forked from Mirror/Ryujinx
ntc: Implement IEnsureNetworkClockAvailabilityService (#3192)
* ntc: Implement IEnsureNetworkClockAvailabilityService This PR implement a basic `IEnsureNetworkClockAvailabilityService` checked by RE. It's needed by Splatoon 2 with Guest Internet Access enabled. Game is now playable with this setting. * Update Ryujinx.HLE/HOS/Services/Nim/Ntc/StaticService/IEnsureNetworkClockAvailabilityService.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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4 changed files with 108 additions and 12 deletions
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@ -47,6 +47,7 @@ namespace Ryujinx.Common.Logging
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ServiceNim,
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ServiceNs,
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ServiceNsd,
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ServiceNtc,
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ServiceNv,
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ServiceOlsc,
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ServicePctl,
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@ -1,8 +1,24 @@
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namespace Ryujinx.HLE.HOS.Services.Nim.Ntc
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Services.Nim.Ntc.StaticService;
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namespace Ryujinx.HLE.HOS.Services.Nim.Ntc
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{
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[Service("ntc")]
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class IStaticService : IpcService
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{
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public IStaticService(ServiceCtx context) { }
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[CommandHipc(0)]
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// OpenEnsureNetworkClockAvailabilityService(u64) -> object<nn::ntc::detail::service::IEnsureNetworkClockAvailabilityService>
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public ResultCode CreateAsyncInterface(ServiceCtx context)
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{
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ulong unknown = context.RequestData.ReadUInt64();
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MakeObject(context, new IEnsureNetworkClockAvailabilityService(context));
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Logger.Stub?.PrintStub(LogClass.ServiceNtc, new { unknown });
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return ResultCode.Success;
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}
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}
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}
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@ -0,0 +1,77 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Ipc;
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using Ryujinx.HLE.HOS.Kernel.Common;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Nim.Ntc.StaticService
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{
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class IEnsureNetworkClockAvailabilityService : IpcService
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{
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private KEvent _finishNotificationEvent;
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private ResultCode _taskResultCode;
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public IEnsureNetworkClockAvailabilityService(ServiceCtx context)
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{
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_finishNotificationEvent = new KEvent(context.Device.System.KernelContext);
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_taskResultCode = ResultCode.Success;
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// NOTE: The service starts a thread that polls Nintendo NTP server and syncs the time with it.
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// Additionnally it gets and uses some settings too:
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// autonomic_correction_interval_seconds, autonomic_correction_failed_retry_interval_seconds,
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// autonomic_correction_immediate_try_count_max, autonomic_correction_immediate_try_interval_milliseconds
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}
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[CommandHipc(0)]
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// StartTask()
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public ResultCode StartTask(ServiceCtx context)
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{
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if (!context.Device.Configuration.EnableInternetAccess)
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{
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return (ResultCode)Time.ResultCode.NetworkTimeNotAvailable;
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}
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// NOTE: Since we don't support the Nintendo NTP server, we can signal the event now to confirm the update task is done.
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_finishNotificationEvent.ReadableEvent.Signal();
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Logger.Stub?.PrintStub(LogClass.ServiceNtc);
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return ResultCode.Success;
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}
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[CommandHipc(1)]
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// GetFinishNotificationEvent() -> handle<copy>
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public ResultCode GetFinishNotificationEvent(ServiceCtx context)
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{
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if (context.Process.HandleTable.GenerateHandle(_finishNotificationEvent.ReadableEvent, out int finishNotificationEventHandle) != KernelResult.Success)
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{
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throw new InvalidOperationException("Out of handles!");
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}
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context.Response.HandleDesc = IpcHandleDesc.MakeCopy(finishNotificationEventHandle);
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return ResultCode.Success;
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}
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[CommandHipc(2)]
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// GetResult()
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public ResultCode GetResult(ServiceCtx context)
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{
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return _taskResultCode;
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}
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[CommandHipc(3)]
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// Cancel()
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public ResultCode Cancel(ServiceCtx context)
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{
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// NOTE: The update task should be canceled here.
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_finishNotificationEvent.ReadableEvent.Signal();
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_taskResultCode = (ResultCode)Time.ResultCode.NetworkTimeTaskCanceled;
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Logger.Stub?.PrintStub(LogClass.ServiceNtc);
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return ResultCode.Success;
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}
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}
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}
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@ -18,5 +18,7 @@
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TimeZoneConversionFailed = (903 << ErrorCodeShift) | ModuleId,
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TimeZoneNotFound = (989 << ErrorCodeShift) | ModuleId,
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NotImplemented = (990 << ErrorCodeShift) | ModuleId,
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NetworkTimeNotAvailable = (1000 << ErrorCodeShift) | ModuleId,
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NetworkTimeTaskCanceled = (1003 << ErrorCodeShift) | ModuleId,
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}
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}
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