mirror of
https://github.com/Ryujinx/Ryujinx.git
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32d3f3f690
This implement `GetRegionCode` accordingly to RE. I've added a setting in the GUI and a field in the Configuration file with a way to update the Configuration file if needed.
216 lines
No EOL
6.7 KiB
C#
216 lines
No EOL
6.7 KiB
C#
using JsonPrettyPrinterPlus;
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using Ryujinx.Common.Logging;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using Utf8Json;
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using Utf8Json.Resolvers;
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using Ryujinx.Configuration.System;
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using Ryujinx.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.UI.Input;
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using Ryujinx.Configuration.Ui;
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namespace Ryujinx.Configuration
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{
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public class ConfigurationFileFormat
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{
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public int Version { get; set; }
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/// <summary>
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/// Dumps shaders in this local directory
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/// </summary>
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public string GraphicsShadersDumpPath { get; set; }
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/// <summary>
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/// Enables printing debug log messages
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/// </summary>
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public bool LoggingEnableDebug { get; set; }
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/// <summary>
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/// Enables printing stub log messages
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/// </summary>
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public bool LoggingEnableStub { get; set; }
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/// <summary>
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/// Enables printing info log messages
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/// </summary>
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public bool LoggingEnableInfo { get; set; }
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/// <summary>
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/// Enables printing warning log messages
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/// </summary>
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public bool LoggingEnableWarn { get; set; }
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/// <summary>
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/// Enables printing error log messages
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/// </summary>
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public bool LoggingEnableError { get; set; }
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/// <summary>
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/// Enables printing guest log messages
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/// </summary>
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public bool LoggingEnableGuest { get; set; }
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/// <summary>
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/// Enables printing FS access log messages
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/// </summary>
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public bool LoggingEnableFsAccessLog { get; set; }
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/// <summary>
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/// Controls which log messages are written to the log targets
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/// </summary>
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public LogClass[] LoggingFilteredClasses { get; set; }
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/// <summary>
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/// Enables or disables logging to a file on disk
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/// </summary>
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public bool EnableFileLog { get; set; }
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/// <summary>
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/// Change System Language
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/// </summary>
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public Language SystemLanguage { get; set; }
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/// <summary>
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/// Change System Region
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/// </summary>
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public Region SystemRegion { get; set; }
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/// <summary>
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/// Enables or disables Docked Mode
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/// </summary>
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public bool DockedMode { get; set; }
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/// <summary>
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/// Enables or disables Discord Rich Presence
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/// </summary>
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public bool EnableDiscordIntegration { get; set; }
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/// <summary>
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/// Enables or disables Vertical Sync
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/// </summary>
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public bool EnableVsync { get; set; }
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/// <summary>
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/// Enables or disables multi-core scheduling of threads
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/// </summary>
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public bool EnableMulticoreScheduling { get; set; }
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/// <summary>
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/// Enables integrity checks on Game content files
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/// </summary>
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public bool EnableFsIntegrityChecks { get; set; }
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/// <summary>
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/// Enables FS access log output to the console. Possible modes are 0-3
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/// </summary>
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public int FsGlobalAccessLogMode { get; set; }
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/// <summary>
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/// Enable or disable ignoring missing services
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/// </summary>
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public bool IgnoreMissingServices { get; set; }
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/// <summary>
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/// The primary controller's type
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/// </summary>
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public ControllerType ControllerType { get; set; }
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/// <summary>
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/// Used to toggle columns in the GUI
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/// </summary>
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public GuiColumns GuiColumns { get; set; }
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/// <summary>
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/// A list of directories containing games to be used to load games into the games list
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/// </summary>
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public List<string> GameDirs { get; set; }
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/// <summary>
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/// Enable or disable custom themes in the GUI
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/// </summary>
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public bool EnableCustomTheme { get; set; }
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/// <summary>
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/// Path to custom GUI theme
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/// </summary>
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public string CustomThemePath { get; set; }
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/// <summary>
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/// Enable or disable keyboard support (Independent from controllers binding)
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/// </summary>
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public bool EnableKeyboard { get; set; }
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/// <summary>
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/// Keyboard control bindings
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/// </summary>
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public NpadKeyboard KeyboardControls { get; set; }
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/// <summary>
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/// Controller control bindings
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/// </summary>
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public NpadController JoystickControls { get; set; }
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/// <summary>
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/// Loads a configuration file from disk
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/// </summary>
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/// <param name="path">The path to the JSON configuration file</param>
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public static ConfigurationFileFormat Load(string path)
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{
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var resolver = CompositeResolver.Create(
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new[] { new ConfigurationEnumFormatter<Key>() },
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new[] { StandardResolver.AllowPrivateSnakeCase }
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);
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using (Stream stream = File.OpenRead(path))
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{
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return JsonSerializer.Deserialize<ConfigurationFileFormat>(stream, resolver);
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}
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}
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/// <summary>
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/// Save a configuration file to disk
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/// </summary>
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/// <param name="path">The path to the JSON configuration file</param>
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public void SaveConfig(string path)
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{
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IJsonFormatterResolver resolver = CompositeResolver.Create(
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new[] { new ConfigurationEnumFormatter<Key>() },
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new[] { StandardResolver.AllowPrivateSnakeCase }
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);
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byte[] data = JsonSerializer.Serialize(this, resolver);
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File.WriteAllText(path, Encoding.UTF8.GetString(data, 0, data.Length).PrettyPrintJson());
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}
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private class ConfigurationEnumFormatter<T> : IJsonFormatter<T>
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where T : struct
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{
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public void Serialize(ref JsonWriter writer, T value, IJsonFormatterResolver formatterResolver)
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{
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formatterResolver.GetFormatterWithVerify<string>()
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.Serialize(ref writer, value.ToString(), formatterResolver);
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}
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public T Deserialize(ref JsonReader reader, IJsonFormatterResolver formatterResolver)
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{
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if (reader.ReadIsNull())
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{
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return default(T);
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}
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string enumName = formatterResolver.GetFormatterWithVerify<string>()
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.Deserialize(ref reader, formatterResolver);
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if (Enum.TryParse<T>(enumName, out T result))
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{
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return result;
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}
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return default(T);
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}
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}
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}
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} |