Add Nintendo Switch network service implementations to support modders
working with network functionality in their game modifications:
- Add nn::socket utilities including InetAton and Connect functions
- Implement sockaddr/in_addr structures matching official Nintendo APIs
- Add nn::nifm networking interface services with IsNetworkAvailable and SubmitNetworkRequest
- Implement nn::nim network installation management services
- Fix BSD socket implementation to properly handle proxy packets
- Add Service_BSD log category for better debugging
These changes provide crucial networking API support for modders like
MaxLastBreath and projects like NX Optimizer (https://www.nxoptimizer.com/)
that need to hook into Nintendo's network services for code injection mods.
This implementation follows the official documentation at SwitchBrew and
enables proper network connectivity in modded games.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add CreateServerInterface2 implementation for NIM_ECA service
- Change log level from WARNING to DEBUG for CreateServerInterface
- Add descriptive log message for server interface creation
- Maintain consistent interface creation pattern between both versions
- Fix missing comma in function registration array
These changes improve the NIM service implementation by adding
support for the newer server interface creation method while
making logging more appropriate for stubbed functions.
- In commit b3facaa6bb, the copyright header was
updated to include "Citron Homebrew Project" across multiple files, regardless
of whether any contributions were made.
- This commit removes the incorrect attribution and reverts the copyright header
to its previous state.
- Copyright attribution should only be added when meaningful contributions have
been made to the file.
- This commit ensures proper compliance with copyright standards and maintains
correct attribution to the respective contributors.
- Special thanks to Tachi for pointing out the need for these corrections and
ensuring that proper attribution practices are followed.
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
- This does not actually seem to exist in the real kernel - games reset these automatically.
# Conflicts:
# src/core/hle/service/am/applets/applets.cpp
# src/core/hle/service/filesystem/fsp_srv.cpp
Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.