* GPU: Don't create tracking handles for buffer textures
Buffer texture memory is handled by the buffer cache - the texture shouldn't create any tracking handles as they aren't used. This change simply makes them create and iterate 0 tracking handles, while keeping the rest of the texture group around.
This prevents a possible issue where many buffer textures are created as views of overlapping buffer ranges, and virtual regions have many dependant textures that don't actually contribute anything to handle state.
Should improve performance in Mortal Kombat 1, possibly certain UE4 games when FIFO raises to 100%.
* Fix interval tree bug
* Don't check view compatibility for buffer textures
* Impl first attempt to LDN
* Make this work.
- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Mac addresses are now randomly assigned on the server. (fixes joining lobbies)
- Fixed the "connected" handler for stations to actually find a
- Added info retrieval when connected to a station.
- Users that disconnect are now removed from rooms they were in. (still need to broadcast tho)
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.
* We may just be "initialized". Ignore this for now.
* Lots of WIP
* Add Disconnect packet
* Improve signalling of internal events.
* Fix scan.
* Fix some more stupid things.
* Enable NoDelay on all sockets.
* Add station accept policy, disconnect function.
* Limit max number of games.
* Split out networking stuff from HLE, so it can be swapped.
* Update logging calls.
* Missed a spot.
* Call SignalDisconnect instead of SetState
* Add comment to GetNetworkInfo
* Update configuration + UI
Now has its own tab, more options.
* Refactoring IUserLocalCommunicationService
( Expected new issues :'( )
* some cleanup
* More fix
* Correctly handle errors when connecting.
* Disable *Private call and clean symbols
* Structs cleanup
* Big cleanup
* Fix InvalidHandle (in MK8D and other games)
* Add Reject and Private Network support (v1)
RyuLdn Version bumped to 1.
* Add Initialize Packet
Allows users to keep Mac Addresses assigned by the server.
* Add SetWirelessControllerRestriction and some cleanup
* LDN-2 Initial Rebase
Make this work.
- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Fixed the "connected" handler for stations to actually find a
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.
We may just be "initialized". Ignore this for now.
Lots of WIP
Implement scan filter.
Improve signalling of internal events.
Fix scan.
Fix 0 width data, scan reply end delay removed.
Fix some more stupid things.
Enable NoDelay on all sockets.
Add station accept policy, disconnect function.
Limit max number of games.
Split out networking stuff from HLE, so it can be swapped.
Update logging calls.
Missed a spot.
SetAdvertiseData when open, don't return games that have accept policy 1
Update configuration + UI
Now has its own tab, more options.
Don't Keepalive, it causes problems.
Refactoring IUserLocalCommunicationService
( Expected new issues :'( )
some cleanup
More fix
Correctly handle errors when connecting.
Disable *Private call and clean symbols
Structs cleanup
Big cleanup
Fix InvalidHandle (in MK8D and other games)
Add Reject and Private Network support (v1)
Disable TcpNoDelay option on linux.
Add SetWirelessControllerRestriction and some cleanup
Misc cleanup, implement broadcast flag.
* Misc Changes
* Fix GetNetworkInfo
* Fix some small issues
* Implement GetNetworkInfoLatestUpdate
* Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF
* Fix ARMS Scan (and other games using wrong LocalCommunicationId
* Fix latest update when host leaves
* Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId"
This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75.
* Fix the localCommunicationId = -1
* Don't set Connect flag for nodes already in the room before joining.
* Make IUserLocalCommunicationService disposable
* Don't dispose if there's no client.
* LDN-2-2 Rebase
Make this work.
- Endianness swap on all IPs.
- Use local network IP for connections, rather than 127.0.0.1. This is to be changed when tunnelling or whatever.
- Fixed the "connected" handler for stations to actually find a
- The communication service does a bit better with being closed now.
- Some locking around the game instance dictionary.
We may just be "initialized". Ignore this for now.
Put sockets behind an interface, so that they can be swapped for something proxyable
Lots of WIP
Implement scan filter.
Improve signalling of internal events.
Fix scan.
Fix 0 width data, scan reply end delay removed.
Fix some more stupid things.
Enable NoDelay on all sockets.
Add station accept policy, disconnect function.
Limit max number of games.
Split out networking stuff from HLE, so it can be swapped.
Update logging calls.
Missed a spot.
SetAdvertiseData when open, don't return games that have accept policy 1
Update configuration + UI
Now has its own tab, more options.
Don't Keepalive, it causes problems.
Refactoring IUserLocalCommunicationService
( Expected new issues :'( )
some cleanup
More fix
Correctly handle errors when connecting.
Disable *Private call and clean symbols
Structs cleanup
Big cleanup
Fix InvalidHandle (in MK8D and other games)
Add Reject and Private Network support (v1)
Disable TcpNoDelay option on linux.
Add SetWirelessControllerRestriction and some cleanup
Misc cleanup, implement broadcast flag.
Misc Changes
Fix GetNetworkInfo
Fix some small issues
Disable LAN by default til the config is added.
Fix Splatoon 2
- Stub nfp IUser::StartDetection / IUser::StopDetection.
- Stub ntc IEnsureNetworkClockAvailabilityService and needed calls.
Cleanup previous fixes
Stub IAudioInManager/IAudioIn for Splatoon 2 LAN
Add LAN settings to multiplayer tab
LAN Play > LAN Mode
Implement GetNetworkInfoLatestUpdate
Hotfix when LocalCommunicationId = 0xFFFFFFFFFFFFFFFF
Fix ARMS Scan (and other games using wrong LocalCommunicationId
Fix latest update when host leaves
Revert "Fix ARMS Scan (and other games using wrong LocalCommunicationId"
This reverts commit 519c283d3993e2fdfafb8ac6b4e0a98231f6fb75.
Fix the localCommunicationId = -1
Don't set Connect flag for nodes already in the room before joining.
Make IUserLocalCommunicationService disposable
Fix crash when using LAN mode on linux.
Actually use that call
Don't dispose if there's no client.
Fix the settings window crash
Fix configurationFileUpdated
* Make LDN compatible with Ryujinx/Ryujinx#3805
* Ava: Add Ldn options to SettingsNetworkTab
* Ava: Add update events for multiplayer options
* Apply formatting
* Remove LdnHelper
* ldn: Fix hardcoded /24 subnet mask
* Fix naming rule violations
* Add missing summary doc tag
* Remove NetCoreServer dependency
* Address code style issues and typos
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Call CloseStation/CloseAccessPoint to reduce code duplication
* Fix typo
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Fix missing trailing commas
* Extract AddressList from AddressEntry
* Use AcceptPolicy as a type for LdnNetworkInfo.StationAcceptPolicy
* Add Flags attribute to ScanFilterFlag
* Rename struct members for LdnNetworkInfo
* Remove extra line
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Extract NetworkErrorMessage from NetworkError
* Fix missing trailing commas
---------
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Add workflow to perform automated checks for PRs
* Downgrade Microsoft.CodeAnalysis to 4.4.0
This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800
* Adjust editorconfig to be more compatible with Ryujinx code-style
* Adjust .editorconfig line endings to match .gitattributes
* Disable 'prefer switch expression' rule
* Remove naming styles
These are the default rules, so we don't need to override them.
* Silence IDE0060 in .editorconfig
* Slightly adjust .editorconfig
* Add lost workflow changes
* Move .editorconfig comment to the top
* .editorconfig: private static readonly fields should be _lowerCamelCase
* .editorconfig: Remove alignment for declarations as well
* editorconfig: Add rule for local constants
* Disable CA1822 for HLE services
* Disable CA1822 for ViewModels
Bindings won't work with static members, but this issue is silently ignored.
* Run dotnet format for the whole solution
* Check result code of SDL_GetDisplayBounds
* Fix dotnet format style issues
* Add missing trailing commas
* Update Microsoft.CodeAnalysis.CSharp to 4.6.0
Skipping 4.5.0 since it breaks dotnet format
* Restore old default naming rules for dotnet format
* Add naming rule exception for CPU tests
* checks: Include all files before excluding paths
* Fix dotnet format issues
* Check dotnet format version
* checks: Run dotnet format with severity info again
* checks: Disable naming style rules until they won't crash the process anymore
* Remove unread private member
* checks: Attempt to run analyzers 3 times before giving up
* checks: Enable naming style rules again with the new retry logic
* dotnet format style --severity info
Some changes were manually reverted.
* dotnet format analyzers --serverity info
Some changes have been minimally adapted.
* Restore a few unused methods and variables
* Silence dotnet format IDE0060 warnings
* Silence dotnet format IDE0059 warnings
* Address or silence dotnet format IDE1006 warnings
* Address dotnet format CA1816 warnings
* Address or silence dotnet format CA2211 warnings
* Silence CA1806 and CA1834 issues
* Fix formatting for switch expressions
* Address most dotnet format whitespace warnings
* Apply dotnet format whitespace formatting
A few of them have been manually reverted and the corresponding warning was silenced
* Revert formatting changes for while and for-loops
* Format if-blocks correctly
* Run dotnet format whitespace after rebase
* Run dotnet format style after rebase
* Run dotnet format analyzers after rebase
* Run dotnet format after rebase and remove unused usings
- analyzers
- style
- whitespace
* Add comments to disabled warnings
* Remove a few unused parameters
* Replace MmeShadowScratch with Array256<uint>
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Run dotnet format after rebase
* Address IDE0251 warnings
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* First dotnet format pass
* Second dotnet format pass
* Fix build issues
* Fix StructArrayHelpers.cs
* Apply suggestions from code review
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Fix return statements
* Fix naming rule violations
* Update src/Ryujinx.Common/Utilities/StreamUtils.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Add trailing commas
* Address review feedback
* Address review feedback
* Rename remaining type parameters to TKey and TValue
* Fix manual formatting for logging levels
* Fix spacing before comments
---------
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Attempt at fixing hang on exit by ending the WindowNotificationManager notification loop, so that the Thread running it can exit.
* explicitly apply the NotificationManager template to allow the notification loop to begin
* NotificationHelper - remove explicity call to ApplyTemplate(). Change to ManualResetEventSlim so we can cancel the Wait on it.
* add a timeout to AudioRenderSystem.Stop()'s waiting for the termination signal, log a warning if this timeout occurs, and continue execution
* NotifiationHelper - cancel first, the CompleteAdding()
* Remove AudioRenderSystem._terminationEvent, redundant
* NotificationHelper - use host.Closing event to trigger cancellation instead of _notifationManager.DetachedFromLogicalTree
* Change NotificationHelper to use an explicit Thread for background work. Wait on the cancellationToken's WaitHandle so the Thread doesn't have to deal with async. Wrap foreach in try/catch (OperationCanceledException) to swallow the escaping exception from the GetConsumingEnumerable().
* adjust formatting of AsyncWorkQueue constructor to use object initializers consistently
* use AsyncWorkQueue to do everything I added in SetNotificationManager()
* Revert "use AsyncWorkQueue to do everything I added in SetNotificationManager()"
This reverts commit f0e78366b8776ec8e2fef8ab023c0db1833155d3.
* use AsyncWorkQueue to handle the Thread-related changes previously made to NotificationHelper.SetNotificationHelper(). Wrap it in Lazy<T> and force instantiation in the TemplateApplied event handler to accomodate for the fact that AsyncWorkQueue starts immediately, and the notification dispatch loop was being delayed by _templateAppliedEvent.
* impl changes suggested by AcK77
* impl changes suggested by AcK77 (more)
* Add hide-cursor command line argument
* gtk: Adjust SettingsWindow for hide cursor options
* ava: Adjust SettingsWindow for hide cursor options
* ava: Add override check for HideCursor arg
* Remove copy&paste sins
* ava: Leave a little more room between the options
* gtk: Fix hide cursor issues
* ava: Only hide cursor if it's within the embedded window