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authorAlex Barney <thealexbarney@gmail.com>2023-10-22 16:30:46 -0700
committerGitHub <noreply@github.com>2023-10-22 20:30:46 -0300
commitd773d5152e685a164a6eb9f419873ef1908364f7 (patch)
tree7820ebb263e6b5b958fa76782260efd95b88a091 /src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs
parent33ba1703158564c2c3564fa329fd2e630f8a8e95 (diff)
Update to LibHac 0.19.0 (#5831)1.1.1061
* Update to LibHac v0.19.0 - PartitionFileSystem classes now fully match Nintendo's implementation. Current code creating a PartitionFileSystem now need to use the Initialize method. - Implementing nn::gcsrv and nn::sdmmcsrv now means the FS server now uses that abstraction instead of the old one where we passed in an IDeviceOperator. * Add GetFileSystemAttribute
Diffstat (limited to 'src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs')
-rw-r--r--src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs b/src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs
index 292a5c12..c229b174 100644
--- a/src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs
+++ b/src/Ryujinx.HLE/Loaders/Processes/ProcessLoaderHelper.cs
@@ -1,8 +1,8 @@
using LibHac.Account;
using LibHac.Common;
using LibHac.Fs;
+using LibHac.Fs.Fsa;
using LibHac.Fs.Shim;
-using LibHac.FsSystem;
using LibHac.Loader;
using LibHac.Ncm;
using LibHac.Ns;
@@ -33,7 +33,7 @@ namespace Ryujinx.HLE.Loaders.Processes
// TODO: Remove this workaround when ASLR is implemented.
private const ulong CodeStartOffset = 0x500000UL;
- public static LibHac.Result RegisterProgramMapInfo(Switch device, PartitionFileSystem partitionFileSystem)
+ public static LibHac.Result RegisterProgramMapInfo(Switch device, IFileSystem partitionFileSystem)
{
ulong applicationId = 0;
int programCount = 0;