Age | Commit message (Collapse) | Author |
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More accurately follows IPSwitch specification.
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Converts between bytes and strings when the size is not known at compile time.
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file_sys: Add support for loading IPS patches
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aoc_u: Fix edge case with DLC that causes breaks
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configure_graphics: Make functions internally linked where applicable
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configure_audio: Minor cleanup-related changes
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services/fsp_srv: Amend service function table
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configure_input: Make analog mapping strings translatable
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submission_package: Cleanup and bug fixes
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service/lbl: Update service function table
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Port citra-emu/citra#4253: "common/string_util cleanup"
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card_image: Ensure program_nca_status is always initialized
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GetName() returns a std::string by value, not by reference, so after the
std::string_view is constructed, it's not well defined to actually
execute any member functions of std::string_view that attempt to access
the data, as the std::string has already been destroyed. Instead, we can
just use a std::string and erase the last four characters.
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If a ticket file was ever a null pointer, we'd cause a null pointer
dereference, as we were calling GetExtension() on the pointer instance.
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in InitializeExeFSAndRomFS()
When searching for a file extension, it's generally preferable to begin
the search at the end of the string rather than the beginning, as the
whole string isn't going to be walked just to check for something at the
end of it.
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If an error occurs when constructing the PartitionFilesystem instance,
the constructor would be exited early, which wouldn't initialize the
extracted data member, making it possible for other code to perform an
uninitialized read by calling the public IsExtractedType() member
function. This prevents that.
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Like the other two bits of factored out code, this can also be put
within its own function. We can also modify the code so that it accepts
a const reference to a std::vector of files, this way, we can
deduplicate the file retrieval.
Now the constructor for NSP isn't a combination of multiple behaviors in
one spot. It's nice and separate.
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This too, is completely separate behavior from what is in the
constructor, so we can move this to its own isolated function to keep
everything self-contained.
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This behavior is entirely independent of the surrounding code, so it can
be put in its own function to keep the behavior separate.
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nesting
We can use early continues here to reduce the amount of nesting.
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If any of the error paths before the NCA retrieval are taken, it'll
result in program_nca_status being left in an inconsistent state. So we
initialize it by default with a value indicating an error.
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In some games (Splatoon 2 and Splatoon 2 Splatfest World Premiere, notably), pass offset=0 and count=2047 into the ListAddOnContent method which should return all DLCs for the current title. The (presumably) intended behavior is to successfully return a empty array but because of a < v. <= in an if statement, a failure error code was returned causing these games to svcBreak. This fixes that if statement.
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Adds new functions that have been given names to the table. Information
is based off what is provided on Switchbrew.
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Amends the lbl service table to include new names of functions that were
added to Switchbrew.
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These strings are user-facing, so they should be specified as
translatable with tr().
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Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
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This ensures that the proper codec will always be used no matter what.
It also avoids relying on ASCII conversions.
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Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
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These aren't used outside of this translation unit, so they can be
internally linked.
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Avoid resource-heavy classes and remove quasi-duplicated code.
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First of all they are foundamentally broken. As our convention is that std::string is always UTF-8, these functions assume that the multi-byte character version of TString (std::string) from windows is also in UTF-8, which is almost always wrong. We are not going to build multi-byte character build, and even if we do, this dirty work should be handled by frontend framework early.
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We always use unicode internally. Any dirty work of conversion with other codec should be handled by frontend framework (Qt). Further more, ShiftJIS/CP1252 are not special (they are not code set used by 3ds, or any guest/host dependencies we have), so there is no reason to specifically include them
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While PatchExeFS operated on the entire directory, this function operates on the uncompressed NSO. Avoids copying decompression code to PatchManager.
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aoc_u: Implement functions and add support for DLC loading
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TLDS: Add 1D sampler
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gl_rasterizer_cache: Implement cubemap textures.
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qt: Install System TitleTypes to System NAND
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Command #5
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Commands #2, #3, and #7
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