mirror of
https://git.suyu.dev/suyu/suyu.git
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149 lines
4.8 KiB
C++
149 lines
4.8 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <memory>
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#include <string>
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#include <vector>
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "core/file_sys/content_archive.h"
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#include "core/file_sys/patch_manager.h"
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#include "core/file_sys/registered_cache.h"
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#include "core/hle/service/filesystem/filesystem.h"
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#include "core/loader/loader.h"
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#include "core/memory.h"
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#include "core/nintendo_switch_library.h"
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namespace Core {
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/**
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* NintendoSwitchLibrary class manages the operations related to installed games
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* on the emulated Nintendo Switch, including listing games, launching them,
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* and providing additional functionality inspired by multi-system emulation.
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*/
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class NintendoSwitchLibrary {
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public:
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explicit NintendoSwitchLibrary(Core::System& system) : system(system) {}
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struct GameInfo {
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u64 program_id;
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std::string title_name;
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std::string file_path;
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u32 version;
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};
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[[nodiscard]] std::vector<GameInfo> GetInstalledGames() {
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std::vector<GameInfo> games;
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const auto& cache = system.GetContentProvider().GetUserNANDCache();
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for (const auto& [program_id, content_type] : cache.GetAllEntries()) {
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if (content_type == FileSys::ContentRecordType::Program) {
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const auto title_name = GetGameName(program_id);
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const auto file_path = cache.GetEntryUnparsed(program_id, FileSys::ContentRecordType::Program);
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const auto version = GetGameVersion(program_id);
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if (!title_name.empty() && !file_path.empty()) {
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games.push_back({program_id, title_name, file_path, version});
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}
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}
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}
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return games;
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}
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[[nodiscard]] std::string GetGameName(u64 program_id) {
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const auto& patch_manager = system.GetFileSystemController().GetPatchManager(program_id);
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const auto metadata = patch_manager.GetControlMetadata();
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if (metadata.first != nullptr) {
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return metadata.first->GetApplicationName();
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}
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return "";
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}
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[[nodiscard]] u32 GetGameVersion(u64 program_id) {
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const auto& patch_manager = system.GetFileSystemController().GetPatchManager(program_id);
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return patch_manager.GetGameVersion().value_or(0);
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}
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[[nodiscard]] bool LaunchGame(u64 program_id) {
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const auto file_path = system.GetContentProvider().GetUserNANDCache().GetEntryUnparsed(program_id, FileSys::ContentRecordType::Program);
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if (file_path.empty()) {
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LOG_ERROR(Core, "Failed to launch game. File not found for program_id={:016X}", program_id);
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return false;
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}
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const auto loader = Loader::GetLoader(system, file_path);
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if (!loader) {
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LOG_ERROR(Core, "Failed to create loader for game. program_id={:016X}", program_id);
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return false;
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}
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// Check firmware compatibility
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if (!CheckFirmwareCompatibility(program_id)) {
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LOG_ERROR(Core, "Firmware version not compatible with game. program_id={:016X}", program_id);
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return false;
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}
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const auto result = system.Load(*loader);
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if (result != ResultStatus::Success) {
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LOG_ERROR(Core, "Failed to load game. Error: {}, program_id={:016X}", result, program_id);
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return false;
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}
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LOG_INFO(Core, "Successfully launched game. program_id={:016X}", program_id);
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return true;
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}
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bool CheckForUpdates(u64 program_id) {
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// TODO: Implement update checking logic
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return false;
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}
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bool ApplyUpdate(u64 program_id) {
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// TODO: Implement update application logic
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return false;
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}
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bool SetButtonMapping(const std::string& button_config) {
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// TODO: Implement button mapping logic
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return false;
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}
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bool CreateSaveState(u64 program_id, const std::string& save_state_name) {
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// TODO: Implement save state creation
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return false;
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}
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bool LoadSaveState(u64 program_id, const std::string& save_state_name) {
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// TODO: Implement save state loading
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return false;
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}
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void EnableFastForward(bool enable) {
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// TODO: Implement fast forward functionality
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}
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void EnableRewind(bool enable) {
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// TODO: Implement rewind functionality
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}
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private:
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const Core::System& system;
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bool CheckFirmwareCompatibility(u64 program_id) {
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// TODO: Implement firmware compatibility check
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return true;
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}
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};
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// Use smart pointer for better memory management
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std::unique_ptr<NintendoSwitchLibrary> CreateNintendoSwitchLibrary(Core::System& system) {
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return std::make_unique<NintendoSwitchLibrary>(system);
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}
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} // namespace Core
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