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https://github.com/Atmosphere-NX/Atmosphere
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fatal: Finish CheckRepairStatus
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1 changed files with 45 additions and 23 deletions
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@ -32,25 +32,27 @@ static bool InRepairWithoutVolHeld() {
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{
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{
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GpioPadSession vol_btn;
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GpioPadSession vol_btn;
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if (R_SUCCEEDED(gpioOpenSession(&vol_btn, GpioPadName_ButtonVolUp))) {
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if (R_FAILED(gpioOpenSession(&vol_btn, GpioPadName_ButtonVolUp))) {
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/* Ensure we close even on early return. */
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return true;
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ON_SCOPE_EXIT { gpioPadClose(&vol_btn); };
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/* Set direction input. */
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gpioPadSetDirection(&vol_btn, GpioDirection_Input);
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/* Ensure that we're holding the volume button for a full second. */
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TimeoutHelper timeout_helper(1000000000UL);
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while (!timeout_helper.TimedOut()) {
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GpioValue val;
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if (R_FAILED(gpioPadGetValue(&vol_btn, &val)) || val != GpioValue_Low) {
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return true;
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}
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/* Sleep for 100 ms. */
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svcSleepThread(100000000UL);
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}
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}
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}
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/* Ensure we close even on early return. */
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ON_SCOPE_EXIT { gpioPadClose(&vol_btn); };
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/* Set direction input. */
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gpioPadSetDirection(&vol_btn, GpioDirection_Input);
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/* Ensure that we're holding the volume button for a full second. */
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TimeoutHelper timeout_helper(1000000000UL);
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while (!timeout_helper.TimedOut()) {
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GpioValue val;
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if (R_FAILED(gpioPadGetValue(&vol_btn, &val)) || val != GpioValue_Low) {
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return true;
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}
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/* Sleep for 100 ms. */
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svcSleepThread(100000000UL);
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}
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}
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}
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return false;
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return false;
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@ -66,11 +68,31 @@ static bool InRepairWithoutTimeReviserCartridge() {
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return false;
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return false;
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}
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}
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/* TODO: if (!IsGamecardInserted()) { return true; } */
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FsGameCardHandle gc_hnd;
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u8 gc_attr;
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/* TODO: return GetGameCardAttribute(GetGameCardHandle()) & GameCardAttribute_Repair == GameCardAttribute_Repair; */
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{
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FsDeviceOperator devop;
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return false;
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if (R_FAILED(fsOpenDeviceOperator(&devop))) {
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return true;
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}
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/* Ensure we close even on early return. */
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ON_SCOPE_EXIT { fsDeviceOperatorClose(&devop); };
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/* Check that a gamecard is inserted. */
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bool inserted;
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if (R_FAILED(fsDeviceOperatorIsGameCardInserted(&devop, &inserted)) || !inserted) {
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return true;
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}
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/* Check that we can retrieve the gamecard's attributes. */
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if (R_FAILED(fsDeviceOperatorGetGameCardHandle(&devop, &gc_hnd)) || R_FAILED(fsDeviceOperatorGetGameCardAttribute(&devop, &gc_hnd, &gc_attr))) {
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return true;
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}
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}
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/* Check that the gamecard is a repair tool. */
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return (gc_attr & FsGameCardAttribute_Repair) == FsGameCardAttribute_Repair;
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}
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}
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void CheckRepairStatus() {
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void CheckRepairStatus() {
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