Commit Graph
138 Commits
Author SHA1 Message Date
Princess Piplup ab571e81b3 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
2025-12-08 20:26:33 -06:00
KeatonTheBot 85e05bc7b2 misc: chore: Remove unnecessary usings 2025-11-23 14:13:25 -06:00
GreemDev 99c2e672c3 Use the new C# 14 null propagation setter 2025-11-23 13:48:18 -06:00
KeatonTheBot 203ac3a175 feature: .NET 10 2025-11-23 13:48:10 -06:00
Coxxs bc0c483041 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.)
2025-11-23 13:47:58 -06:00
GreemDevandcomex 1af7ebafc8 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>
2025-11-23 13:43:46 -06:00
KeatonTheBot 377805579b misc: Tweak NullReferenceException fixes 2025-11-23 13:43:15 -06:00
LotP 35bced8527 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.
2025-11-23 13:43:14 -06:00
KeatonTheBot c1e24961f9 misc: Use nint/nuint instead of IntPtr/UIntPtr 2025-11-23 13:42:38 -06:00
GreemDev 2d720fea03 hle: Throw a ServiceNotImplementedException instead of ArgumentException if any number arguments provided to ILibraryAppletAccessor are nonzero 2025-11-23 13:40:16 -06:00
LotP 65c740ec4a ILibraryAppletAccessor:90 tweak
Minor update to logic to make our work easier in the future.
2025-11-23 13:40:11 -06:00
sh0inx 0b8d1d5816 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 13:19:55 -05:00
LotP 1bb1c7bba8 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).
2025-10-27 09:16:23 -05:00
GreemDev f3931a789a chore: fix in-code typos 2025-10-27 09:16:23 -05:00
Coxxs 42369a22a3 Implement IUserServiceCreator: 1 (CreateClientProcessMonitor)
This should fix nn::ldn::Initialize in games that use SDK 18 or higher.
2025-10-27 09:16:23 -05:00
Coxxs 7b801bb9d3 Update LoadIdTokenCache for 19.0.0+
This should stub nn::account::LoadNetworkServiceAccountIdTokenCache for games that use SDK 19 or higher.
2025-10-27 09:16:23 -05:00
LotP 1ef09717d2 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.
2025-10-27 08:50:57 -05:00
KeatonTheBot 7a5b5dee6a misc: chore: Fix possible NullReferenceExceptions, InvalidOperationExceptions 2025-10-06 11:48:21 -05:00
KeatonTheBot 48ba1cc9ed misc: chore: Merge into pattern 2025-09-25 17:04:08 -05:00
KeatonTheBot a6f3f0718d misc: chore: Remove unnecessary usings 2025-09-25 17:04:07 -05:00
KeatonTheBot 9cdd9f6dbf misc: chore: Fix object creation 2025-09-25 17:04:07 -05:00
KeatonTheBot 0928851966 misc: chore: Discard unused parameters 2025-09-25 17:04:06 -05:00
KeatonTheBot d773bd60f4 misc: chore: Merge duplicated 'if' branches 2025-09-25 17:04:06 -05:00
LotP 3deddbd491 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.
2025-09-12 21:24:19 -05:00
LotP 6e7d013903 hle: Basic event handle implementation for IApplicationFunctions 210
Lets Hollow Knight: Silksong boot.

* remove stub

* Add version comment
2025-09-09 22:30:10 -05:00
GreemDev 39066b846d [ci skip] chore: Change LDN server URL (it's the same server, just a more official URL) 2025-09-09 22:30:09 -05:00
KeatonTheBot b4eaa5f262 misc: chore: Android: Remove redundant qualifiers 2025-06-28 17:45:49 -05:00
Evan Husted 2f7406aaca 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.
2025-06-22 22:29:39 -05:00
KeatonTheBot 9955191651 infra: Readjust namespaces/folders/projects/filenames back to Ryujinx 2025-06-22 21:30:22 -05:00
Coxxs 9b6b9146e2 fix: socket blocking flag is inverted when setting it 2025-06-20 16:33:19 -05:00
KeatonTheBot 620666909f Suppress CA1416 warnings, correct argument kind in IFileSystem 2025-06-20 16:25:22 -05:00
MrKev cdd4557343 Fix JWT Claims and Socket Flag Handling to Improve Just Dance® Server Connection 2025-05-31 02:59:09 -05:00
GreemDev 3657e55c70 infra: Update to Ryujinx.LibHac 0.20.0.
This time it's pulled in via GitLab package registry.
2025-05-26 21:02:36 -05:00
KeatonTheBot e8e4c5aa61 Android changes 2025-05-16 23:42:48 -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
KeatonTheBot 5b03721db6 misc: chore: Merge duplicated switch sections 2025-04-12 12:27:26 -05:00
KeatonTheBot 3c644a712d misc: chore: Fix possible System.NullReferenceExceptions 2025-04-12 12:27:15 -05:00
KeatonTheBot 06ea0c32d3 misc: chore: Remove unnecessary usings 2025-04-11 21:56:23 -05:00
RyllGanda17 198ee01437 Implement GetCacheStorageMax (#5)
Fixes this problem
`|W| HLE.OsThread.47 KernelIpc CallCmifMethod: Missing service Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.IApplicationFunctions: 29 ignored`

Allows add-on content from Just Dance 2023/2024/2025 to be loaded.
2025-04-10 23:03:16 -05:00
GreemDev 6ca49f912e HLE: Implement missing service calls needed for Xenoblade Chronicles X DE
(cherry picked from commit d4bf7d3c2b870e0ff6677dc50dbcbea04396a4f9)
2025-03-24 11:14:55 -05:00
KeatonTheBot efd5a104b6 Revert "misc: chore: Remove redundant code"
This reverts commit 05a88ccc94.
2025-03-15 20:00:22 -05:00
KeatonTheBot 05a88ccc94 misc: chore: Remove redundant code 2025-03-11 16:45:41 -05:00
KeatonTheBot 340ec79e9f misc: chore: Use collection expressions (part 2) 2025-03-10 21:32:01 -05:00
KeatonTheBot e2973a875a misc: chore: Use collection expressions 2025-03-06 20:46:29 -06:00
Evan Husted 5e77ca25c8 HLE: LDN: Reduce NAT timeout from 5 seconds to 2.5 2025-02-16 18:04:55 -06:00
Vudjun e3258ab026 Gracefully handle errors in socket creation
In all other calls, exceptions are handled within the ManagedSocket
class, this can't easily be done here as the exception is thrown from
the constructor, so the exception is handled in ISocket and the correct
error is passed to the application.

This should fix #660
2025-02-16 17:32:36 -06:00
Vudjun fba6cb68c9 Add logging in socket implementation
Adds logging to most Socket calls to help with debugging network
issues.

Shouldn't affect any functionality. There's a small chance it could spam
the log in some games.
2025-02-16 17:32:08 -06:00
FluffyOMC a763f7bfd0 JIT Cache Regions + HLE SoNoSigpipe BSD socket mapping
Instead of one big 2048MB JIT Cache that'd crash the emulator when maxed
out, we now have it where we add 256MB JIT Cache regions when needed,
helping reduce allocated memory where games don't use the JIT cache for
it, and helping bigger games that DO need JIT cache bigger than 2048MB!

![image](https://github.com/user-attachments/assets/ff17dc48-6028-4377-8c73-746ab21ab83b)
(SSBU goes past the 2048MB JIT Cache limit that would normally crash
Ryujinx ^)

Also I added a BSD socket that Baba is You's networking for downloading
custom levels uses.
2025-02-12 16:41:39 -06:00
Josh 727ac79ebc Increase NAT discovery timeout to 5000ms
1000ms was too fast on some slower networks. It would lead to an early
cancellation before device could be found.
2025-01-27 21:44:26 -06:00
Evan Husted 94ba8de683 HLE: Stub IHidServer SetGestureOutputRanges
Lets "Donkey Kong Country Returns HD" get into main gameplay.
2025-01-16 11:44:17 -06:00