

* "Android: Numerous fixes" - Commit 19dd23c2

* "Android: Memory specific switches" - Commit 98b4ff33

* "Android: Remove unmanaged code" - Commit 846b5b6e
2025-09-14 14:51:44 -05:00
LotP f4dfdd35b2 hle: Basic event handle implementation for IApplicationFunctions 210
Lets Hollow Knight: Silksong boot.

* remove stub

* Add version comment
2025-09-05 08:59:26 -05:00
GreemDevandKeatonTheBot c56d04a9a9 feature: Turbo Mode
Adds an elapsed tick multiplier feature which speeds up games which are built upon delta time.

More information: https://web.archive.org/web/20240713135029/https://github.com/Ryujinx/Ryujinx/pull/6456

Co-authored-by: KeatonTheBot <keaton@ryujinx.app>
2025-09-04 23:49:32 -05:00
GreemDev 09f3bf4b55 [ci skip] chore: Change LDN server URL (it's the same server, just a more official URL) 2025-08-28 09:50:29 -05:00
LotP 171624e7f0 Memory Changes part 2
* Slightly refactors RangeLists from the last Memory Changes MR, which fixes issue 61.

* Convert as many const size array iterators to span iterators as possible. When iterating over a const size array, every iteration created a Span, now only the first iteration does in most places.

* Now using object pooling for a few object types that were rapidly deleted and recreated.

* Converted a few flag checks to binary operations to save memory allocations.
2025-08-26 15:30:12 -05:00
Coxxs a90db3464d fix: socket blocking flag is inverted when setting it 2025-06-13 17:00:28 -05:00
KeatonTheBot e09f16838e Suppress CA1416 warnings, correct argument kind in IFileSystem 2025-06-01 02:26:15 -05:00
MrKev 51ca73cb10 Fix JWT Claims and Socket Flag Handling to Improve Just Dance® Server Connection 2025-05-27 18:28:15 -05:00
KeatonTheBot 19dd23c288 Android: Numerous fixes
* GetSerialNumber in ISystemSettingsServer

* Bionic qualifiers

* Revert application pool size to 3285 MB for 4 GB DRAM

* Fix PPTC recompilation if mod or patch is applied
2025-05-26 16:01:23 -05:00
Evan Husted 88d904acde Headless in Avalonia v2
Launch the Ryujinx.exe, first argument --no-gui or nogui, and the rest of the arguments should be your normal headless script. You can include the new option --use-main-config which will provide any arguments that you don't, filled in from your main config made by the UI.
2025-05-24 19:32:45 -05:00
GreemDev 2a03f7b1d4 infra: Update to Ryujinx.LibHac 0.20.0.
This time it's pulled in via GitLab package registry.
2025-05-20 00:28:49 -05:00
KeatonTheBot 95ac0a7a51 Assign DRAM IDs and Hardware Types to 10GiB-12GiB sizes
* Fix incorrect Hardware Type for 8GiB-12GiB DRAM sizes
2025-05-06 19:09:05 -05:00