- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual
I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.
there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file
now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixed the delete button enabled for external content (which is auto handled and the proper way to get rid of them is either by removing its folder from ext content list, or removing the file itself) by streaming patch source thru jni.
Along the way stumbled upon another bug: If you have an external content update installed (say latest version for example) and you NAND install a previous update (like in silksong's hard mode update), the newest update version string would leak to the previous one.
Did videos for both. Fixed both. Seems good to go.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3691
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
Original text, per the emailed patch:
---------------
Hello,
I am submitting a small fix to prevent an unintended abort when _GLIBCXX_ASSERTIONS is enabled, caused by out-of-bounds access in debug logging.
Background / Issue
In the server-side implementations of ITimeZoneService::ToPosixTime and ToPosixTimeWithMyRule, the SCOPE_EXIT debug logging previously accessed out_times[0] and out_times[1] unconditionally.
However, out_times is an IPC-provided output buffer (OutArray, which inherits from std::span). Its length depends on the caller-provided buffer capacity. During debugging, I encountered a case where out_times.size() == 1.
Under _GLIBCXX_ASSERTIONS, accessing out_times[1] triggers a std::span::operator[] assertion failure (std::__glibcxx_assert_fail) and aborts the process, causing the service thread to crash. This results in an unintended crash caused solely by debug logging.
Change Description
In the SCOPE_EXIT logging blocks of both ToPosixTime and ToPosixTimeWithMyRule, I added bounds checks before accessing out_times[0] and out_times[1]:
Access out_times[0] only if out_times.size() > 0
Access out_times[1] only if out_times.size() > 1
Print 0 when the corresponding element is unavailable
This change only affects debug log output. It does not modify IPC semantics or the time conversion logic itself.
Reproduction Context (for reference)
I encountered this issue while running 13 Sentinels: Aegis Rim (title ID: 01008D7016438000). During the “Load Game” flow, ToPosixTimeWithMyRule is invoked with an out_times buffer of length 1, which previously led to the out-of-bounds access in the logging code.
Thank you for your time and review.
Best regards,
darkpaper
Environment: Arch Linux / KDE / X11
This email and the accompanying patch were prepared with assistance from
an LLM.
Authored-by: darkpaper <lirunzhou2021@gamil.com>
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: darkpaper <lirunzhou2021@gamil.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3668
Foreword: WHY DON'T EVERYBODY USE ONE FOLDER FOR EACH GAME+CONTENTS? AIN'T THIS THE FORMAT GAMES COME WHEN YOU BUE THEM? DO YOU LIVE WITH ALL YOUR FRIENDS AND HAVE A 2ND HOUSE FOR ALL THE CHILDREN?
Nice, i feel better now.
This feat extends Maufeat's work on external content loading. It harmonically additions:
"...also, if in each game folder X, you find a folder Y, and in this folder Y you detect ONLY a single game, then mount all external content for that game found in that folder Y and its subfolders."
Permanent (not toggleable). External Content folders are supported equally.
Also:
-Reworked several routines for preserving single source of truth between android and other systems;
-Fixed the annoying unknown format error for content files, by providing proper format detection.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3596
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
Adds a location param to the Patch struct which can be used to delete
any installed mods at the user's request. You can delete multiple at
once too, or just one by right-clicking
You are not able to delete game updates, DLC, or SDMC mods.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3626
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
For reasons I am not knowledgeable enough to answer, NACP language and
nn::settings::Language don't match.
PR #3587 however erroneously matched language_index directly to NACP
language which caused those weird mismatches (since idx 2 = French
actually matches up to an NACP language of Japanese). So to get around
that just go back to the mapping of language idx -> nacp language
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3629
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Normally, language_entries contained plain UTF-8 names.
In BotW v1.9.0, that title block is no longer directly readable as old UTF-8, so we were parsing binary data as text and going nuts.
...
In patch_manager.cpp (ParseControlNCA), I added a validity check: If update title text is unreadable, we keep update metadata but copy only the base language_entries block (0x0000..0x2FFF) so the game name is valid again.
UPDATE:
managed to decode the new language entries is a raw headerless zlib deflate.
added support for proper detection and inflation.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3585
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
(Merge of #3495 + #3108)
This PR works around to simplify math operations on hot pointers inside the access and requests to the cache of buffers and texture cache, removing previous logic of indirection and replaced by a PoD approach.
This will ensure less CPU times spended on the same request and flow directly into another chain of the render, in the same way, command queue currently uses an internal mutex that constraints the flow of data within the GPU threads, we're moving over a single command, I verified to keep using mutexes instead of internal mutex + mutex per operation, which are resolved by themselves.
In simplier words, this aims to improve performance on those games and devices where the waits for next orders on GPU commands were heavier than a single verification.
Co-Authored-by: @CamilleLaVey
Co-Authored-by: @Lizzie
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3579
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>