Previously, sockets were only ever closed when the game specifically requested it.
Thanks @comex on GitHub for the patch submitted via the [Ryubing] issues page.
Co-Authored-By: comex <47517+comex@users.noreply.github.com>
* Gommon to 2.8.0.1
* Microsoft.NET.Test.Sdk to 18.0.0
* Newtonsoft.Json to 13.0.4 (reduces trim warnings by 56)
* Ryujinx.LibHac to 0.21.0-alpha.126
* System group to 9.0.10
* UnicornEngine.Unicorn to 2.1.4-a40db6c
General memory improvements to decrease GC pressure and frequency.
Pool big arrays and objects that are created and deleted often.
Skip data copies when they aren't needed.
Inline flag checks to skip unneeded allocations.
From my testing the performance is about the same, but the GC frequency is much lower and collection is faster causing less and smaller spikes.
This lets games such as The Legend of Zelda: Tears of the Kingdom (v1.4.2) and other SDK 20+ games successfully circumvent a crash when calling an applet.
Example: No controller connected on boot -> calls Controller Applet -> no stub = crash.
ObjectPool now uses ConcurrentBag instead if ConcurrentStack, as it has a smaller memory footprint.
Fix compiler warnings related to Audio Command Pools.
Switch gpu command initialization to use pointers, that way skipping the allocation of the command which is unnecessary.
Skip byte array allocation in Ioctl2/3 if it isn't needed (if the source data is all continuous we don't need to copy it to make it continuous).
Revert and reimplement Float BiquadFilterEffect support, fixes infinite load issues in a few games like Splatoon 3.
Fix incorrect string check with the new thread naming system.
Implement object pooling for all Audio Commands and a few other audio related objects and use a growing error list for updating wave buffers instead of always allocating space for 8 errors.
Currently, application list will not show until ApplicationLibrary_LdnGameDataReceived calls ViewModel.RefreshView();, forcing a refresh. This makes application list load slowly when RyuLDN is enabled.
Newer applications have a folder for ounce in the Control nca. This fixes Ryujinx trying to open a folder as a file, causing another exception, when trying to find the icon fallback.
Using resolution mods, heaps past 8 GiB work in some games (like LoZ: TotK) and not in others (like SMP Jamboree). Setting the heap to a hard limit of 8 GiB on the 10 & 12 GiB DRAM options seems to be the safe bet right now until a better solution is found.
The heap was limited to 6 GiB no matter the memory setting, causing memory configurations above 8 GiB to not actually affect the heap size.
Now when the memory config is set to [10 or] 12 GiB the heap also allocates 12 GiB.
The SetHeapSize SysCall will now allow heap sizes up to 12 GiB (technically slightly less).
Co-authored-by: KeatonTheBot <keaton@ryujinx.app>
Currently, some logs can be missing when a fatal error occurs (especially GuestBrokeExecutionException).
This MR attempts to flush logs to console and file before process exit.
* Fixed an issue where games would boot loop because of an incorrect HID state.
* Turns out the SamplingNumber of the atomic input storage doesn't match the SamplingNumber of the input state held by the atomic storage, instead it is exactly double the value in the input state.
* Added new Condition struct to the HID Shared memory and populate it with dummy data to fix the no-controller crash (already merged).
* The audio renderer has been mostly updated to rev15, allowing rev15 games to launch.
* Biquad filters now use floats.
* Several structures have been renamed to match the SDK names, making it easier to compare functionality. A few names are still missing and will be changed at a later date.
* The new commands from rev15 have been added to the CommandType enum, but they are still missing from the code itself.
* Due to changes in the SDK layout, the time estimation functions are either missing or very well hidden (or Ghidra search functionality is useless). We can't fully implement the new commands until the timing data has been located.
* A few minor tweaks to the code have been made to more accurately match the SDK.