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* settings: Enable FIFO relaxedlat9nq2023-05-031-2/+4
| | | | | | | Not entirely sure if we need this, but there's also no reason not to support it. settings: Give VSyncMode values
* telemetry_session: Make translate function staticlat9nq2023-05-031-1/+1
| | | | | | Addresses review feedback Co-authored-by: Lioncash <mathew1800@gmail.com>
* configuration: Expose separate swap present modeslat9nq2023-05-031-1/+14
| | | | | | | | Previously, yuzu would try and guess which vsync mode to use given different scenarios, but apparently we didn't always get it right. This exposes the separate modes in a drop-down the user can select. If a mode isn't available in Vulkan, it defaults to FIFO.
* remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistencyarades792023-02-141-2/+2
| | | | Signed-off-by: arades79 <scravers@protonmail.com>
* add static lifetime to constexpr values to force compile time evaluation where possiblearades792023-02-141-2/+2
| | | | Signed-off-by: arades79 <scravers@protonmail.com>
* video_core: add null backendLiam2022-11-291-0/+2
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* Settings: eliminate rescaling_factor.Fernando Sahmkow2021-11-161-2/+0
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* remove-audio-stretching-settingMoonlacer2021-09-161-2/+0
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* configure_graphics: Add GPU nvdec decoding as an optionameerj2021-08-161-2/+14
| | | | | | Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference. Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
* Merge pull request #6696 from ameerj/speed-limit-renamebunnei2021-07-271-2/+2
|\ | | | | general: Rename "Frame Limit" references to "Speed Limit"
| * general: Rename "Frame Limit" references to "Speed Limit"ameerj2021-07-241-2/+2
| | | | | | | | | | This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate. This allows us to differentiate it from the fps unlocker setting.
* | general: Add setting shader_backendlat9nq2021-07-231-2/+2
|/ | | | | | | | | | | | | | | | GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
* core, input_common: Miscellaneous fixeslat9nq2021-06-291-3/+5
| | | | | | | | | | bcat: Fix settings access telemetry_session: Fix settings accesses So this is what I get for testing with the web service disabled. touch_from_button: Fix settings access for clang
* general: Make most settings a BasicSettinglat9nq2021-06-281-1/+1
| | | | | | | | | | | Creates a new BasicSettings class in common/settings, and forces setting a default and label for each setting that uses it in common/settings. Moves defaults and labels from both frontends into common settings. Creates a helper function in each frontend to facillitate reading the settings now with the new default and label properties. Settings::Setting is also now a subclass of Settings::BasicSetting. Also adds documentation for both Setting and BasicSetting.
* configure_graphics: Add Accelerate ASTC decoding settingameerj2021-06-161-0/+1
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* common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270)Morph2021-05-261-15/+32
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
* common: Move settings to common from core.bunnei2021-04-151-1/+1
| | | | - Removes a dependency on core and input_common from common.
* patch_manager: Remove usages of the global system instanceLioncash2020-11-181-2/+7
| | | | | | | With this, only 19 usages of the global system instance remain within the core library. We're almost there.
* settings: Preparation for per-game input settingsMorph2020-11-161-1/+1
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* video_core: NVDEC Implementationameerj2020-10-271-0/+2
| | | | | | | | | | | | | | This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
* common/telemetry: Migrate namespace into the Common namespaceLioncash2020-08-181-0/+2
| | | | | Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
* common/fileutil: Convert namespace to Common::FSLioncash2020-08-161-6/+6
| | | | | | | | | | | | Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
* Rebase for per game settingsDavid Marcec2020-07-171-0/+2
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* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-11/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
* yuzu: Add frontend settings for assembly shadersReinUsesLisp2020-05-191-0/+1
| | | | | Add settings for assembly shaders. Currently hidden to avoid users from accidentally enabled them.
* UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow2020-04-221-2/+14
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* CMakeLists: Specify -Wextra on linux buildsLioncash2020-04-161-3/+3
| | | | | | | | | | | Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
* core: settings: Add setting to enable vsync, which is on by default.bunnei2020-02-261-0/+1
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* settings: Add settings for graphics backendReinUsesLisp2020-01-291-1/+11
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* telemetry_session: Report renderer backendReinUsesLisp2019-12-021-0/+1
| | | | We only have OpenGL as an option for now. Hardcode the entry.
* telemetry_session: Use temporary to avoid writing the same enumReinUsesLisp2019-12-021-16/+11
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* yuzu: Remove setting for using UnicornLioncash2019-07-111-1/+0
| | | | | | | | | | The JIT is mature enough that this setting can be removed, falling back to Unicorn only on unsupported architectures. Any missing features from Unicorn (of which there are extremely few), are mostly developer-oriented, which most users don't care about. Features should be coordinated with the JIT, not the interpreter, anyhow.
* yuzu: Remove CPU Jit setting from the UIfearlessTobi2019-07-041-1/+1
| | | | A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
* core/telemetry_session: Remove unnecessary web service nulling out in destructorLioncash2019-05-291-2/+1
| | | | | This will automatically occur when the backend instance goes out of scope at the end of the destructor's execution.
* core/telemetry_session: Remove usages of the global system accessorLioncash2019-05-291-28/+32
| | | | | | | | | | | | | | | | Makes the dependency explicit in the TelemetrySession's interface instead of making it a hidden dependency. This also revealed a hidden issue with the way the telemetry session was being initialized. It was attempting to retrieve the app loader and log out title-specific information. However, this isn't always guaranteed to be possible. During the initialization phase, everything is being constructed. It doesn't mean an actual title has been selected. This is what the Load() function is for. This potentially results in dead code paths involving the app loader. Instead, we explicitly add this information when we know the app loader instance is available.
* core/telemetry_session: Only create the backend when we really need itzhupengfei2019-05-041-8/+9
| | | | The backend is not used until we decide to submit the testcase/telemetry, and creating it early prevents users from updating the credentials properly while the games are running.
* settings: Add new graphics setting for use_asynchronous_gpu_emulation.bunnei2019-03-071-0/+2
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* settings: Hide shader cache behind a settingReinUsesLisp2019-02-071-0/+2
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* web_service: move telemetry condition from TelemetrySession constructor to destructorfearlessTobi2018-12-081-8/+4
| | | | Fixes an issue where Testcases couldn't be sent when Telemetry was disabled, because both things are tied closely together in the backend.
* compatdb: Use a seperate endpoint for testcase submissionfearlessTobi2018-10-281-0/+9
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* config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.bunnei2018-10-161-2/+2
| | | | - This will be used as a catch-all for slow-but-accurate GPU emulation paths.
* telemetry_session: Add missing includesLioncash2018-10-091-2/+4
| | | | | Prevents potential compilation issues in the future by including missing headers for certain functions and types.
* telemetry_session: Use a std::array in GenerateTelemetryId()Lioncash2018-10-091-2/+4
| | | | | | We don't need to potentially heap-allocate a std::string instance here, given the data is known ahead of time. We can just place it within an array and pass this to the mbedtls functions.
* Address more review commentsfearlessTobi2018-10-021-1/+1
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* Address a bunch of review commentsfearlessTobi2018-10-021-5/+6
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* Port web_service from CitrafearlessTobi2018-10-021-12/+39
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* Add audio stretching supportfearlessTobi2018-09-081-0/+3
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* drd: Parse title ID from program metadataZach Hilman2018-09-041-3/+21
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* core/core: Replace includes with forward declarations where applicableLioncash2018-08-311-0/+1
| | | | | | | | | | | The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
* Merge pull request #840 from FearlessTobi/port-3353bunnei2018-08-221-2/+3
|\ | | | | Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
| * Port #3353 from CitrafearlessTobi2018-08-211-2/+3
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* | telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId()Lioncash2018-08-211-4/+4
| | | | | | | | | | | | Given these functions aren't intended to be used frequently, there's no need to keep the std::string instances allocated for the whole lifetime of the program. It's just a waste of memory.
* | common/telemetry: Migrate core-independent info gathering to commonLioncash2018-08-151-62/+7
|/ | | | | | | | | | | | Previously core itself was the library containing the code to gather common information (build info, CPU info, and OS info), however all of this isn't core-dependent and can be moved to the common code and use the common interfaces. We can then just call those functions from the core instead. This will allow replacing our CPU detection with Xbyak's which has better detection facilities than ours. It also keeps more architecture-dependent code in common instead of core.
* file_util: Use an enum class for GetUserPath()Lioncash2018-07-211-2/+4
| | | | | | | | | | | | | Instead of using an unsigned int as a parameter and expecting a user to always pass in the correct values, we can just convert the enum into an enum class and use that type as the parameter type instead, which makes the interface more type safe. We also get rid of the bookkeeping "NUM_" element in the enum by just using an unordered map. This function is generally low-frequency in terms of calls (and I'd hope so, considering otherwise would mean we're slamming the disk with IO all the time) so I'd consider this acceptable in this case.
* Rename logging macro back to LOG_*James Rowe2018-07-031-3/+3
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* settings: Add a configuration for use_accurate_framebuffers.bunnei2018-06-271-0/+2
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* core: Add a configuration setting for use_multi_core.bunnei2018-05-111-0/+2
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* core: Replace remaining old non-generic logger usages with fmt-capable equivalentsLioncash2018-04-261-3/+3
| | | | | | LOG_GENERIC usages will be amended in a follow-up to keep API changes separate from interface changes, as it will require removing a parameter from the relevant function in the VMManager class.
* Merge pull request #276 from N00byKing/acctoyuzubunnei2018-04-031-2/+2
|\ | | | | Change Telemetry Names to yuzu and remove links to citra
| * Change Telemetry Names to yuzuN00byKing2018-03-271-2/+2
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* | config: Use simplified checkbox (from Citra) for CPU JIT.bunnei2018-03-271-2/+3
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* Port citra #3352 to yuzu (#103)River City Ransomware2018-01-201-1/+9
| | | | | | | | | | * Port citra #3352 to yuzu This change allows non x86_64 architectures to compile yuzu by skipping the building of dynarmic * Fixed clang-format errors * fixes more clang-format errors
* Removing unused settings and yuzu rebrandingJames Rowe2018-01-131-9/+0
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* Remove gpu debugger and get yuzu qt to compileJames Rowe2018-01-131-5/+0
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* core: Gut out cryptop, since it doesn't compile with C++17.bunnei2018-01-131-3/+0
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* configuration: Add cpu_core configuration optionMerryMage2018-01-121-1/+2
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* WebService: Verify username and token (#2930)B3n302017-09-191-0/+12
| | | | | | | | | | * WebService: Verify username and token; Log errors in PostJson * Fixup: added docstrings to the functions * Webservice: Added Icons to the verification, imrpved error detection in cpr, fixup nits * fixup: fmt warning
* web_services: Refactor to remove dependency on Core.bunnei2017-08-261-1/+7
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* qt: Add an option to view/regenerate telemetry ID.bunnei2017-08-261-3/+16
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* telemetry_session: Log telemetry ID.bunnei2017-08-261-0/+36
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* telemetry: Add field for OsPlatform.bunnei2017-08-041-0/+9
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* telemetry: Add field for BuildName.bunnei2017-08-041-0/+1
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* telemetry_session: Log BuildDate and ProgramName fields.bunnei2017-08-041-0/+7
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* telemetry: Log performance, configuration, and system data.bunnei2017-07-181-10/+66
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* web_service: Add CMake flag to enable.bunnei2017-07-121-2/+8
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* telemetry_session: Use TelemetryJson to submit real telemetry.bunnei2017-07-121-2/+2
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* telemetry: Log a few simple data fields throughout core.bunnei2017-05-251-0/+18
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* core: Keep track of telemetry for the current emulation session.bunnei2017-05-251-0/+24