yuzu/src/core/hle/shared_page.cpp

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include <chrono>
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#include <cstring>
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#include <ctime>
#include "core/core_timing.h"
#include "core/hle/shared_page.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace SharedPage {
SharedPageDef shared_page;
static CoreTiming::EventType* update_time_event;
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/// Gets system time in 3DS format. The epoch is Jan 1900, and the unit is millisecond.
static u64 GetSystemTime() {
auto now = std::chrono::system_clock::now();
// 3DS system does't allow user to set a time before Jan 1 2000,
// so we use it as an auxiliary epoch to calculate the console time.
std::tm epoch_tm;
epoch_tm.tm_sec = 0;
epoch_tm.tm_min = 0;
epoch_tm.tm_hour = 0;
epoch_tm.tm_mday = 1;
epoch_tm.tm_mon = 0;
epoch_tm.tm_year = 100;
epoch_tm.tm_isdst = 0;
auto epoch = std::chrono::system_clock::from_time_t(std::mktime(&epoch_tm));
// 3DS console time uses Jan 1 1900 as internal epoch,
// so we use the milliseconds between 1900 and 2000 as base console time
u64 console_time = 3155673600000ULL;
// Only when system time is after 2000, we set it as 3DS system time
if (now > epoch) {
console_time += std::chrono::duration_cast<std::chrono::milliseconds>(now - epoch).count();
}
// If the system time is in daylight saving, we give an additional hour to console time
std::time_t now_time_t = std::chrono::system_clock::to_time_t(now);
std::tm* now_tm = std::localtime(&now_time_t);
if (now_tm && now_tm->tm_isdst > 0)
console_time += 60 * 60 * 1000;
return console_time;
}
static void UpdateTimeCallback(u64 userdata, int cycles_late) {
DateTime& date_time =
shared_page.date_time_counter % 2 ? shared_page.date_time_0 : shared_page.date_time_1;
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date_time.date_time = GetSystemTime();
date_time.update_tick = CoreTiming::GetTicks();
date_time.tick_to_second_coefficient = BASE_CLOCK_RATE;
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date_time.tick_offset = 0;
++shared_page.date_time_counter;
// system time is updated hourly
CoreTiming::ScheduleEvent(msToCycles(60 * 60 * 1000) - cycles_late, update_time_event);
}
void Init() {
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std::memset(&shared_page, 0, sizeof(shared_page));
shared_page.running_hw = 0x1; // product
// Some games wait until this value becomes 0x1, before asking running_hw
shared_page.unknown_value = 0x1;
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// Set to a completely full battery
shared_page.battery_state.is_adapter_connected.Assign(1);
shared_page.battery_state.is_charging.Assign(1);
update_time_event =
CoreTiming::RegisterEvent("SharedPage::UpdateTimeCallback", UpdateTimeCallback);
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CoreTiming::ScheduleEvent(0, update_time_event);
}
} // namespace