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0e93a51030
* bcat:u: Implement EnumerateDeliveryCacheDirectory Basic implementation `EnumerateDeliveryCacheDirectory` call to `IDeliveryCacheStorageService` according to RE. (close #622) I've added some comments in the whole service for when we'll implement a real bcat implementation. For now, all games who use it isn't playable because of GPU. * Use Array instead of List * Add ApplicationLaunchPropertyHelper * Fix helper * Fix helper 2 * Fix ApplicationLaunchProperty Default * Fix ApplicationLaunchProperty 2 * Fix folder
47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using Ryujinx.HLE.HOS.Services.Glue;
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using System;
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using System.Text;
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namespace Ryujinx.HLE.HOS.Services.Bcat
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{
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class IDeliveryCacheStorageService : IpcService
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{
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private const int DeliveryCacheDirectoriesLimit = 100;
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private const int DeliveryCacheDirectoryNameLength = 32;
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private string[] _deliveryCacheDirectories = new string[0];
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public IDeliveryCacheStorageService(ServiceCtx context, ApplicationLaunchProperty applicationLaunchProperty)
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{
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// TODO: Read directories.meta file from the save data (loaded in IServiceCreator) in _deliveryCacheDirectories.
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}
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[Command(10)]
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// EnumerateDeliveryCacheDirectory() -> (u32, buffer<nn::bcat::DirectoryName, 6>)
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public ResultCode EnumerateDeliveryCacheDirectory(ServiceCtx context)
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{
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long outputPosition = context.Request.ReceiveBuff[0].Position;
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long outputSize = context.Request.ReceiveBuff[0].Size;
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for (int index = 0; index < _deliveryCacheDirectories.Length; index++)
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{
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if (index == DeliveryCacheDirectoriesLimit - 1)
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{
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break;
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}
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byte[] directoryNameBuffer = Encoding.ASCII.GetBytes(_deliveryCacheDirectories[index]);
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Array.Resize(ref directoryNameBuffer, DeliveryCacheDirectoryNameLength);
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directoryNameBuffer[DeliveryCacheDirectoryNameLength - 1] = 0x00;
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context.Memory.WriteBytes(outputPosition + index * DeliveryCacheDirectoryNameLength, directoryNameBuffer);
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}
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context.ResponseData.Write(_deliveryCacheDirectories.Length);
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return ResultCode.Success;
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}
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}
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} |