diff options
author | Ac_K <Acoustik666@gmail.com> | 2022-03-15 04:07:07 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-03-15 04:07:07 +0100 |
commit | e2ffa5a125fcbe8a25c73d8e04c08c08ef378860 (patch) | |
tree | 3a43fe53fbd015f3c60caf0e27fc9364ea2d8e41 /Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs | |
parent | 73feac5819903bbc16ebb3b4a47b5734d5699492 (diff) |
ntc: Implement IEnsureNetworkClockAvailabilityService (#3192)1.1.76
* ntc: Implement IEnsureNetworkClockAvailabilityService
This PR implement a basic `IEnsureNetworkClockAvailabilityService` checked by RE. It's needed by Splatoon 2 with Guest Internet Access enabled. Game is now playable with this setting.
* Update Ryujinx.HLE/HOS/Services/Nim/Ntc/StaticService/IEnsureNetworkClockAvailabilityService.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Diffstat (limited to 'Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs')
-rw-r--r-- | Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs | 18 |
1 files changed, 17 insertions, 1 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs b/Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs index f5a3bc7b..1a4100ee 100644 --- a/Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs +++ b/Ryujinx.HLE/HOS/Services/Nim/Ntc/IStaticService.cs @@ -1,8 +1,24 @@ -namespace Ryujinx.HLE.HOS.Services.Nim.Ntc +using Ryujinx.Common.Logging; +using Ryujinx.HLE.HOS.Services.Nim.Ntc.StaticService; + +namespace Ryujinx.HLE.HOS.Services.Nim.Ntc { [Service("ntc")] class IStaticService : IpcService { public IStaticService(ServiceCtx context) { } + + [CommandHipc(0)] + // OpenEnsureNetworkClockAvailabilityService(u64) -> object<nn::ntc::detail::service::IEnsureNetworkClockAvailabilityService> + public ResultCode CreateAsyncInterface(ServiceCtx context) + { + ulong unknown = context.RequestData.ReadUInt64(); + + MakeObject(context, new IEnsureNetworkClockAvailabilityService(context)); + + Logger.Stub?.PrintStub(LogClass.ServiceNtc, new { unknown }); + + return ResultCode.Success; + } } }
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