Atmosphere/stratosphere/dmnt/source/dmnt_service_debug.cpp
SciresM 3a1ccdd919
Switch atmosphere's build target to C++20. (#952)
* ams: update to build with gcc10/c++20

* remove mno-outline-atomics

* ams: take care of most TODO C++20s

* fusee/sept: update for gcc10

* whoosh, your code now uses pre-compiled headers

* make: dependency fixes
2020-05-11 15:02:10 -07:00

56 lines
2.2 KiB
C++

/*
* Copyright (c) 2018-2020 Atmosphère-NX
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU General Public License,
* version 2, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stratosphere.hpp>
#include "dmnt_service.hpp"
namespace ams::dmnt {
Result DebugMonitorService::BreakDebugProcess(Handle debug_hnd) {
/* Nintendo discards the output of this command, but we will return it. */
return svcBreakDebugProcess(debug_hnd);
}
Result DebugMonitorService::TerminateDebugProcess(Handle debug_hnd) {
/* Nintendo discards the output of this command, but we will return it. */
return svcTerminateDebugProcess(debug_hnd);
}
Result DebugMonitorService::CloseHandle(Handle debug_hnd) {
/* Nintendo discards the output of this command, but we will return it. */
/* This command is, entertainingly, also pretty unsafe in general... */
return svcCloseHandle(debug_hnd);
}
Result DebugMonitorService::GetProcessId(sf::Out<os::ProcessId> out_pid, Handle hnd) {
/* Nintendo discards the output of this command, but we will return it. */
return os::TryGetProcessId(out_pid.GetPointer(), hnd);
}
Result DebugMonitorService::GetProcessHandle(sf::Out<Handle> out_hnd, os::ProcessId pid) {
R_TRY_CATCH(svcDebugActiveProcess(out_hnd.GetPointer(), static_cast<u64>(pid))) {
R_CONVERT(svc::ResultBusy, dbg::ResultAlreadyAttached());
} R_END_TRY_CATCH;
return ResultSuccess();
}
Result DebugMonitorService::WaitSynchronization(Handle hnd, u64 ns) {
/* Nintendo discards the output of this command, but we will return it. */
return svcWaitSynchronizationSingle(hnd, ns);
}
}