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5 Commits

Author SHA1 Message Date
Marco Carvalho
f25293fde4 Merge daf2771859 into e65d1ec6c9 2025-02-27 02:42:42 +00:00
Nicola
e65d1ec6c9 JoyCon to Joy-Con (#729)
Joy-Con is the official name
2025-02-26 20:00:35 -06:00
Marco Carvalho
daf2771859 Update global.json 2025-02-26 15:37:01 -03:00
Marco Carvalho
4c8671ec44 Migrate to .NET 10 2025-02-26 15:34:26 -03:00
Evan Husted
534f92506b misc: chore: Add warning logs for invalid ips patch attempts 2025-02-26 02:31:18 -06:00
5 changed files with 15 additions and 7 deletions

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@@ -5,7 +5,7 @@ If you wish to build the emulator yourself, follow these steps:
### Step 1 ### Step 1
Install the [.NET 9.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/9.0). Install the [.NET 10.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/10.0).
Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json). Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
### Step 2 ### Step 2

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@@ -1,6 +1,6 @@
<Project> <Project>
<PropertyGroup> <PropertyGroup>
<TargetFramework>net9.0</TargetFramework> <TargetFramework>net10.0</TargetFramework>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

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@@ -97,7 +97,7 @@ If you are planning to contribute or just want to learn more about this project
- **Input** - **Input**
We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers. We currently have support for keyboard, mouse, touch input, Joy-Con input support, and nearly all controllers.
Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required.
In all scenarios, you can set up everything inside the input configuration menu. In all scenarios, you can set up everything inside the input configuration menu.

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@@ -1,6 +1,6 @@
{ {
"sdk": { "sdk": {
"version": "9.0.100", "version": "10.0.100-preview.1.25120.13",
"rollForward": "latestFeature" "rollForward": "latestFeature"
} }
} }

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@@ -71,16 +71,24 @@ namespace Ryujinx.HLE.Loaders.Mods
int patchOffset = (int)offset; int patchOffset = (int)offset;
int patchSize = patch.Length; int patchSize = patch.Length;
if (patchOffset < protectedOffset || patchOffset > memory.Length) if (patchOffset < protectedOffset)
{ {
continue; // Add warning? Logger.Warning?.Print(LogClass.ModLoader, $"Attempted to patch protected memory ({patchOffset:x} is within protected boundary of {protectedOffset:x}).");
continue;
}
if (patchOffset > memory.Length)
{
Logger.Warning?.Print(LogClass.ModLoader, $"Attempted to patch out of bounds memory (offset {patchOffset} ({patchOffset:x}) exceeds memory buffer length {memory.Length}).");
continue;
} }
patchOffset -= protectedOffset; patchOffset -= protectedOffset;
if (patchOffset + patchSize > memory.Length) if (patchOffset + patchSize > memory.Length)
{ {
patchSize = memory.Length - patchOffset; // Add warning? Logger.Warning?.Print(LogClass.ModLoader, $"Patch offset ({patchOffset:x}) + size ({patchSize}) is greater than the size of the memory buffer ({memory.Length}). Attempting to fix this...");
patchSize = memory.Length - patchOffset;
} }
Logger.Info?.Print(LogClass.ModLoader, $"Patching address offset {patchOffset:x} <= {BitConverter.ToString(patch).Replace('-', ' ')} len={patchSize}"); Logger.Info?.Print(LogClass.ModLoader, $"Patching address offset {patchOffset:x} <= {BitConverter.ToString(patch).Replace('-', ' ')} len={patchSize}");