pl_u: Use empty shared font if none is available.
- Makes games work in lieu of shared_font.bin.
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34264879b3
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@ -47,10 +47,10 @@ PL_U::PL_U() : ServiceFramework("pl:u") {
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FileUtil::CreateFullPath(filepath); // Create path if not already created
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FileUtil::IOFile file(filepath, "rb");
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shared_font = std::make_shared<std::vector<u8>>(SHARED_FONT_MEM_SIZE);
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if (file.IsOpen()) {
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// Read shared font data
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ASSERT(file.GetSize() == SHARED_FONT_MEM_SIZE);
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shared_font = std::make_shared<std::vector<u8>>(static_cast<size_t>(file.GetSize()));
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file.ReadBytes(shared_font->data(), shared_font->size());
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} else {
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LOG_WARNING(Service_NS, "Unable to load shared font: %s", filepath.c_str());
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@ -97,22 +97,19 @@ void PL_U::GetSharedMemoryAddressOffset(Kernel::HLERequestContext& ctx) {
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}
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void PL_U::GetSharedMemoryNativeHandle(Kernel::HLERequestContext& ctx) {
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if (shared_font != nullptr) {
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// TODO(bunnei): This is a less-than-ideal solution to load a RAM dump of the Switch shared
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// font data. This (likely) relies on exact address, size, and offsets from the original
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// dump. In the future, we need to replace this with a more robust solution.
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// Map backing memory for the font data
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Core::CurrentProcess()->vm_manager.MapMemoryBlock(SHARED_FONT_MEM_VADDR, shared_font, 0,
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SHARED_FONT_MEM_SIZE,
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Kernel::MemoryState::Shared);
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Core::CurrentProcess()->vm_manager.MapMemoryBlock(
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SHARED_FONT_MEM_VADDR, shared_font, 0, SHARED_FONT_MEM_SIZE, Kernel::MemoryState::Shared);
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// Create shared font memory object
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shared_font_mem = Kernel::SharedMemory::Create(
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Core::CurrentProcess(), SHARED_FONT_MEM_SIZE, Kernel::MemoryPermission::ReadWrite,
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Kernel::MemoryPermission::Read, SHARED_FONT_MEM_VADDR, Kernel::MemoryRegion::BASE,
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"PL_U:shared_font_mem");
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}
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LOG_DEBUG(Service_NS, "called");
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IPC::ResponseBuilder rb{ctx, 2, 1};
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